1: It has Con as a primary trait. This gives you more HP.2: It has Fort as a bonus, and is primary in Con, which buffs Fort. You'll start with a 17 Fort. That's massive.3: Con is the primary trait for Heavy attacks, which deal more damageAnd... their Novice power is BRUTAL.Close burst 2 enemies only?Compare to the hawkoid.Yes, it gets flight, with an attack penalty.And NOTHING else.It has a close burst 2 attack. That hits allies.It's also Wisdom based, which is good for NO weapon attacks.Hawkoid is worse than Plant.
As a nice bonus, I'm pretty sure that when you play a Plant/something, you get to make as many Little Shop of Horrors references and bad plant puns as you want without anyone at the table hitting you for it. If that's not a powerful trait, I don't know what is.
What if your plant is also Android or Seismic?
Those would be the wis-cha origins with no at-wills? Correct?Yeah I can see those being problematic.
Personally I am rooting for Pyrokinetic Plant.Vulnerable 5 but with resist 10 fire. I'd be the burning bush in a constant quest for my Moses!
95225981 wrote:I am running a campaign that involves a BBEG whose soul was trapped in a gemstone (Trap the Soul Spell). The spell itself has a duration that is either permanent or lasts until the gem is broken, thus freeing the trapped creature. Problem is, the DM guide and Players Manual (both 3.5 ed) have stats for all sorts of items, just not gemstones. Can anyone help me out with the hardness and hitpoints of gemstones? Oh and the gems can be virtually any type (the stone has to be worth at least 10,000 gp because the soul encased in the gem has 10 HD). Thanks in advance.
57030488 wrote:I agree with BlueBlazer. In this case the gem should have a hardness of PLOT and PLOT hp.