- Location
- Australia
I said I felt bad, not that they wouldn't do the job.
Eh, that's how I'm viewing almost every servitude crafted. Theoretically they could all be intelligent, but it's not a bad thing that we don't take the extra step sometimes.
Nice but dont like Fungal Creature for it though. Would Plantblooded Creature not be as good?The base creature needs to be useful in its own right, able to inflict non-trivial damage so as to make its Animated Leaf Swarm useful, while also being able to take a decent hit. It also needs to be stupid, as the Githzerai don't want sentient servitors.
So what about using a Hippogriff? It's something we should already have access to for Forge purposes, it's Large-sized and thus capable of serving as a flying mount for the Medium-sized Githzerai, and it's only CR 2. If we apply the Fungal template it gets a nice Strength and Constitution bonus, along with some other useful abilities, while also becoming a Plant-creature and eligible for the Bladeleaf Creature template. That adds up to just CR 4, which we can grow in the Fungal Forge for just 600 IM each or just 9 HD in corpses.
There aren't many templates that actually make a base creature into a Plant. Fungal, Plantblood, and Plant-Imbued are the only ones, I think. Plant-Imbued is the best of the three, but it makes the creature sentient, which the Githzerai don't want. Plantblood would work, but it's kinda weak in that it doesn't give much for a +1 CR increase, and the creature doesn't even get full Plant immunities, which normally include immunity to Mind-Affecting effects, a big selling point when combating the Deep Ones.Nice but dont like Fungal Creature for it though. Would Plantblooded Creature not be as good?
Hmmm probably, just think poisonous mounts is a bit odd is all. But I guess it would be optimal. Feels like Plantblood would fit Bladeleaf more than Fungal is all. (Just the mental image of leafy Fungus stuff rooting into animals. Brrrh!)There aren't many templates that actually make a base creature into a Plant. Fungal, Plantblood, and Plant-Imbued are the only ones, I think. Plantblood isn't as good as Fungal, while Plant-Imbued is much better, but it also makes the creature sentient.
Well, there is Pod-spawned, too, but that's a special case and not really applicable.
Something that might serve as a long distance engine would be of use for a beginning. We are not the most skilled of engineers and not many choose to be archers."
There aren't many templates that actually make a base creature into a Plant. Fungal, Plantblood, and Plant-Imbued are the only ones, I think. Plant-Imbued is the best of the three, but it makes the creature sentient, which the Githzerai don't want. Plantblood would work, but it's kinda weak in that it doesn't give much for a +1 CR increase, and the creature doesn't even get full Plant immunities, which normally include immunity to Mind-Affecting effects, a big selling point when combating the Deep Ones.
Well, there is Pod-spawned, too, but that's a special case and not really applicable.
Lots of good stuff there. Thanks for bringing those to my attention. I had forgotten a couple of those and never seen the rest.Making no judgement on how good they are at the moment, but these also change type to Plant.
Fungoid
Thorny
Bramble
Greenbound
Wood Element
There are others lik Yellow Musk Zombie and Blightspawned that aren't even worth discussing though.
Lots of good stuff there. Thanks for bringing those to my attention. I had forgotten a couple of those and never seen the rest.
Greenbound looks pretty snazzy and would complement Bladeleaf very well, but would raise them to CR 5. They wouldn't be super expensive, but it's still a pretty significant investment for a creature with just 3 HD. It's also a very powerful template for only a +2 CR adjustment.
Maybe offer two variants, a CR 4 Fungal Bladeleaf Hippogriff and a Greenbound Bladeleaf Hippogriff?
Still need a long distance transporter, there are those Planeshifting whales I can't recall the name of, maybe we can make a version of that with the Jesulan ability.
For the archer/ranged component we could likely split that into a few types.
Harriers: Quick and agile creatures to harass the enemy with constant fire, perhaps incorporating poison etc to allow them to hit harder.
