Rootrunner: (my first shot at prestige)

All RIGHT! Here is my first REAL post –

A prestige class for GOBLINS! (and other monsters. I’m feeling generous). In this case a Goblin druid. Eventually I hope to have a goblin prestige class for each of Fumbles’ 11 professions. But here is the key – and I REALLY REALLY MEAN IT! I need your help. You, the reader. I REALLY need your help. I have never made a prestige class before, and I would honestly like your thoughts. Too powerful? Not powerful enough? already been thought of before? leave a comment: one word or a long critique. I want this blog to be fun but also provocative, and I don’t mind arguments, as long as they are respectful. So read on. Then post your reply. I’m excited to hear from you!

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Sandscar’s eyes slowly unwillowed, and he smiled grimly. The elf rogue had finally stopped twitching. He studied the dead intruder for a few moments; the tangled hair, the purple face, the feet dangling just slightly off the cavern floor…. and Sandscar’s tentacle wrapped tightly around its neck. He walked over to one corner of his lair and carefully lay the former adventurer against one wall. The leafy appendage then slowly dissolved back into Sandscar’s body – reforming into a regular hobgoblin arm. The elderly druid then took up his shovel and spread a light coating of mulch over the body. “Yes,” he grinned. “Yes, we should get a nice crop of mushrooms from you…”

ROOTRUNNER
The Rootrunner is a prestige class for certain savage humanoids. Those who know the viscous side of plants – who have witnessed the weapons and defenses flora can produce and yearned to have them too. Typically this class would appeal to druids, but other classes could take it as well. The Rootrunner uses his wildshape or other shape changing abilities to adopt different characteristics of plants, in order to better protect himself or his gardens. But instead of changing fully, he can focus his transformations to particular body parts, creating a terrifying plant/animal hybrid guardian.

Rootrunners normally don’t adventure  much, preferring to stay in one particular area, protecting and farming their own gardens or oases. But sometimes, they will venture out – especially if enticed by the rumor of a new deadly plant or fungus they can bring back and cultivate.

REQUIREMENTS
Goblinoid, Gnoll, or lizardtype
10 ranks Knowledge Nature
Wildshape ability, or polymorph spell

CLASS SKILLS
The Rootrunner’s class skills are
Concentration(con) Craft(int) Handle Animal(cha) Knowledge Nature(int) Listen(wis) Spellcraft(int) Spot(wis) Survival(wis) Heal(wis) Intimidate(cha) Swim(str) climb(str)
Skill points at each level: 4 + Int modifier

CLASS FEATURES
Weapons and Armor -
same weapon and armor proficiencies and retrictions as Druids

Spells
Rootrunners gain Druid spells at one half the rate of Druids. Two levels of Rootrunner for ever one level of Druid spell advancement.

Nature’s Mark
As the Rootrunner begins his journey towards mastering his abilities, all hair on his body (if any) will turn into a fern-like leafy mesh. It will continue to grow normally otherwise, and may vary in color from green to yellow to a rust red. Games set in an aquatic venue may substitute moss for leaves.

Goodmushroom
acts as the 1st level Druid spell Goodberry – only it affects 2d4 mushrooms. Each mushroom = one normal meal, and cures 1 hitpoint of damage (for a maximum of 8 points per 24 hour period). No divine focus is needed for this spell.

Spore
The Rootrunner is able to fire a cone of highly toxic spore (or dye, in an aquatic campaign). everyone within short range (25 feet) of this cloud must make a Fortitude save (DC10 + lvl) or suffer d6 rounds of uncontrollable choking. The subject can take no action during this period, but is not considered helpless.

Summon plant ally 1
Works as a summon nature’s ally spell. A focus is needed instead of a divine focus. The plant ally from the list below will appear and attack your opponents to the best of its ability. If you are able to communicate with it, you can direct it to do other actions.
[Assassin Vine CR3, Phantom Fungus CR3, violet fungus CR3]

Nature’s Mark II
large areas of the Rootrunner’s skin will begin to change into a more plantlike appearance. He or she may choose whether a thick husk covers a majority (50-80%) of their body, or myriads of short stiff barbs mark their features. In either case, add +1 to your natural armor class.

Protection from Nature I
This supernatural ability acts as a Sanctuary spell for all plants or plant creatures. Plants  will not harm the Rootrunner unless they are first attacked by him. This includes triggering of poisons or other defenses. Plant creatures must make a will save or not be able to attack first. This ability does not stop the plants or plant creatures from attacking others in the Rootrunner’s party

Vines
A Rootrunner may use a Wild Form or Polymorph spell to transform just his arms into prehensile vines (or create 2 prehensile vines, if character normally has no arms). The vines can wield light or one handed weapons, or be used as natural weapons (bludgeoning). Any jewelry clothing or armor on the arms at the time of the change is absorbed into the vines and becomes non-functional for the length of the change . All other conditions of the wild shape or polymorph spell apply, except the Rootrunner will keep all his original ability scores. The vines can be used to aid in swimming or climbing, but walking on them is very arduous. Rootrunners attempting to walk using only their vines take a penalty on balance checks (-5 for small creatures, -10 for medium, -20 for large). Writing or other delicate or intricate actions are generally not possible using the vine-arms.

