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| Grimgrin10-25-07, 08:37 PM | Flora Sapiens Plants are living organisms, lacking voluntary motion, usually rooted to the soil. Flora sapiens are the exception to this rule. They are sentient plants with intellect and bipedal locomotion. Some believe that they are a natural evolution of plant life. Others think they were created by Arcane Experimentation. Flora sapiens are most commonly found in areas of natural wilderness, but some live within suburban greenhouses and city parks. Flora sapiens exist everywhere that plant life can flourish. Physical Description Flora sapiens are roughly humanoid and resemble the plants from which they evolved. They are not as tall as full grown treants and most stand at 3ft to 9ft tall. Their exact appearance is determined by the species of origin. Most flora sapiens have two eyes, five fingered hands, at least one pair of arms, and a single pair of legs. Instead of hair the creature has leaves or needles of green, red, orange, or yellow. Instead of fingers or toes the creature has roots and fronds. The skin can very from a waxy green to a crusty brown. If the creature sprouts flowers they will be scattered about its body. Social Relations Flora sapiens vary in temperament and morality as much as any humanoid race. Most plant people highly value natural purity of water and air. Many are part of druidic circles and tribal societies. Evil druids resent the influence of mankind and wish to hoard natural resources for themselves. Good druids seek to protect what exists and educate mankind to respect nature. Flora sapiens often establish a fixed territory that they defend from all comers. Flora Sapien Creation Creature Type The creature type of flora sapiens is Plant (intelligent) and has the following qualities. Flora Sapien Immunities: As a sentient creature, it is vulnerable to “mind affecting” attacks, but is immune to sleep effects. It is also immune to animal poisons and disease but not herbicides and plant infections. Unlike other plants the complex nervous system of a flora sapien renders it vulnerable to critical hits, stunning, and paralysis. Photosynthesis: Like all plants this creature relies on photosynthesis rather than food for sustenance. It still requires a normal ration of water every day and will begin to starve if denied daylight for long. Rooted: The plant creature must stay inactive and rooted in soil for 4 hours per day to gain the nutrients it requires to survive. This replaces the need for sleep. Vegetative Mind: Flora sapiens suffer a -2 penalty to Diplomacy, Gather Information, and Sense Motive checks when dealing with animals rather than plants. Plant Metabolism: The plant creature can not use magic potions or ointments. Climate Acclimated: The flora sapien performs best in one specific temperature range. Every step away from its native climate the creature suffers a -1 penalty to all saving throws, attack rolls, and skill checks. • Hot Climate: Includes volcanoes, deserts, and hot springs • Warm Climate: Jungles, swamps, and savanna • Temperate Climate: Grasslands, farmland, hardwood forests, and ponds • Cool Climate: Pine forests, foot hills, peat bogs, and alpine waters. • Cold Climate: Tundra, mountain tops, and artic seas. Plant Camouflage: The flora sapien gains a +4 bonus when hiding among the foliage of its native habitat. The skin color of a flora sapien inflicts a -4 Hide penalty when outside its native enviroment. Customized Armor: The flora sapien can only wear customized armor. Modifying armor to suit the character costs 25% extra; and takes 1 hour for light armor, 4d6 hours for medium armor, and 1d6 days for heavy armor with the proper tools. Most wear no armor as it interferes with photosynthesis. Hit Dice The hit dice of the plant creature is determined by the character’s class. All flora sapiens are considered +0 ECL creatures. Choose Your Attribute Modifiers Flora sapiens display a wide range of physical and mental attribute scores. When designing your specific race, you can choose a single +2 bonus for one of your attributes, other than Strength, in exchange for a penalty of -2 to another attribute. If you choose a +2 bonus for Strength attribute then you must take a -2 penalty to two other attributes. The choice of attribute modifiers should reflect the characteristics of the plant. Choose Size The size of the flora sapiens is related to the size of the plant of origin. Potted plants, flowers, and small tufts of vegetation become “Small” sized characters. Bushes, hedges, and shrubs become “Medium” sized characters. Trees, palms, and giant ferns become “Large” humanoids. * Small Size: The plant creature stands 3ft +2d4in tall and weighs 40 +2d4lbs. Its base land speed is 20ft. As a small creature the flora sapien must either take a -2 STR penalty or sacrifice its minor ability. * Medium Size: This plant creature is the same height and weight as a standard human. Its base land speed is 30ft. * Powerful Build: This plant creature is pushing the envelope for a medium creature. It must wear “large” sized armor and can use “large” sized weapons. It also bull rushes and grapples like a large creature. The reach and speed remain the