Wednesday, April 19, 2017

Plant Folk

Plant folk, otherwise known as “Clophids”, are a collection of races of sentient plant life in Scandiaca. They did not exist prior to the Feral Age, and therefore they are a relatively new species which have only existed for a little more than a millennium. As such, they have not gained acceptance into urban society of men, and they barely have a culture to call their own.

Physical Description
Plant folk are generally human-like in size a shape. Their bodies are a mixture of hardened plant matter (analogous to tree bark) and softer, vine-like joints. They do tend to have vine strands, flowering buds, or branches growing from different locations around their bodies as well. Many plant folk also have leaves attached. These leaves, vines, and flowers can be removed without endangering the plant folk’s health, but they do feel pain if this happens.
Plant Folk is more of a generic grouping of sentient plant life; although they all have similar traits, they can vary quite wildly in size and characteristics. They tend to take on the physical appearance of the local flora, and are affected by the seasons and the weather as well.

Society
Plant folk do not have any organized society. Clophids tend to be individualistic and are self-reliant. Although they do work together based on mutual needs or similar goals, they are not drawn to others of their kind in any real way. However, they do tend to prefer wilderness settings to dwell. However, they do not necessarily dislike urban settings; but they grow eager to return to their natural setting frequently.
It is not yet know what causes a plant to take on intelligence and become sentient. It is believed that sentience happens after the plant reaches a certain stage in its growth. As this seems to be the case, plant folk do not have parents, or siblings, or children as animal species do.

Racial Qualities

Type Quality

Plant (10 RP)
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.

Size Quality

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Base Speed Quality

Normal Speed (0 RP)
The race has a base speed of 30 feet.

Ability Score Modifier Quality

Standard (0 RP)
Modifiers: Members of this race gain a +2 bonus to constitution, a +2 bonus to wisdom, and a –2 penalty to dexterity.

Language Quality

Standard (0 RP)
Members of this race start with Common plus their racial language (in this case, Sylvan). 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.


Racial Traits

Defense Racial Traits

Hydrated Vitality (3 RP)
Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type.
Benefit: Members of this race gain fast healing 2 anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Natural Armor (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.

Other Racial Traits

Treespeech (2 RP)
Prerequisites: Plant type.
Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

Alternative Racial Traits

Camouflage
While in a wilderness setting (with enough flora to blend in), the plant folk gains a +2 bonus to Stealth skill checks. This trait replaces the Natural Armor trait.

Improved Control
A clophid can sometimes have greater than normal control over the vines and additional limbs it has. This allows them to act as if they had additional appendages. Although these “additional appendages” can not be used to cast spells, carry weapons, use a shield, or use/carry any item, it does give the plant folk an additional +1 bonus to their CMB whenever they attempt a grapple or trip combat maneuver. This replaces the Hydrated Vitality trait.


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