Nature’s Mark III
Rootrunners who chose to have a husk skin will find it eventually hardened to a rough bark. Treated as a permanent barkskin spell, with the Rootrunner’s natural armor bonus +3 at level 6, +4 at level 8, and +5 at level 10.  Rootrunner’s who chose the barbs at level 3 will now grow 1-4 inch cactus spines over most of their body. This will be treated as a permanent “Urchin Spines” spell. The Rootrunner gets no additional AC bonus, but all grapplers and natural weapons take 1d3 DC13 fortitude save or take initial and secondary DEX damage.

Summon Plant Ally II
Same as Summon plant ally I, only with the ability to summon one ally from the list below, or 1d3 creatures from the level I list.  [Shambling mound CR6, Tendriculos (huge) CR6, Udoroot (huge) CR5]

Double Vines
As with the Vines ability – the Rootrunner may use one Wild Shape or Polymorph spell to produce two pairs of vines, one pair for each arm. The vines are strong enough now to wield two handed weapons. Up to four attacks per round are now possible, if the vines are wielded as natural weapons. The Rake ability is now allowed. Gain two additional bludgeoning attacks against a grappled foe. Rake attacks are not subject to the usual -4 penalty for natural weapons in a grapple. (one must begin his turn in a grapple to use Rake. -You cannot begin a grapple and rake in the same turn). Add a +2 to all grapple rolls.

Improved Spore
The Rootrunner can now shoot a cone of spore that will blind all foes in an 25 foot cone. Fortitude saving throw negates.

Enhanced Vines
A Rootrunner’s vines now are covered with thorns. Add a +4 to all grapple rolls. In addition, vines may now inflict slashing or bludgeoning damage. Rootrunners also gain the improved grab feat (when they have the vines), even if they do not otherwise meet the prerequisites for the feat.

CLASS LEVEL BAB Fort Save Ref Save Will Save Special
1st 0 +2 +0 +2 Nature’s Mark, Goodmushroom
2nd 1 +3 +0 +3 Spore
3rd
2
+3
+1
+3
Summon Plant Ally I
4th
3
+4
+1
+4
Nature’s Mark II, Protection from Nature
5th
3
+4
+1
+4
Vines
6th
4
+5
+2
+5
Nature’s Mark III
7th
5
+5
+2
+5
Summon Plant Ally II
8th
6
+6
+2
+6
Vines II
9th
6
+6
+3
+6
Spore II
10th
7
+7
+3
+7
Enhanced Vines
    • Brian
    • August 7th, 2009

    I really like what you have done with this class.
    I have included a write up as it would appear for use in my games, as we discussed yesterday. I made some additional changes as well. For instance, the vines eventually deal slashing AND bludgeoning damage. Of course, you would’t have to make any of these changes, its just my .02.
    (I have no idea if the formatting will come through but here goes.)

    REQUIREMENTS
    Subtype: Goblinoid, gnoll, or reptilian.
    Skills: Knowledge (nature) 10 ranks.
    Special: Wild shape class ability, or ability to cast polymorph.

    CLASS FEATURES
    Weapons and Armor Proficiencies: You do not gain proficiency with any armor or weapon. However, you have the same restrictions as a druid.

    Spells: At every even number rootrunner level you gain spells per as if you had also gained a level of any existing spellcasting you had before taking levels of rootrunner. You do not gain any other class abilities of that class.

    Wild Shape: Levels of rootrunner stack with any other class that advances wild shape. You are considered 4 levels higher only for the purposes of determining when you gain wild shape (plant).

    Nature’s Mark (Ex): As you begin your journey towards mastering your abilities, all the hair on your body (if any) will turn into a fern-like leafy mesh. It will continue to grow normally otherwise, and may vary in color from green to yellow to a rust red, and may be safely pruned as desired. Games set in an aquatic venue may substitute moss for leaves.
    Goodmushroom (Sp): Once per day, you can cast goodmushroom (acts as the 1st level druid spell goodberry, except it affects mushrooms. Your caster level equals your character level. You gain more uses as you advance as a rootrunner: 2/day at 3rd level, 3/day at 5th, 4/day at 7th, and 5/day at 9th.

    Spore (Ex): Once per day per 2 rootrunner levels, you are able to fire a cone of highly toxic spores (or dye, in an aquatic campaign). Everyone within close range (25 ft + 5 ft per 2 rootrunner levels) must make a Fort save (DC10 + your rootrunner level + your Con modifier) or suffer 1d6 rounds of uncontrollable choking (effectively stunned).

    Summon plant ally 1 (Sp): Once per day, you can cast a specialized version of a summon nature’s ally spell. You can summon only creatures listed below. Your caster level for this spell-like ability equals your character level.

    Plant Ally I Source
    Assassin vine Monster Manual
    Bloodthorn Fiend Folio
    Gas spore Lords of Madness
    Myconid venom spore Expedition to Undermountain
    Phantom fungus Monster Manual
    Topiary guardian boar Monster Manual III
    Tumbling mound Sandstorm
    Violet fungus Monster Manual
    Wortling Monster Manual II

    Nature’s Mark II (Ex): Large areas of your skin change into a more plantlike appearance. You may choose whether a thick husk covers a majority of your body, or myriads of short stiff barbs mark your features. In either case, add +1 to your natural armor. Once you decide on your mark, you cannot later change it.