Bombardier: Less frequent, harder hitting and potentially aoe.
Fighter: Something to protect the other air forces while in flight.
Something I've considered for the Neck but can't figure out how to justify in other regions/environments.
What did you have in mind?
I was wondering if we would ever get around to designing something akin to guns for the legion, do you think we could use these or something similar to make an alternative to crossbows?You know if we had Symbionts we could just give them Pod Cannons. Any chance to research them?
Well either that or go full Plants vs Zombies invent Flower Cannons. Those should sell like hot cakes.
Pretty sure the Wyvern uses a upscale version of the Launchers the Inquisitiors use. Could be wrong.Alternatively I was thinking we could try to downsize the weapons of the Wyvern's although im not sure how viable that would be.
Yep the Inquisitorial Special Armaments page listed them though im not sure if their the same thing or not, though they sound really similar to me so they probably are.Pretty sure the Wyvern uses a upscale version of the Launchers the Inquisitiors use. Could be wrong.
The closest we have right now are the Launchers, which are also used in the Wyverns, but at a much lower caster level than those.I was wondering if we would ever get around to designing something akin to guns for the legion, do you think we could use these or something similar to make an alternative to crossbows?
Alternatively I was thinking we could try to downsize the weapons of the Wyvern's although im not sure how viable that would be.
Also had this neat idea where instead of a flamethrower we have a soldier using a weapon that fires a stream of super heated steam, like the steam projector on the Moonchaser only it's meant to be wielded by an average soldier, again not sure how viable that would be.
would the bottom two be researchable or no?
Launcher:
- Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
It's decent but I don't see how it's a siege engine like they asked for.Here's what I've got so far, ya'll. Feel free to come up with additional options. I'll add them to my plan. Just do a write up and link the templates, please, though you don't have to put together a stat sheet for them like I did (/nerd flex). I don't intend to make a profit off of these, unless ya'll want to do otherwise, so the prices I've set below are our costs. The more we sell them, the better off they will be, and the more likely they will be in a position to help us. There's also a good chance that anything we sell them will in turn be used by them to aid us when we move against the Deep Ones.
[X] Although the possibilities are nearly limitless, depending on the Githerzai's needs, we believe the following may be suitable for Rondar's first request:
-[X] Razorspore Hippogriff (Fungal Bladeleaf Hippogriff) - CR 4 (600 IM each)
--[X] A sturdy, agile flying mount that can shrug off many forms of attack, heal from almost any non-fatal wound, and simply ignores the Mind-Affecting powers so often employed by the Deep Ones, Razorspore Hippogriffs are capable melee combatants but are also able to engage enemies at fairly long range with their Bladeleaf Swarms and can even employ a poisonous spore breath weapon at close range.
-[X] Razorleaf Hippogriff (Greenbound Bladeleaf Hippogriff) - CR 5 (900 IM each)
--[X] Razorleaf Hippogriffs are much like the Razorspore Hippogriff, but they are even more resilient, slightly faster and stronger, and have access to a small handful of useful spell-like abilities.
Fungal Bladeleaf Hippogriff CR 4
N Large Plant (augmented)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Spot +9
DEFENSE
AC 25, touch 11, flat-footed 23 (+1 Dex, +1 dodge, +14 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +4, Will +2
Defensive Abilities: Damage Reduction 5/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Immune: Disease, Cold, Electricity, Fire
OFFENSE
Speed 30 ft., fly 90 ft. (average)
Melee bite +6 (1d6+4), 2 claws +6 (1d4+4); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 13, Con 18, Int 2, Wis 12, Cha 9
Base Atk +3
Feats Dodge, Wingover
Skills Fly +4, Spot +9; Racial Modifiers +4 Spot
Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Poison Spore Cloud (Ex): Once per day, a Razorspore Hippogriff can exhale a choking cloud of spores in a 30-foot cone that lingers in the air for 10 rounds. This cloud functions as an inhaled poison. Any breathing creature in the cloud must succeed at a Fortitude save or inhale the spores. A creature that remains in the area of the spore cloud must continue to attempt Fortitude saves against its effects. Multiple spore clouds from multiple Razorspore Hippogriffs require multiple saves from any creature in an area where the clouds overlap.
