Florans [P.E.A.C.H.] [Archive] - Wizards Community

Post/Author/DateTimePost
Shining_Darkness

01-12-08, 01:49 PM
Well, it seems a lot of people have tried to make a LA +0 race of plant people, so I thought I'd give mine a shot.
I'm a little low on flavor text; I thought some of you might have fun coming up with some background.

Anyway, here they are.


Floran
Floran, 1st-Level Warrior
Medium Plant
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+3 studded leather armor, -1 Dex,), touch 9, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Spear +2 melee (1d8+1x3) or javelin +0 ranged (1d6+1)
Full Attack: Spear +2 melee (1d8+1/x3) or javelin +0 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Plant traits*, DR 2/slashing or bludgeoning, Vulnerability to cold and fire, speak with plants 1/day.
Saves: Fort +4, Ref -1, Will -1
Abilities: Str 13, Dex 9, Con 14, Int 8, Wis 9, Cha 6
Skills: Climb +4, Listen +1, Spot +1
Feats: Alertness
Environment: Temperate forests
Organization: Solitary, Pair, Cluster (2–4), Formation (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or Garden (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Neutral
Advancement: By character class
Level Adjustment: +0
Florans appear to be greenish brown elves, with leafy “hair” and vague features, with the exception of their brilliant green eyes. They tend to dress in earthy tones and wear form-fitting clothing, with the exception of shoes.
Combat
Florans are generally peaceful, but fight courageously if their homes are threatened. If outnumbered, florins will generally retreat to a more defensible location.
The floran warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

FLORANS AS CHARACTERS
Floran Traits (Ex): Florans possess the following racial traits.
— –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma. Florins are tough, but not very flexible, bright, or socially inclined.
—Medium size.
—A floran’s base land speed is 20 feet.
—Low-light vision.
—Racial Skills: Florans have a +2 racial bonus on Hide and Survival checks in forested areas.
—Racial Feats: A floran gains feats according to its class levels.
—Sunlight dependency: Florans do not eat, but depend on sunlight and air for photosynthesis. If a floran spends more than one day traveling underground or in similarly dark conditions, a florin begins starving.
—Florans do not sleep, but require at least 4 hours a day to rest and burrow their roots into soil or water (this can be done nearly anywhere), and maintains a catatonic state when doing so. Floran spellcasters still need 4 more hours of mental rest before renewing spells.
—DR 2/slashing or bludgeoning. A floran's flesh is hard and woody, but is not hard to cut or crack.
—Special Qualities (see above): Vulnerability to cold and fire, speak with plants 1/day.
—Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Goblin.
—Favored Class: Druid.
—Level adjustment +0.
— Plant traits, except as follows:
-- No immunity to mind-affecting spells or abilities, no immunity to poison, and no immunity to critical hits.
-- Proficiency with armor and weapons according to class.
--Moderate fortification: there is a 75% chance that any critical hit, sneak attack, or similar attack will be resolved as normal damage.
--+5 racial bonus on saves against poison.

New Feats:

IMPROVED HARDNESS [RACIAL]
Prerequisite: Floran, Str 13+
Benefit: Your damage reduction increases to 3/slashing, but your speed is reduced as if you were wearing heavy armor, even when you are not.
Normal: Your damage reduction is 2/slashing or bludgeoning, but you have no significant penalties to your speed when unencumbered.
Special: A Floran fighter may select Improved Hardness as one of his or her bonus feats. If you are wearing armor that reduces speed or carrying a medium or heavier load, your speed is not further penalized.

EHNANCED BARK [RACIAL]
Prerequisite: Floran, Con 13+
Benefit: Your barky skin is tougher compared to others of your kind. Your natural armor improves by 2, but you now carry a 10% chance of spell failure with any spell that has somatic components. Also, your armor check penalty increases by 1.
Normal: Your bark provides no protection, but does not hinder motion.
Special: You may take this feat up to three times. Its effects stack.

WEATHER-RESISTANT [RACIAL]
Prerequisite: Floran, Con 15+
Benefit: You gain a +4 bonus to saves relating to hot or cold weather, and your vulnerability to fire and cold goes down to +50% damage.
Normal: Your vulnerability to fire and cold is +100% damage.
Special: This feat may only be selected at 1st level because it represents an innate, hereditary ability to endure harsher climates.


New prestige class:

WOODEN ONE
Hit Die: d8.
Requirements
To qualify to become a wooden one, a character must fulfill all the following criteria.
Race: Floran
Skills: Knowledge (nature) 5 ranks, Survival 8 ranks.
Feats: Enhanced bark, Improved hardness, Self-sufficient.
Special: You must complete a mystic ritual learned from another wooden one. The ritual requires one month of meditation and seclusion in a forest, during which you may not have any contact with other sentient beings. If the ritual is interrupted, you must start over.

Class Skills
The wooden one’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Concentration (Con), Knowledge (nature) (Int), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

The Wooden One
Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +2 +0 Natural armor +2, Dex -2 +1 level of existing spellcasting class
2nd +1 +3 +0 +0 Immunity to poison
3rd +2 +3 +1 +1 Natural armor +2, DR 5/slashing +1 level of existing spellcasting class
4th +3 +4 +1 +1 Immunity to critical hits.
5th +3 +4 +1 +1 Natural armor +1, Str +2, Immunity to mind-affecting effects. +1 level of existing spellcasting class