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JNAProductions
2020-12-27, 10:27 PM
This type encompasses humanoid-shaped vegetable creatures. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.

A plant race has the following features:

-Plants have the low-light vision racial trait.
-Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
-Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.
The race has a base speed of 30 feet.
This race gains +2 to all mental ability scores, +4 to Constitution, and -2 to Strength.
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Members of this race gain a +1 racial bonus on all saving throws.

Made for this game here (https://forums.giantitp.com/showthread.php?624561-Pathfinder-Multiverse-Invasion&p=24862285#post24862285).

inuyasha
2020-12-28, 04:57 AM
Interesting, and kind of powerful. What's the fluff for these guys like? With those ability score bonuses, I'd be more inclined to make a Rogue, Ranger, or Slayer than a Cleric.

JNAProductions
2020-12-28, 12:42 PM
Interesting, and kind of powerful. What's the fluff for these guys like? With those ability score bonuses, I'd be more inclined to make a Rogue, Ranger, or Slayer than a Cleric.

Well, for a powerful game. Explicitly allowed 20 RP, so Imma use it!

As for fluff...

Long, long ago, there was an ancient race of spirits in humanoid form. These spirits had untold power, able to heal and cause grievous wounds with but a thought, bring back the dead or cause wide-scale destruction.

But, over time, these spirits grew weary. They had seen all there was to see, had done all there was to do. At first, there was only whispers-remake the world, so the whispers went. But there were so many other beings! They had so much to live for-but as more of the spirits grew greater ennui, the whispers grew louder. To a voice, and then a shout. And so, these mighty spirits began working to unmake the world itself.

Soon, they were discovered-and the resistance began. Armies, monsters, adventurers-all came together to try to save their world from being exchanged for something new. The toll was massive-from a dimension of untold illions of animate creatures, more than half were destroyed in the attempted unmaking and the war against the spirits. But the world was saved, even at such a great cost.

Remnants of the spirits remain, though-some infused into the deep earth, creating powerful ore to be forged into the sharpest of blades. Some high in the sky, moving stars to and fro. And at least one fragment, bound into living plantlife. This spiritual remnant enlivened the forest it settled in, trees uprooting and walking about, grass growing to higher than a man's height, flowers blooming more and more. It would've spread further-were it not for a single enterprising flower. Awakened by the spiritual remnant, it wanted more for itself. The remnant fought back, trying to rejoin with others to become whole again, but this mighty flower contained it, and became the first Aloe.

While the hunt for the other remnants went on, Aloe spread itself, procreating and becoming the leader of their kind. When finally discovered, they had their own kingdom, in a forest of awakened plants in which they were the kind and just rulers. The scholars and sages determined the shard was well-sealed in the race, and they were not attacked.

That, though, is ancient history. The Aloe now are a quiet race, hardy plants that flourish wherever they go. They can be found in most places-from the largest of cities, to the smallest of thorps, to the quiet expanses of uncivilized nature. Few now know of their origin, and they are simply accepted as part of everyday life, much as other moderately uncommon races.