same as a medium creature (5ft reach and 30ft speed). In exchange for a powerful build the creature must sacrifice either 2 DEX points or lose its minor ability. The basic dimensions of a powerful build creature is 7ft +2d12in tall and weighs 200lbs plus 3d6 x5lbs. Choose Major Ability The major ability of the flora sapien is based on the species of origin of the creature. When generating the plant race, pick one of the categories below. Algoid Algoids are formed from single cell organisms that feed by photosynthesis. This group includes algae, plankton, and diatoms. Algoids live in either fresh or salt water and can be red, green, yellow, or blue in color. Algoids gain a Swim Speed equal to their land speed, but must be able to completely immerse itself in water for 4 hours every day. Autumnan Autumnans are created from deciduous trees which loose their leaves during the winter time. Autumnans have expansive canopies that extend the reach of the character by five feet. Unfortunately, Autumnans are slower than ordinary flora sapiens and suffer a -10ft penalty to all speed scores. Cactoids Succulent plants are the origin of Cactoids. Both spiny cacti and plants with fleshy, waxy, leaves are included in this group. Cactoids have no need for drinking water since they are able to store away sufficient water while rooted to provide for all its needs. Ferancients Ferancients come from ferns. Fearns are midway between fungi and plants. They reproduce by spores, but perform photosynthesis. These ancient plants are the source of crude oil. The antiquity and beauty of ferns grant them a +4 Leadership Bonus if it acquires the “Leadership” feat. Fungoid Fungoids are birthed from mushrooms, molds, and fungi. These are not plants and do not perform photosynthesis. Instead they digest organic matter. Unlike other flora sapiens they don’t need sunlight and gain darkvision to 60ft, but have Light Sensitivity (-1 AB in daylight conditions). Garideans Garideans are the evolved form of grasses. Grass grows very quickly to recover from grazing and fires. Bamboo, flowers, grains, and weeds are genetic variations of grass. Grass heals at twice the normal rate, but require twice as much water as any other humanoid. Palmyst A palmyst is a evolved palm. The shape of the palm trunk and leaves allow it to survive tropical winds and sand storms. A palm tends to bend rather than break. Any palmyst can use its Escape Artist skill instead of Balance or Concentration skill checks, but the maximum weight they can carry is reduced by 25%. Utuberan Utuberans grow large bulbs or tubers. This group includes tulips, potatoes, peanuts, carrots, and turnips to name a few. The deep extensive roots of this plant increase its stability. An utuberan can take root to resist tripping attacks and bull rushing (+10 bonus). Taking root is a swift action, but while rooted the character can’t move and loses any Dodge or DEX AC bonus for the rest of the round. Venusian Venusians are breed from carnivorous plants that supplement their diet by feeding on animals and insects. This group includes Venus fly traps, pitcher plants, and sun dews. Venusians gain the “Constrict” special ability. Constriction automatically inflict lethal unarmed damage to any target it maintains a grapple. Venusians must have 1d4 pounds of fresh, bloody meat each day. Vinyane Vinyane are a mass of vines, moss, or lichens. Vines cling to boulders, brick walls, and other plants. Any flora sapiens derived from vines gains a climbing speed equal to its land speed. The stringy and tangled nature of vinyanes makes them incapable of running. Choose Minor Ability Pick one minor ability for the character that best represents the species of origin for your flora sapien. Flowering: Add your exp. level to one Charisma based check once per day. Food Bearing: Provides 1d4+2 meals each week. Hardwood: Add your exp. level to one Strength based skill check once per day. Many Branches: The creature has an extra pair of arms. These arms are treated as off hand unless the character takes the proper “Multi-Arm” feats. Salt Tolerant: The plant creature can drink both salt and fresh water without penalty. Softwood: Add your exp. level to one Dexterity based skill check once per day. Springy: If knocked prone, the character can return to standing as a “swift” action. Spiny: The character has armor spikes growing from its body. This innate weapon can be enchanted like a masterwork weapon Thorny: The thorns are a natural weapon that inflicts 1d4 slashing damage for medium creatures (1d3 for small creatures and 1d6 for powerful build creatures). Vine Whip: A long rope like vine growing on the creature functions as a whip. The vine whip can be enchanted like a masterwork weapon. Weed: +2 on all Fortitude Saves versus “Death” effects. Choose a Favored Class Flora Sapiens must choose a favored class which best embodies the qualities of the species of origin. Druid is a common choice as well as rogue, sorcerer, barbarian, and bard, but any single class is available. |
| Xiuhcoatl10-25-07, 08:47 PM | I like the flavor, but it does need an LA. |
| Grimgrin10-25-07, 09:29 PM | I like the flavor, but it does need an LA. I tried to match each positive with a negative to achieve a 0 ECL. What do you think tips the scales? |
