Admiral Squish
2011-07-12, 09:09 AM
Drasil
http://i53.photobucket.com/albums/g54/ewurtsmith/Treefolk.jpg
Image slightly edited. Source/Credit (http://draconicaeaeon.deviantart.com/gallery/27120700#/d25u7xo)
Medium Plant
Hit Dice: 2d8+6 (15 HP)
Initiative: -2
Speed: 20 feet (4 squares)
Armor Class: 14 (-2 Dex, +6 natural), 8 touch, 14 flat-footed
Base Attack/Grapple: +1/+8
Attack: Slam +4 melee (1d6+3)
Full Attack: 2 slams +4 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Powerful Build, Plant Traits, Drasil Traits (see ‘Drasil as characters‘)
Saves: Fort +6, Ref -2, Will +1
Abilities: Str 16, Dex 6, Con 16, Int 6, Wis 12, Cha 8
Skills: Climb +8
Feats: Power Attack
Environment: Warm Forests
Organization: Solitary, Stand (3-10), or Forest (30-100)
Challenge Rating: 1
Treasure: Standard, all wooden or natural objects.
Alignment: Usually Lawful Neutral
Advancement: By Character Class
Level Adjustment: +1
The strange creature that emerges from the treeline is… odd, to say the least. It looks and moves something like a gorilla, but it‘s made entirely of wooden parts and green vines. It‘s head and back put forth a number of leafy branches, forming a canopy over it‘s body. It‘s face looks almost like a carved mask, with black pits where the eyes would be, and no mouth. It turns to you, and with a voice that resonates out of it‘s chest like a bass violin, it tells you to go away.
Drasil are a race of treefolk. Some claim they are distant relatives of treants, but scholars believe that they arose separately. While the treants developed with the aid of druidic magic, the decendents of awakened trees pollinating one-another, the drasil developed without it. Most treants regard Drasil in a manner similar that humans would regard kobolds, or perhaps neanderthals. But the drasil are certainly not to be trifled with.
Combat:
Drasil generally are docile, until you either attack them or their homes. At which point, the drasil are a fierce enemy. The drasil are relatively straightforward with their tactics, charging in on all fours and brutally bludgeoning their foes with their hammerlike fists, though they do coordinate their attacks with their allies.
DRASIL AS CHARACTERS
Full character fluff entry incoming
+4 Strength, +4 Constitution, +2 Wisdom, -4 Dexterity, -4 Intelligence, -2 charisma. Drasil are incredibly strong and exceptionally resilient, but their wooden biology makes them slow to react and slower in thought. In addition, drasil’s long lifespans make them wise, but most races find their unreadable faces somewhat unnerving.
Plant: As a plant creature, drasil are not affected by subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, drasil have no special bonuses or penalties due to their size.
Drasil base land speed is 20 feet
Low-light Vision. Drasil can see twice as far as a human in low-light conditions.
Racial Hit Dice: Drasil start out with two levels of plant, which provide 2d8 hit dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, Will +0
Racial Skills: A drasil’s plant levels give it skill points equal to 5 x (2+int mod, minimum 1). It’s class skills are Climb, Hide, Listen and Spot. A drasil gains a +8 racial bonus on hide checks in wooded or overgrown terrain.
Racial Feats: A drasil’s plant levels give it one feat.
+6 Natural Armor Bonus
Natural Weapons: 2 Slams (1d6)
Powerful Build: The physical stature of a drasil lets him function in many ways as if he were one size category larger. Whenever an drasil is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the drasil is treated as one size larger if doing so is advantageous to him. A drasil is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A drasil can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Knuckle-walking: When a drasil is not carrying anything in his hands, his base land speed increases to 40 feet (8 squares).
Plant Metabolism: As plants, drasil do not need to sleep, though a drasil wizard must rest 8 hours before they can prepare spells. However, drasil are not without needs. Though they can eat and drink normally, Drasil have alternatives. If a drasil spends 4 hours in the sun, they do not need to eat for 24 hours. This time need not be consecutive, though most drasil prefer it to be so. Similarly, a drasil can root themselves in the earth for four hours to avoid having to drink for the next 24 hours. Rooting themselves requires a full-round action, and involved burying all four limbs in the soil. While rooted, a drasil cannot move or manipulate objects, but they remain aware of their surroundings, and can speak or perform purely mental actions. A rooted drasil gains a +8 bonus on checks made to resist being bull-rushed or tripped. A drasil can root themselves in any kind of soil except sand or solid stone.
Centralized: Unlike most plants, drasil have developed specialized structures within their bodies. Though these structures are somewhat simplified, they are nonetheless vulnerable. Drasil ARE subject to critical hits. However, when a critical hit or sneak attack is scored on a drasil, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. Similarly, while most plants lack a centralized nervous system, drasil have a vegetable brain that CAN be targeted by mind-affecting spells and abilities. However, they gain a +4 racial bonus against these effects.
Automatic Languages: Common and Drasil. Bonus Languages: Elven, goblin.