Poisonous Blood (Ex): A Razorspore Hippogriff's blood and flesh are ingested poisons. Any creature that makes a bite attack against a Fungal Bladeleaf Hippogriff, swallows one whole, or otherwise ingests part of one must succeed at a Fortitude save or be afflicted by the poison.
- Fungal Spores: Poison—inhaled; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Constitution damage and fatigued for 1 minute; cure 2 saves.
Fungal Metabolism (Ex): Razorspore Hippogriffs breathe, but they do not eat or sleep in the typical manner.
- A Razorspore Hippogriff's blood can be used as an ingested poison that functions as described above. However, its blood has a distinctive and largely unwelcome smell and taste, so most intelligent creatures would refuse to eat food tainted with it unless the taste was thoroughly disguised (which requires a successful DC 15 Profession [cook] check). The Fungal Bladeleaf Hippogriff must suffer at least 1 point of damage to get a full dose of poison, and the drawn blood (or amputated flesh) retains its poisonous nature for only 24 hours unless additional living fungal blood is mixed into it.
- Fungal Blood or Flesh: Poison—ingested; save Fort DC 19; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves.
Animate Leaves (Su): Razorspore Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorspore Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorspore Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorspore Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorspore Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.
Sundering Storm (Su): A Razorspore Hippogriff that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorspore Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorspore Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.
N Fine plant (swarm)
Init +1; Senses low-light vision; Perception +9
AC 25, touch 19, flat-footed 24 (+1 Dex, +6 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +4, Will +2
Defensive Abilities plant and swarm traits; Immune cold, electricity, fire, plant traits, weapon damage
Speed 90 ft. fly (perfect)
Melee swarm (1d6+4, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm
Str 1, Dex 13, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3
Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.Greenbound Bladeleaf Hippogriff CR 5
N Large Plant (augmented)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft., scent; Spot +9
DEFENSE
AC 31, touch 13, flat-footed 27 (+3 Dex, +1 dodge, +18 natural, –1 size)
HP 28 (3d8+12)
Fort +7, Ref +6, Will +2
Defensive Abilities: Damage Reduction 10/Slashing & Magic & Cold Iron, Fast Healing 5, Plant Traits, Immune: Cold, Electricity, Fire
OFFENSE
Speed 40 ft., fly 100 ft. (average)
Melee bite +7 (1d6+5), 2 claws +7 (1d4+5) OR slam (1d8+5); +1d6 (Sundering Storm; see below)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 21, Dex 17, Con 18, Int 2, Wis 12, Cha 13
Base Atk +3
Feats Dodge, Wingover
Skills Fly +6, Spot +9; Racial Modifiers +4 Spot, +16 Hide & Move Silently in forested areas
Plant Immunities (Ex): Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Spell-like Abilities (Sp): 3rd Caster Level: At-Will: Entangle (DC 12), Pass Without Trace, Speak with Plants, 1/Day: Wall of Thorns
Animate Leaves (Su): A Razorleaf Hippogriff can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the Razorleaf Hippogriff. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the Razorleaf Hippogriff can completely re-grow all its lost leaves in 1 minute. The Razorleaf Hippogriff may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The Razorleaf Hippogriff controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.
Sundering Storm (Su): A Razorleaf Hippogriff creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a Razorleaf Hippogriff with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the Razorleaf Hippogriff's Con modifier) damage unless they are using a reach and/or cold iron weapon.