| zook1shoe66610-25-07, 10:39 PM | the Plant type grants a BUNCH of immunities and other stuff |
| Killydd10-26-07, 02:02 AM | Honestly, you've overwritten almost all of the plant traits. I question whether they can be called plants anymore, or whether you'd be better off giving another type the plant flavor of photosynthesis, and rooted. Maybe Abberation or Fey? I'd drop the hide penalty outside of its environment, it just doesn't make sense. Sure, it doesn't gain bonuses because its the wrong color/shape, but doesn't that apply to humans also? Its hard to pick out specific things because you've really created a huge number of races rather than only one or two. However some specific problems with options: bonuses to Mental ability scores are also typically not allowed for +0LA races, as you need fairly potent penalties to avoid spellcasters jumping at it. There are no large sized +0 LA creatures, nor should there be. Reach is the major issue with it, though the added damage is also a pain since its bonus is similar to an extra +2 to strength. Similarly, the Autumnan major ability is decidedly powerful, and combining it with the large size is outrageous for a +0 La creature. most of the other major abilities look okay, though the Palmyst just doesn't make sense to me. Many branches seems too potent, quite possibly doubling the number of sneak attacks a rogue can get. I'd probably swap out the various "add hit dice to one skill once per day" for a flat bonus 1/day, as its just easier to balance that way. As is, at low levels it does little, but at high levels you get one auto-success on it. Is the vine whip considered a natural attack, or is it just a weapon you can use normally? Also, since the whip normally does not threaten, I'd probably add at least that much text to it, in addition to a "see whip description for details." Overall though, the concept is nice, but just providing a toolkit makes it very difficult to critique. |
| imakuni6710-26-07, 01:25 PM | the Plant type grants a BUNCH of immunities and other stuff Being a plant is worth LA on it's own. I'd say you'd be better off making a half-plant creature, kindof like the warforged but with minor plant abilities instead of construct. |
| Lokathor10-26-07, 02:26 PM | the Plant type grants a BUNCH of immunities and other stuff Let's run with that statement for a moment. * Low-light vision. * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). * Immunity to poison, sleep effects, paralysis, polymorph, and stunning. * Not subject to critical hits. * Proficient with its natural weapons only. * Proficient with no armor. * Plants breathe and eat, but do not sleep. He removed the Mind-Affecting, critical, stunning, and paralysis immunity. Oh, and they effectively have to sleep. So, now it reads: * Low-light vision. * Immunity to some poison, sleep effects, polymorph. * Plants breathe, eat, and sleep. Oh joy! That's like..... a fourth of a warforged right there. Yay! No really folks, lighten up. Immunity to polymorph sucks majorly. Immunity to Sleep is almost a throw away ability, and so the immunity to some poisons (considering that you're vulnerable to new poisons and some spells affect you differently) mostly just balances the immunity to polymorph. The OP didn't even specify for sure that theses heavily modified plants keep their low-light vision. Plant Camouflage giving a +4 to hide is alright. Giving a -4 in all other environments isn't really alright. I mean, hobgoblins have green and orange skin, and they can hide in the snow without penalty. The idea of hide is that if you're hidden properly, then it doesn't matter what your skin color is because they can't see it. You can give a bonus based on camo however, because when you're not hidden completely sometimes your camo makes it look as if you aren't there (even if they're looking directly at you). Plant Metabolism is, I'd say, a bad idea. I'm fairly sure it's been ruled by the Sage that skeletons and such can still use potions despite lacking an metabolic system, since they still have a "throat" area to pour the potion into they can still get a benefit. Quite possibly though, they don't even have throats of a humanoid shaped body. They should still be able to use Oils either way. Beyond that, you're leaving way too many options to make a valid LA assessment for all of them. Narrow down your player's options a bit and then edit the post. Probably, each subspecies major power should have a fixed set of ability mods and a fixed size. Then you can compare the subspecies. |
| larry_the_titan10-26-07, 08:43 PM | so people are worried that a plant player race would be to powerful. Do I really need to remind people that Warforged and Necropolitains are both LA 0. Also several other choices for creature types are available as player Races including Fey, Giant, and Monstrous Humanoids with either LA 0 or LA +1. So what is so broke about Having a Plant Player Race? |
| zook1shoe66610-27-07, 12:10 AM | so people are worried that a plant player race would be to powerful. Do I really need to remind people that Warforged and Necropolitains are both LA 0. Also several other choices for creature types are available as player Races including Fey, Giant, and Monstrous Humanoids with either LA 0 or LA +1. So what is so broke about Having a Plant Player Race? Alter Self could get abused more than normal |