Favored Class: Barbarian. A multiclass drasil’s Barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
LA +1
http://i53.photobucket.com/albums/g54/ewurtsmith/Treefolk.jpg
Image slightly edited. Source/Credit (http://draconicaeaeon.deviantart.com/gallery/27120700#/d25u7xo)
Medium Plant
Hit Dice: 2d8+6 (15 HP)
Initiative: -2
Speed: 20 feet (4 squares)
Armor Class: 14 (-2 Dex, +6 natural), 8 touch, 14 flat-footed
Base Attack/Grapple: +1/+8
Attack: Slam +4 melee (1d6+3)
Full Attack: 2 slams +4 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Powerful Build, Plant Traits, Drasil Traits (see ‘Drasil as characters‘)
Saves: Fort +6, Ref -2, Will +1
Abilities: Str 16, Dex 6, Con 16, Int 6, Wis 12, Cha 8
Skills: Climb +8
Feats: Power Attack
Environment: Warm Forests
Organization: Solitary, Stand (3-10), or Forest (30-100)
Challenge Rating: 1
Treasure: Standard, all wooden or natural objects.
Alignment: Usually Lawful Neutral
Advancement: By Character Class
Level Adjustment: +1
The strange creature that emerges from the treeline is… odd, to say the least. It looks and moves something like a gorilla, but it‘s made entirely of wooden parts and green vines. It‘s head and back put forth a number of leafy branches, forming a canopy over it‘s body. It‘s face looks almost like a carved mask, with black pits where the eyes would be, and no mouth. It turns to you, and with a voice that resonates out of it‘s chest like a bass violin, it tells you to go away.
Drasil are a race of treefolk. Some claim they are distant relatives of treants, but scholars believe that they arose separately. While the treants developed with the aid of druidic magic, the decendents of awakened trees pollinating one-another, the drasil developed without it. Most treants regard Drasil in a manner similar that humans would regard kobolds, or perhaps neanderthals. But the drasil are certainly not to be trifled with.
Combat:
Drasil generally are docile, until you either attack them or their homes. At which point, the drasil are a fierce enemy. The drasil are relatively straightforward with their tactics, charging in on all fours and brutally bludgeoning their foes with their hammerlike fists, though they do coordinate their attacks with their allies.
DRASIL AS CHARACTERS
Full character fluff entry incoming
+4 Strength, +4 Constitution, +2 Wisdom, -4 Dexterity, -4 Intelligence, -2 charisma. Drasil are incredibly strong and exceptionally resilient, but their wooden biology makes them slow to react and slower in thought. In addition, drasil’s long lifespans make them wise, but most races find their unreadable faces somewhat unnerving.
Plant: As a plant creature, drasil are not affected by subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, drasil have no special bonuses or penalties due to their size.
Drasil base land speed is 20 feet
Low-light Vision. Drasil can see twice as far as a human in low-light conditions.
Racial Hit Dice: Drasil start out with two levels of plant, which provide 2d8 hit dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, Will +0
Racial Skills: A drasil’s plant levels give it skill points equal to 5 x (2+int mod, minimum 1). It’s class skills are Climb, Hide, Listen and Spot. A drasil gains a +8 racial bonus on hide checks in wooded or overgrown terrain.
Racial Feats: A drasil’s plant levels give it one feat.
+6 Natural Armor Bonus
Natural Weapons: 2 Slams (1d6)
Powerful Build: The physical stature of a drasil lets him function in many ways as if he were one size category larger. Whenever an drasil is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the drasil is treated as one size larger if doing so is advantageous to him. A drasil is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A drasil can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Knuckle-walking: When a drasil is not carrying anything in his hands, his base land speed increases to 40 feet (8 squares).
Plant Metabolism: As plants, drasil do not need to sleep, though a drasil wizard must rest 8 hours before they can prepare spells. However, drasil are not without needs. Though they can eat and drink normally, Drasil have alternatives. If a drasil spends 4 hours in the sun, they do not need to eat for 24 hours. This time need not be consecutive, though most drasil prefer it to be so. Similarly, a drasil can root themselves in the earth for four hours to avoid having to drink for the next 24 hours. Rooting themselves requires a full-round action, and involved burying all four limbs in the soil. While rooted, a drasil cannot move or manipulate objects, but they remain aware of their surroundings, and can speak or perform purely mental actions. A rooted drasil gains a +8 bonus on checks made to resist being bull-rushed or tripped. A drasil can root themselves in any kind of soil except sand or solid stone.
Centralized: Unlike most plants, drasil have developed specialized structures within their bodies. Though these structures are somewhat simplified, they are nonetheless vulnerable. Drasil ARE subject to critical hits. However, when a critical hit or sneak attack is scored on a drasil, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally. Similarly, while most plants lack a centralized nervous system, drasil have a vegetable brain that CAN be targeted by mind-affecting spells and abilities. However, they gain a +4 racial bonus against these effects.
Automatic Languages: Common and Drasil. Bonus Languages: Elven, goblin.
Favored Class: Barbarian. A multiclass drasil’s Barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
LA +1