    Protection from Nature (Su): This ability acts as a constant sanctuary spell but only concerning plants or plant creatures.

    Vines (Su): You may expend a wild shape use for the day or a single casting of a polymorph spell to transform just your arms into prehensile vines (or create 2 prehensile vines, if you normally have no arms). Each vine grants 5 ft greater reach and can wield a light or one-handed weapon or be used as natural weapons (dealing 1d6 points of bludgeoning damage with each vine plus your Str modifier if you are Medium). Any jewelry clothing or armor on your arms at the time of the change is absorbed into the vines and becomes non-functional for the length of the change. All other conditions of the wild shape or polymorph spell apply (including duration), except that you keep all your original ability scores. The vines can be used to aid in swimming or climbing (granting a +4 competence bonus to Climb and Swim checks), but walking on them is very arduous. If you attempt to walk using only your vines, you move with a speed of 10 ft and take a -10 penalty on Balance checks. Writing or other delicate or intricate actions are generally not possible using the vine-arms.

    Nature’s Mark III (Ex): If you chose to have a husk skin, you find it now hardened to a rough bark (as a permanent barkskin spell, caster level equals your rootrunner level). If you chose the barbs at level 3, you now grow 1 to 4 inch cactus spines over most of your body (treated as a permanent urchin spines spell, see the Spell Compendium, caster level equal your rootrunner level).

    Summon Plant Ally II (Sp): This functions as summon plant ally I, except that you can summon one ally from the list below, or 1d3 creatures from the level your summon plant ally I list above.

    Plant Ally II Source
    Briarvex Monster Manual IV
    Demonthorn mandrake Monster Manual V
    Dread blossom swarm Monster Manual III
    Ironthorn Sandstorm
    Myconid circle leader Monster Manual II
    Shambling mound Monster Manual
    Tendriculos Monster Manual
    Udoroot Expanded Psionics Handbook
    Verdant reaver Monster Manual V

    Double Vines (Ex): Your vines ability improves, producing two pairs of vines, one pair for each arm. The vines are strong enough now to wield two-handed weapons. Up to four attacks per round are possible if wielded as natural weapons (damage is the same as the vine ability). If you hit with at least 2 of your vines, the other two vines automatically rake, dealing normal damage. Also, if you choose the “damage your opponent” option while in a grapple, you can rake, dealing damage with two vines simultaneously with each successful grapple check. You also gain a +2 competence bonus on all opposed grapple checks.

    Improved Spore (Ex): Your spore ability improves and can now also blind the victims (if the opponent succeeds on its Fort save, it is neither stunned nor blinded).

    Enhanced Vines (Ex): Your vines become covered with thorns. Add a +4 circumstance bonus to all opposed grapple checks. In addition, your vines now inflict slashing and bludgeoning damage. You also gain the improved grab ability with your vines.

    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +2 Nature’s mark
    goodmushroom 1/day
    wild shape
    2nd +1 +3 +0 +3 Spore
    3rd +2 +3 +1 +3 Summon Plant Ally I
    goodmushroom 2/day
    4th +3 +4 +1 +4 Nature’s Mark II
    Protection from Nature
    5th +3 +4 +1 +4 Vines
    goodmushroom 3/day
    6th +4 +5 +2 +5 Nature’s Mark III
    7th +5 +5 +2 +5 Summon Plant Ally II
    goodmushroom 4/day
    8th +6 +6 +2 +6 Vines II
    9th +6 +6 +3 +6 Spore II
    goodmushroom 5/day
    10th +7 +7 +3 +7 Enhanced Vines
    HD d8. Skill points 4 + Int modifier. Class skills: Climb, Concentration, Craft. Handle Animal, Knowledge (nature), Listen, Spellcraft, Spot, Survival, Heal, Intimidate, Swim

    Level Spellcasting
    1st
    2nd +1 level of existing class
    3rd
    4th +1 level of existing class
    5th
    6th +1 level of existing class
    7th
    8th +1 level of existing class
    9th
    10th +1 level of existing class

    • Theo
    • August 7th, 2009

    Brian, seems to me that the vines already dealt slashing and bludgeoning at the same place in the original.

    Do you think Brachiation is too powerful for the Rootrunner? I mean, it’s easy to imagine the rootrunner swinging on vines like Tarzan, and it should be even easier when the vines are his own arms. It’d also increase the Rootrunner’s supremacy in the forest, precisely where he should have it.

    Other than that, I can’t think of anything else to add, as you’ve already got the class stacking for wildshape. I look forward to seeing this in action, when-and-wherever that might be.

    • Brian
    • August 7th, 2009

    @Theo
    Oh, yeah. I completely forgot about the brachiation (not surprisingly. I am prone to forget things, but only the good stuff, erggg).

    I would add a brachiation speed of equal to your base land speed or 30 ft whichever is better. This should be gained when you get your first vines ability.

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