| Lokathor10-27-07, 09:32 AM | Well, in the case of plants it's absurdly simple, plants are immune to polymorphing. I'm not sure what the logic could possibly be to have immunity to polymorph and not have immunity to alter self, since alter self is the base spell for polymorph and all. Also, alter self (and polymorphing in general) is crazy broken. You know that. I know that. It's no kind of proper benchmark for anything. And to top it all off, the forms available to plants even if they could Alter Self aren't even that good. *At 4HD we've got a CR 3 grappler. Wait, no, no Ex special attacks, so no constrict. *At 1 HD we've got an immobile motion sensor. Wait, no, don't get the shriek ability. *At 2HD we've got a passable slow moving brute. Wait, no poisons from alter self, so the form is pretty crap. *At 2HD we've got a brute form that won't even turn invisible, which is the main power of the creature. *Shambling Mounds, Tendriculos, and Treants are all off limits. So, what form were you even thinking about when you said Alter Self was abusable? |
| 1 ton ghost10-27-07, 01:29 PM | firstly, i have to commend the OP as it looks like you put a fair amount of work to it regarding botany and contemporary/traditional science, so well done. second, this should've been published in-game a long time ago. they have no frills undead (necropolitan), constructs (warforged), a million anthropomorphic species, dragon types, etc.... you'd have thought they would've implemented a plant type a long time ago. this is why i'm a big fan of Necropolitan, they didn't take alot of liberties w/ it and kept it simple. simple is good. too many details and you lose your original vision and must make concessions elsewhere. the plant race is interesting, i like the choices especially as they add another defining aspect, but a great deal of the typical plant qualities have been ommitted. why? i understand sentience and all, just curious. this is like (Living) Construct i'm guesssing, yes? some, but not all immunities and the like. there was a Dragon issue (this year i think) w/ China Mievelle <sp> as the main article. a plant creature (cactus based) that was interesting. i remember little, but i think a provision was made given their pseudo circulatory system in that they don't bleed out easilly. can stabilize simply or more easilly. piercing weapons didn't work well on them, so they were using disc x-bows and the like. worth a look. |
| Grimgrin10-27-07, 03:53 PM | Thanks for all the feedback, I valued everybody's input. It was really helpful in picking out the flaws in the design of the template. Using your suggestions I have redesigned the template eliminating abilities that were too powerful (such as Many Branches) and reclassifying the creature as a Humanoid (Plant Hybrid). Version Two Flora Sapiens Plants are living organisms, lacking voluntary motion, usually rooted to the soil. Flora sapiens are the exception to this rule. They are sentient humanoid plants with intellect and bipedal locomotion. Some believe that they are a natural evolution of plant life. Others think they were created by Arcane Experimentation. Flora sapiens are most commonly found in areas of natural wilderness, but some live within suburban greenhouses and city parks. Flora sapiens exist everywhere that plant life can flourish. Physical Description Flora sapiens are roughly humanoid and resemble the plants from which they evolved. They are not as tall as full grown treants and most stand at 3ft to 9ft tall. Their exact appearance is determined by the species of origin. Most flora sapiens have two eyes, five fingered hands, at least one pair of arms, and a single pair of legs. Instead of hair the creature has leaves or needles of green, red, orange, or yellow. Instead of fingers or toes the creature has roots and fronds. The skin can very from a waxy green to a crusty brown. If the creature sprouts flowers they will be scattered about its body. Social Relations Flora sapiens vary in temperament and morality as much as any humanoid race. Most plant people highly value natural purity of water and air. Many are part of druidic circles and tribal societies. Evil druids resent the influence of mankind and wish to hoard natural resources for themselves. Good druids seek to protect what exists and educate mankind to respect nature. Flora sapiens often establish a fixed territory that they defend from all comers. Flora Sapien Creation Creature Type The creature type of flora sapiens is Humanoid (Plant Hybrid) and has the following qualities. Plant Hybrid Traits: As a sentient creature, it is vulnerable to “mind affecting” attacks, but is immune to sleep effects. It is also resistant to poison and disease and gains a +2 saving throw against these effects. Unlike other plants, the complex nervous system of a flora sapien renders it vulnerable to critical hits, stunning, and paralysis. Photosynthesis: Like all plants this creature relies on photosynthesis rather than food for sustenance. It still requires a