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Post by dmmadmaxi on Aug 14, 2015 16:56:14 GMT
Yeah like I said we kept going through different names and we really never liked any of them. We wanted something that sounded 'Old timey', from another age, something to give the group that feeling they have been around for a very very long time. So after many sheets of paper we came up with Regius Vegarus Unium, which imo sounded great for a old-world druidic circle.
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Post by robosnake on Aug 16, 2015 16:54:30 GMT
Mostly on-topic: have you guys read anything by China Mieville? In particular, Perdido Street Station or The Scar? One of his main races are called the cactacae, and they are a race of intelligent cacti, complete with wooden bones. They live in a giant greenhouse built from a ruined dome in New Crobuzon and shoot rivebows, huge crossbows that launch spinning blades, since it is so difficult to really hurt one of them with a normal weapon. I've seen some write-ups for them as a D&D race here and there, but as of now they are probably my favorite vegetable race/species (right now myconids come a close second, but that's probably because I just got to feature them in my campaign).
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Post by friartook on Aug 17, 2015 14:39:40 GMT
Mostly on-topic: have you guys read anything by China Mieville? In particular, Perdido Street Station or The Scar? One of his main races are called the cactacae, and they are a race of intelligent cacti, complete with wooden bones. They live in a giant greenhouse built from a ruined dome in New Crobuzon and shoot rivebows, huge crossbows that launch spinning blades, since it is so difficult to really hurt one of them with a normal weapon. I've seen some write-ups for them as a D&D race here and there, but as of now they are probably my favorite vegetable race/species (right now myconids come a close second, but that's probably because I just got to feature them in my campaign). Ironically, I just started reading Perdido Street Station. Creepy as hell. My mind keeps trying to put it in a literature box (oh, this is actually Science Fiction; wait, no, it's totally Fantasy; Horror?; weird psychological thriller?) but failing. Very unique setting. I love Mieville's writing style; sharp, and quick, packed with descriptive content that simultaneously evokes strong emotions. Good stuff, reminds me of William Gibson but with a dark, fantastical edge.
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Post by robosnake on Aug 17, 2015 23:35:19 GMT
Mostly on-topic: have you guys read anything by China Mieville? In particular, Perdido Street Station or The Scar? One of his main races are called the cactacae, and they are a race of intelligent cacti, complete with wooden bones. They live in a giant greenhouse built from a ruined dome in New Crobuzon and shoot rivebows, huge crossbows that launch spinning blades, since it is so difficult to really hurt one of them with a normal weapon. I've seen some write-ups for them as a D&D race here and there, but as of now they are probably my favorite vegetable race/species (right now myconids come a close second, but that's probably because I just got to feature them in my campaign). Ironically, I just started reading Perdido Street Station. Creepy as hell. My mind keeps trying to put it in a literature box (oh, this is actually Science Fiction; wait, no, it's totally Fantasy; Horror?; weird psychological thriller?) but failing. Very unique setting. I love Mieville's writing style; sharp, and quick, packed with descriptive content that simultaneously evokes strong emotions. Good stuff, reminds me of William Gibson but with a dark, fantastical edge. If you liked Perdido Street Station, you'll probably also like The Scar - I recommend it highly. It's actually slightly less creepy, and a slightly better story in my view. But I'm a big Mieville fan. I like almost everything he's written.
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Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
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Post by Samuel Wise on Aug 18, 2015 0:52:58 GMT
One of his main races are called the cactacae, and they are a race of intelligent cacti, complete with wooden bones. This reminds me of someone... 
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Post by blakeryan on Mar 13, 2016 0:49:05 GMT
‘shambling mounds made of seaweed’ = awesome. In real life there are giant kelp which are 100 meters long. Think about it…
Awhile back I made plant based elves for my own world –
Siduri (3.5 edition)
Description : Siduri are plants with some starfish and some seahorse traits. With almond shaped eyes & high cheek bones and pointed ears. Siduri have thin skin that is stretched over bony rings throughout their body, head, arms and tail (like a Sea horse torso). Siduri have long muscular tails instead of legs, from the waist down. All Siduri have webbing between their fingers. Siduri have orange, grey and purple skin. Their hair is blue, white or red.
Vital Details : Height : 42+2D8 inches, Weight : 70+4D10 lb. • Base Age : 20+D10, Max Age : 180+2D20. • Attribute mods - +2 Dexterity, +1 Constitution, -1 Wisdom, -1 Charisma. • Proficient with : Short swords & tridents. • Racial Skills - Rank 2 Sense Motive and Swim. • Size : Medium, Speed : 30 feet, Swim 40. • Saving Throws - +4 vs Mind effecting & Poison. • All Siduri can use camouflage cells in their skin to blend in with their surroundings, 4 ranks of Stealth. • Automatic languages : Regional & Siduri. • Siduri have 60ft Low light vision.
