Tree Race
Short version: A plant race with all the protections and weaknesses of being a plant (similar to undead without the inability to worship good gods or dispel undead weakness), which is huge and therefore unable to use smaller weapons; but use 2H weapons 1 Handed and is too large for even hats and magical armors; but makes up for it with natural AC, high HP and multiple ring slots.
- You are huge:
- Size factor of -8 (Max; Same as Dragons) for Evasion calculations.
- Can only use Large Shields.
- Immune to most forms of constriction (Krakens and Eldritch tentacles being the exceptions).
- Cannot wear any body armor.
- You may move and attack from shallow water as normal; From deep water you may move, but stumble like a normal-sized race in shallow.
- Cannot wield 1H melee weapons.
- You wield 2H Melee weapons One Handed. (New junk tier 2H weapons may need to be added to make starts even across all weapon types without complicating things.)
- Your skin is very combustible: rF--
- You have a large reservoir of HP: 50% higher than human.
- Your bark is very hard: 6 AC at start; +1 AC per level. [This is more than gargoyles, but gargoyles use armor.]
- Many branches: Gain an extra ring slot every 6th level. [6 total at level 24]. (you put it on one of your tree branches).
- You start very strong: Starting stats are 12/6/6 [Troll strength]; Human (average) everything else.
- Random Stat Gain: Every 4 levels; any stat.
- You are Slow, but precise and powerful: Your actions are slowed by 25% [this is everything, not just movement delay]. You get a boost to spell success (but not power) and a passive +3,+3 Slaying to everything.
- You grow slowly: -2 XP apt.
- You do not heal naturally while mobile: Slow Healing 3.
- You are a plant:
- rN+++
- rTorm
- rPois+ (cannot memorize cure Poison)
- Cannot eat or drink normally (no potions)
- rRot
- Unbreathing (rDrown)
- You may ingrain your roots while you are hungry or less: Putting your roots into the ground...
- Gives 50 nutrition per turn
- Regen 3.
- Generates noise when first ingraining.
- You cannot move until Full or higher.
- -Tele
- Penalizes dodging even farther than normal. (same as paralysis)
- (To limit this, either player can do a certain count per floor, before 'the soil in the region is fallow' or limit it to doing it over corpses and/or over water tiles.)
Somewhat of a joke, but image reference:
Apts:
- Fighting: 0
- Long: 1
- Axes: 1
- Maces: 1
- Polearms: 1
- Staves: 2
- Bows: 1
- xBows: 1
- Throw: 1
- Dodge: -2
- Stealth: 3
- Shields: 2
- UC: 0
- Splcast: 1
- Conj: 1
- Hexes: 1
- Charms: 1
- Summ: 1
- Nec: -1
- Tloc: -2
- Tmut: -2
- Fire: -3
- Ice: -1
- Air: -2
- Earth: 3
- Poison: -1
- Inv: 2
- Evo: 0
- Exp: -2
- HP: 5
- MP: 1
Reasons for existence: There isn't currently a huge race which I'm proposing in general should held the gimmick of being too large for any armor, but making up for it by being able to use any 2H weapon with a shield and having a lot of HP. There isn't currently a Plant race; which honestly is very similar in resistances to the undead (though lacking the rC+ pip and rMut, traded for a lack of any rot). Instead of one pip of rF- and Dispel Undead immunity; I propose plant-type character have rF--. Also they a unique feeding mechanic; which needs to be ironed out; but leads to some really interesting player decisions. You cannot heal unless you are ingrained, once you ingrain you get Regen, but cannot move; do you use this in battle or outside of it to heal? I'd also put in a mechanic based on what enemy shambling mangroves did, but it's been removed for being way too gimmicky. I would consider, also putting in some penalty to 2H weapons with shields to balance their ability to use both...if this is deemed necessary; though playtesting is needed to know if it is. I will also state that I'm unsure if plants SHOULD have rMut and the ability to self-transmute or not. And I'm not sure if their Apts need to be trashed like Trolls are or not; semi-average for now.