normal ration of water every day and will begin to starve if denied daylight for long. Rooted: The plant creature must stay inactive and rooted in soil for 4 hours per day to gain the nutrients it requires to survive. This replaces the need for sleep. Vegetative Mind: Flora sapiens suffer a -2 penalty to Diplomacy, Gather Information, and Sense Motive checks when dealing with animals rather than plants. Climate Acclimated: The flora sapien performs best in one specific temperature range. Every step away from its native climate the creature suffers a -1 penalty to all saving throws, attack rolls, and skill checks. • Hot Climate: Blazing Temperatures (110* Fahrenheit or higher) • Warm Climate: Summer Temperatures (80* to 110* Fahrenheit) • Temperate Climate: Alternating Warm and Cool seasons. • Cool Climate: Winter Temperatures (60* to 30* Fahrenheit) • Cold Climate: Freezing Temperatures (30* Fahrenheit and below) Home Advantage: This species has a unique biology which is so suited to a particular terrain that they gain substantial bonuses when they are on their home turf. When within the confines of a set type of area, a race with Home Advantage gains a +1 dodge bonus to armor class, and a +1 situational bonus to attack rolls, damage rolls, and saving throws. Terrain Types Forest Desert Subterranean Mountain/Steppe Aquatic Urban Plains or Prairie Swamp Customized Armor: The flora sapien can only wear customized armor. Modifying armor to suit the character costs 25% extra; and takes 1 hour for light armor, 4d6 hours for medium armor, and 1d6 days for heavy armor with the proper tools. Most wear no armor as it interferes with photosynthesis. Hit Dice The hit dice of the plant creature is determined by the character’s class. All flora sapiens are considered +0 ECL creatures. Choose Your Attribute Modifiers Flora sapiens display a wide range of physical and mental attribute scores. When designing your specific race, you can choose a single +2 bonus for one of your attributes, other than Strength, in exchange for a penalty of -2 to another attribute. If you choose a +2 bonus for Strength attribute then you must take a -2 penalty to two other attributes. The choice of attribute modifiers should reflect the characteristics of the plant. Choose Size The size of the flora sapiens is related to the size of the plant of origin. Potted plants, flowers, and small tufts of vegetation become “Small” sized characters. Bushes, hedges, and shrubs become “Medium” sized characters. Trees, palms, and giant ferns become “Large” humanoids. Small Size: The plant creature stands 3ft +2d4in tall and weighs 40 +2d4lbs. Its base land speed is 20ft. As a small creature the flora sapien must either take a -2 STR penalty or sacrifice its minor ability. Medium Size: This plant creature is the same height and weight as a standard human. Its base land speed is 30ft. Powerful Build: This plant creature is pushing the envelope for a medium creature. It must wear “large” sized armor and can use “large” sized weapons. It also bull rushes and grapples like a large creature. The reach and speed remain the same as a medium creature (5ft reach and 30ft speed). In exchange for a powerful build the creature must sacrifice either 2 DEX points or lose its minor ability. The basic dimensions of a powerful build creature is 7ft +2d12in tall and weighs 200lbs plus 3d6 x5lbs. Choose Major Ability The major ability of the flora sapien is based on the species of origin of the creature. When generating the plant race, pick one of the categories below. Algoid Algoids are Aquatic subtype creatures formed from single cell organisms that feed by photosynthesis. This group includes algae, plankton, and diatoms. Algoids live in either fresh or salt water and can be red, green, yellow, or blue in color. Algoids are Amphibious. They gain a Swim Speed equal to their land speed, but creatures with this ability are only able to survive out of the water for 1 hour per 2 points of Constitution, after which they suffer the effects of drowning. Autumnan Autumnans are created from deciduous trees which loose their leaves during the winter time. Sturdy, tough, solid; whatever you call it- this race has it. With a sturdy build, a race can wear much heavier equipment and carry much heavier loads without becoming fatigued. Not only can such a race sleep in full armor with no penalty, but the sturdy autumnan suffers no armor check penalty, regardless of how much armor they are wearing and equipment they are carrying. Unfortunately, Autumnans are slower than ordinary flora sapiens and suffer a -10ft penalty to all speed scores. Cactoids Cactus plants are the origin of Cactoids. Body spikes cover the creature and inflict 1d4 piercing damage on any creature that attempts to grapple or bull rush the cactoid. Ferancients Ferancients come from ferns. Fearns are midway between fungi and plants. They reproduce by spores, but perform photosynthesis. These ancient plants are the source of crude oil. The antiquity and beauty of ferns grants them a +2 Leadership bonus if they acquire the Leadership feat. Fungoid Fungoids are birthed from mushrooms, molds, and fungi. These are not plants and do not perform photosynthesis. Instead they digest