Physiology : With six hours sunlight they recover 1 hit point per character level. Thus they have no natural healing without sunlight. Siduri who change shape with magic are still plants, just in an animal shape. They do not drown or suffocate.
Siduir respiratory system is their skin-dermal, never have entire body covered, generally leave hands or head cover-free. Circulatory and dietary systems - two stomachs, can eat extra food and water to stash for later. They are herbivores, they can eat plant based plankton (phytoplankton) and any oceanic plant as well as forest leaf matter. They are both male and female and can breed with each-other or themselves. Gestation is for 12 months. Typically they only breed once per 20-30 years, but have 5-10 children at a time.
Coloration of skin and eyes changes with extreme emotion, tied to respiratory system. The color or shade is not important, the speed of change and amount of variation in the change is, so little and slow change means sadness or anger, a lot of change and speedy change means happiness. This can be done deliberately for mating.
Outlook : Most Siduri are respectful of Druids and sacred nature places, except Sorcerers who seem more interested in the protection of Home realms from all threats. Most pay patronage to several if not all gods. Siduri prefer light armour, and use hit and run tactics combined with speed and cover when engaged in combat. All Siduri are very uncomfortable being more than 3 days away from water, be it the ocean, a lake or a river. Siduri avoid eye contact as a sign of respect to people of superior authority and skill. Siduri prefer being near rivers and lakes and rarely go far inland without following a river.
Lineage – Patriarchal. / Personality; Secretive, Planners, Hunters. Motivation-Fame – Exploring the world, other worlds, the body, the spirit.
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Post by meribson on Feb 20, 2017 15:43:31 GMT
There's a race in my Pathfinder setting called the Bog'rah. The original impetus behind them was the idea of a "plant warforged" race. A druid and necromancer worked together and cultivated a strain of fungus that when it gets into the bloodstream, it consumes the blood, then animates the body and incorporates other plant traits into the animal tissue.
They were part of a cult that sought to merge plant and animal life into one.
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DM Startle Toad
Commoner
Posts: 8
Favorite D&D Class: Druid or Warlock
Favorite D&D Race: Lizardfolk
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Post by DM Startle Toad on Feb 11, 2018 23:02:16 GMT
For fun I came up with a rough draft for a playable plant race for 5e. I figured this could be a fun starting point to flesh out this concept, so input is welcome as I have no idea if these are balanced or not.
Radicati, the rooted ones
Ability Score Increase. Your Constitution score increases by 1 Age. The Radicati are very long lived, some are rumored to be several thousands of years old Speed. Your base walking speed is 25 feet Languages. You can read and write common and primordial. While you lack the ability to speak, you can alter your foliage to depict simple images False Appearance. When you remain motionless, you are indistinguishable from a plant Subraces. There are three major subraces of Radicati: Epiphytic, Succulent, and Carnivorous
Epiphytic Radicati A tropical race that often grow colorful and elaborate flowers. Ability Score Increase. Your Charisma score increases by 1 Size. The smallest of the three subraces, Epiphytic Radicati tend to stand 3 feet tall at most. Your size is small. Photosynthetic. You do not eat food. You instead must have some exposure to sunlight (natural or magical) to sustain yourself. Floral Cohabitation. Your movement speed is unaffected by difficult terrain caused by plants. Fruiting. You can cast goodberry once with this trait requiring no components. You regain this ability after completing a long rest. Grasping roots. You can cast entangle once per day centered around yourself without components. You regain this ability after completing a long rest.
Succulent Radicati A desert dwelling race. Ability Score Increase. Your Strength score increases by 1 Size. Succulent Radicati vary from 4 to 6 feet tall. Your size is Medium. Photosynthetic. You do not eat food. You instead must have some exposure to sunlight (natural or magical) to sustain yourself. Desert Survivor. Your desert ancestry grants you resistance to fire damage. Spines. You are covered in sharp spines. When you make an unarmed attack and hit, you deal damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed attack.
Carnivorous Radicati Ability Score Increase. Your Strength score increases by 1 Size. The largest of the three subraces, Carnivorous Radicati are typically 7 to 8 feet tall. Your size is Medium. Engulf. You have a maw similar to that of a Venus fly trap. You may use your maw to make an unarmed attack. On a hit, the target takes damage equal to 1d4 + your Strength modifier. If the target is Medium or smaller, the target is restrained. The target can make a Strength Saving Throw as an action on its turn to escape your grasp. The DC to do so is 8+your proficiency modifier+your Strength modifier. The target takes 1d4 necrotic damage at the end of it's turn if it is still restrained. If a creature dies while restrained, you regain health equal to your Constitution modifier.
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