N Fine plant (swarm)
Init +3; Senses low-light vision; Perception +9
AC 31, touch 21, flat-footed 28 (+3 Dex, +10 natural armor, +8 size)
hp 14 HP
Fort +7, Ref +6 Will +2
Defensive Abilities plant and swarm traits; Immune cold, electricity, fire, plant traits, weapon damage
Speed 90 ft. fly (perfect)
Melee swarm (1d6+5, plus bleed and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks bleed (half swarm damage), distraction (DC 16), sundering storm
Str 1, Dex 17, Con 19, Int 2, Wis 12, Cha 9
Base Atk +3;
Sundering Storm (Su): Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 15) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + 4 (the bladeleaf's Con modifier) damage unless they are using a reach and/or cold iron weapon.
They're fast, tough, and can fly, which makes them great aerial mounts, but their Bladeleaf Swarm ability qualifies them as siege engines, IMO.It's decent but I don't see how it's a siege engine like they asked for.
Sound like they would shred regular armies, slap the swarm onto a creature template that could withstand regular weaponry or just avoid attacks entirely by flying or teleportation and mortal armies would drop like flies especially considering army formations and the ten feet attack radius on it, too bad were not that kind of conqueror.They're fast, tough, and can fly, which makes them great aerial mounts, but their Bladeleaf Swarm ability qualifies them as siege engines, IMO.
Those things have a range of 300 feet, can be controlled by the Hippogriff as a Free Action, and are just really great. The swarms do good damage, inflict Bleed conditions and can use their Distraction ability to interfere with spellcasting and psionic manifesting.
And if the swarm is destroyed - which isn't easy since they ignore weapon damage and have the same immunities as the Hippogriff - they can be regrown in just one minute, making them practically inexhaustible. The Githzerai can use them to harass enemies from outside the range of just about anything but a bow at the edge of its range or a spell or power with Long range.
The Razorleaf variety also has some useful SLAs. Entangle isn't spectacular, but it has a nice effect, a huge AoE, and can be used at will. Well of Thorns is great for battlefield control.
But like I said, I'll add in anything else y'all come up with. We can give Rondar options.
I think we just haven't really decided on one or the other. Just keeping the Navy term makes sense to me, though, for cultural reasons and the exposure we've had to the movies of the other extraplanar powers.Weird flex here but that kind reminded me are we ever going to make the Wyverns and Moonchasers part of an imperial air force or will they always be apart of the navy?
i think going forward if we keep making stuff similar to them we should make the distinction between our types of forces clear especially since were still crafting boats in various cities and will probably keep crafting them, as making flying ships for civilian use such as trade on planetos isn't really viable.
...I got kinda off track but my question was if we would ever create an official air force or if it wasn't worth the effort?
Bladeleaf is horrifically OP for the CR it gives, and I'm sad we haven't been spamming it sooner.They're fast, tough, and can fly, which makes them great aerial mounts, but their Bladeleaf Swarm ability qualifies them as siege engines, IMO.
Those things have a range of 300 feet, can be controlled by the Hippogriff as a Free Action, and are just really great. The swarms do good damage, inflict Bleed conditions and can use their Distraction ability to interfere with spellcasting and psionic manifesting.
And if the swarm is destroyed - which isn't easy since they ignore weapon damage and have the same immunities as the Hippogriff - they can be regrown in just one minute, making them practically inexhaustible. The Githzerai can use them to harass enemies from outside the range of just about anything but a bow at the edge of its range or a spell or power with Long range.
The Razorleaf variety also has some useful SLAs. Entangle isn't spectacular, but it has a nice effect, a huge AoE, and can be used at will. Well of Thorns is great for battlefield control.
But like I said, I'll add in anything else y'all come up with. We can give Rondar options.
Yeah I can see that, im not sure what the peerless empire (thats the air djinn right?) call their fleets but if they dont refer to them as an air force than I dont think we would have any IC reason for creating the concept of distinguishing between grounded and aerial ships that way.I think we just haven't really decided on one or the other. Just keeping the Navy term makes sense to me, though, for cultural reasons and the exposure we've had to the movies of the other extraplanar powers.