organic matter. Unlike other flora sapiens they don’t need sunlight and gain darkvision to 60ft, but have Light Sensitivity (-1 AB in daylight conditions). Garideans Garideans are the evolved form of grasses. Grass grows very quickly to recover from grazing and fires. Bamboo, flowers, grains, and weeds are genetic variations of grass. Garideans have the “Stamina” talent and heal 2 hit points for each evening of rest, 2 points of temporary ability damage per evening of rest, and awaken in half the normal time after being knocked unconscious. In exchange for this rapid healing, the creature has a voracious appetite and requires twice as much food and water as any other humanoid. Palmyst A palmyst is an evolved palm. The shape of the palm trunk and leaves allow it to survive tropical winds and sand storms. A palm tends to bend rather than break. Any palmyst can use its Escape Artist skill instead of Balance checks to resist tripping and Concentration skill checks to cast spells when wounded or distracted, but the maximum weight they can carry is reduced by 25%. Utuberan Utuberans grow large bulbs or tubers. This group includes tulips, potatoes, peanuts, carrots, and turnips to name a few. The deep extensive roots of this plant increase its stability. An utuberan can take root to resist tripping attacks and bull rushing (+10 bonus). Taking root is a swift action, but while rooted the character can’t move and loses any Dodge bonus to its AC score. It takes the creature 1d4 rounds to uproot itself. Venusian Venusians are man-eating hybrids bred from carnivorous plants. Plant species of origin include Venus fly traps, pitcher plants, and sun dews. Venusians gain the “Constrict” special ability. A medium sized constrictor automatically inflicts 1d6+STR bonus bludgeoning damage to any target it successfully grapples. Venusians must have one pound of fresh, uncooked, humanoid flesh every two days or suffer -1d4 points of physical attribute damage that will not heal until the creature is fed. Vinyane Vinyane are a mass of vines, moss, or lichens. Vines cling to boulders, brick walls, and other plants. Any flora sapiens derived from vines gains a climb speed equal to one half its land speed. Choose Minor Ability Pick one minor ability for the character that best represents the species of origin for your flora sapien. Clinging Vines: The hybrid gains a +1 racial bonus when resisting disarming attacks. Deep Desert: This plant hybrid has no need of drinking water. It gains all the water it needs while rooted in the soil. Flowering: +1 DC bonus on any “Charm” spells you cast. Leaf Blade: +2 racial bonus on “Combat Feint” skill rolls. Hardwood: Increase your maximum carrying capacity by 25% Herbal: +2 racial save bonus versus Necromancy spells cast on you. Parasitic: +1 DC bonus on any “Death” spells you cast. Perennial: +2 on all Fortitude Saves from Massive damage. Poisonous: Gains the “Use Poison” class ability (see Assassin). Shamrock: +1 racial bonus on Bluff skill. Root Mass: +2 stability bonus to resist bull rush and tripping attacks Salt Tolerant: The plant creature can drink both salt and fresh water without penalty. Softwood: +1 racial bonus on Tumbling checks Thick Bark: A race with the Thick Bark trait has a dense bark or heavy waxy coating which protects them from Hot and Cold seasonal temperatures. Thick Skin prevents a race from being effected by material plane environments of extreme heat or cold, preventing any constitution damage which would be incurred from even the most hostile of temperature conditions. Strange planar environments, such as the plane of fire or ice, are not resisted in any way by a heavy coating of this creature. The heavy coating interferes with the creature’s ability to react quickly and inflicts a -2 penalty to initiative and Reflex saves. Thorny: The thorns are a natural weapon that inflicts 1d3 slashing damage for medium creatures (1d2 for small creatures and 1d4 for powerful build creatures). Windblown: +1 racial bonus on Tumble skill checks Choose a Favored Class Flora Sapiens must choose a favored class which best embodies the qualities of the species of origin. Druid is a common choice as well as rogue, sorcerer, barbarian, and ranger; but any core class is available. All text in this document is considered “Open Game Content” in accord with the Open Game License 1.0a. |
| Sledgerosaur10-27-07, 04:21 PM | Great race you got there. I have got to make myself a final fantasy cactar in my next game :) btw there are a race in the game super paper mario called Floro sapiens. kinda off topic, but hey :D http://www.mariowiki.com/Floro_Sapiens |
| AtsuiShoto10-27-07, 09:59 PM | Now THAT, Grimgrin, is a fine piece of work. I don't see anything overly breakable about it, and it is just OOZING with great flavor! Actually, if it weren't for the player-customizable ability modifiers, I would say this Flora Sapien is a sub-par choice for character ability optimization and a wonderful choice for making unusual fantasy-setting characters. Given, however, that the customizable abilities lend a certain optimization potential, with a bit of thought anyone can make a viable Flora Sapien adventurer. |
| Lokathor10-27-07, 11:47 PM | So, as "Humanoid (Plant Hybrid)" type creatures, they can be hit with charm person? Aren't they at least Monstrous Humanoids? Are they still polymorph immune like a normal plant is? They're humanoid sized and shaped and all... but they still need special armor? That's kind crap for them. Powerful Build plants needing large armor is also kinda crap for them, since it just costs more and does nothing else helpful (unlike large weapons, which do more damage). I still think that each Major Type should have fixed ability mods and a fixed size associated with it. It doesn't really make sense that each kind of plant would have 2 whole size categories of variance and up to a 4 point racial variance on every stat. Normal plants are just as consistent with growth as humanoids and animals are. Probably fixed minor abilities too. However, your race, your rules. |
| Finfreeze10-28-07, 01:55 AM | I've created two sample flora sapiens to better put things into perspective. Of course, they're pretty similar, so it shouldn't be too hard to tell which one is stronger. Laikamoré (Old Flora Sapiens) +2 Constitution, -2 Dexterity, -2 Charisma. Plant (intelligent). Flora Sapien Immunities: As a sentient creature, it is vulnerable to “mind affecting” attacks, but is immune to sleep effects. It is also immune to animal poisons and disease but not herbicides and plant infections. Unlike other plants the complex nervous system of a flora sapien renders it vulnerable to critical hits, stunning, and paralysis. Medium. Base land speed 20'. Photosynthesis: Like all plants this creature relies on photosynthesis rather than food for sustenance. It still requires a normal ration of water every day and will begin to starve if denied daylight for long. Rooted: The plant creature must stay inactive and rooted in soil for 4 hours per day to gain the nutrients it requires to survive. This replaces the need for sleep. Vegetative Mind: Flora sapiens suffer a -2 penalty to Diplomacy, Gather Information, and Sense Motive checks when dealing with animals rather than plants. Powerful Build: This plant creature is pushing the envelope for a medium creature. It must wear “large” sized armor and can use “large” sized weapons. It also bull rushes and grapples like a large creature. The reach and speed remain the same as a medium creature (5ft reach and 30ft speed). In exchange for a powerful build the creature must sacrifice either 2 DEX points or lose its minor ability. The basic dimensions of a powerful build creature is 7ft +2d12in tall and weighs 200lbs plus 3d6 x5lbs. Vegetative Mind: Flora sapiens suffer a -2 penalty to Diplomacy, Gather Information, and Sense Motive checks when dealing with animals rather than plants. Climate Acclimated: The flora sapien performs best in temperate ranges. Every step away from its native climate the creature suffers a -1 penalty to all saving throws, attack rolls, and skill checks. Plant Camouflage: The flora sapien gains a +4 bonus when hiding among the foliage of its native habitat. The skin color of a flora sapien inflicts a -4 Hide penalty when outside its native enviroment. Customized Armor: The flora sapien can only wear customized armor. Modifying armor to suit the character costs 25% extra; and takes 1 hour for light armor, 4d6 hours for medium armor, and 1d6 days for heavy armor with the proper tools. Most wear no armor as it interferes with photosynthesis. Autumnan: Autumnans are created from deciduous trees which loose their leaves during the winter time. Autumnans have expansive canopies that extend the reach of the character by five feet. Unfortunately, Autumnans are slower than ordinary flora sapiens and suffer a -10ft penalty to all speed scores. Many Branches: The creature has an extra pair of arms. These arms are treated as off hand unless the character takes the proper “Multi-Arm” feats. Automatic Languages: ? Bonus Languages: ? Favored Class: Psychic Warrior Glorfex (New Flora Sapiens) +2 Constitution, -2 Charisma. Humanoid (Plant Hybrid). Plant Hybrid Traits: As a sentient creature, it is vulnerable to “mind affecting” attacks, but is immune to sleep effects. It is also resistant to poison and disease and gains a +2 saving throw against these effects. Unlike other plants, the complex nervous system of a flora sapien renders it vulnerable to critical hits, stunning, and paralysis. Medium. Glorfex base land speed is 30 feet. Photosynthesis: Like all plants this creature relies on photosynthesis rather than food for sustenance. It still requires a normal ration of water every day and will begin to starve if denied daylight for long. Rooted: The plant creature must stay inactive and rooted in soil for 4 hours per day to gain the nutrients it requires to survive. This replaces the need for sleep. Vegetative Mind: Flora sapiens suffer a -2 penalty to Diplomacy, Gather Information, and Sense Motive checks when dealing with animals rather than plants. Climate Acclimated: The flora sapien performs best in temperate ranges. Every step away from its native climate the creature suffers a -1 penalty to all saving throws, attack rolls, and skill checks. Home Advantage: This species has a unique biology which is so suited to underground terrains that they gain substantial bonuses when they are on their home turf. When within the confines of underground areas, a race with Home Advantage gains a +1 dodge bonus to armor class, and a +1 situational bonus to attack rolls, damage rolls, and saving throws. Powerful Build: This plant creature is pushing the envelope for a medium creature. It must wear “large” sized armor and can use “large” sized weapons. It also bull rushes and grapples like a large creature. The reach and speed remain the same as a medium creature (5ft reach and 30ft speed). The basic dimensions of a powerful build creature is 7ft +2d12in tall and weighs 200lbs plus 3d6 x5lbs. Customized Armor: The flora sapien can only wear customized armor. Modifying armor to suit the character costs 25% extra; and takes 1 hour for light armor, 4d6 hours for medium armor, and 1d6 days for heavy armor with the proper tools. Most wear no armor as it interferes with photosynthesis. Cactoid: Cactus plants are the origin of Cactoids. Body spikes cover the creature and inflict 1d4 piercing damage on any creature that attempts to grapple or bull rush the cactoid. Automatic Languages: ? Bonus Languages: ? Favored Class: Psychic Warrior. Anyhow, does "rolling a grapple check to escape a grapple" count as "attempts to grapple or bull rush the cactoid"? You may want to add "overrun" to the list of combat tactics that will trigger the cactoid ability, since it's used to trampling and involves knocking your opponent prone and plowing past him/her. |
| dawnbringer10-28-07, 07:02 AM | I like it, but i feel you've taken away so many of the plant abilities that they just aren't plants anymore. |
| echelon_house10-29-07, 12:28 AM | A long-overdue idea. The only problem I have with it is the choose-your-own-build you have going here; it's somewhat confusing and results in characters too different from each other to really call them a race. You may want to simply create multiple different races and bunch them all together a related family, like Sun Elves, Drow, Wood Elves, etc. |
| Grimgrin10-30-07, 04:19 PM | So, as "Humanoid (Plant Hybrid)" type creatures, they can be hit with charm person? Aren't they at least Monstrous Humanoids? Are they still polymorph immune like a normal plant is? They're humanoid sized and shaped and all... but they still need special armor? That's kind crap for them. Powerful Build plants needing large armor is also kinda crap for them, since it just costs more and does nothing else helpful (unlike large weapons, which do more damage). I still think that each Major Type should have fixed ability mods and a fixed size associated with it. It doesn't really make sense that each kind of plant would have 2 whole size categories of variance and up to a 4 point racial variance on every stat. Normal plants are just as consistent with growth as humanoids and animals are. Probably fixed minor abilities too. However, your race, your rules. One of the universal traits of plant life is photosynthesis (not Immunity to Critical Hits which is a game idea and does not have any validity in real life). To not block ability to photosythesize they require customized armor that allows sunlight in and allows them to breathe in C02 and breath out 02 through their skin membranes. The whole point was to cover as many plants as possible. Almost all plants have giant variation, a standard size, and a dwarf or bonzai size. Creating a single race for each species of plant would be an endless and pointless task. It is up to the DM and Player to use their best judgement in determining attribute modifiers and if they are appropriate for the species. In defense of the customization idea, few players pick a race without considering what class they intend to play with it. Few will choose a "halfing" to play a barbarian, a gnome without the ability to cast illusion spells, or a dwarf sorcerer. A +2/-2 modifier is significant to a 1st and 2nd level character, but becomes less meaningful as characters gain access to attribute modification spells, magic items, and qualify for new feats. Example Flora Sapien Creation: THREE different types of catoids: Giant Saguaro: Powerful Build, +2 STR, -2 DEX, -2 INT, -2 CHA, Major Ability: Cactoid, Minor Ability: Root Mass Barrel Cactus: Medium Build, +2 CON, -2 WIS, Major Ability: Cactoid, Minor Ability: Deep Desert Prickley Pear Cactus: Small Build, -2 STR, +2 DEX, -2 CON, Major Ability: Cactoid, Minor Ability: Food Bearing Race Profile Family: Flora, Genus: Cactoid, Species: Varies. |
| Lokathor10-31-07, 08:46 AM | Well since no adventurer is going to wear armor 24 hours a day (probably more like 1-2 hours a day while actively adventuring) and since enough of the body is left uncovered to breath through, it probably wouldn't kill them. If they're mostly humanoids then they probably have most of the breathing located in a mouth like opening on their face. They should probably be able to wear chainshirts and chainmail without any issue at all, since the rings are full of tiny holes. I love the cactoids though. Something like that, where each major type has fixed forms would be cool. Though, probably too much work that wouldn't really be played, unless you were going for an all plant or plant-centric game. |