03 July 2013

Sproutling (13 RP, Pathfinder)

Physical Description: Sproutlings have green skin and brown or yellow eyes. Their skin darkens from exposure to the sun, but turns yellowish when they're exhausted or fatigued. Their hair is leafy, sometimes containing thin vines and flowers. As they age, more flowers sprout from all over their bodies, leaching nutrients from them; this is the reason for the drop in physical abilities, not a result of their actual age. Removal of these parasites doesn't eliminate the penalties, since they grow back within a day. This nutrient sapping turns their skin slightly more brown.

Society: Sproutlings have no true society, simply living on their own. They don't even meet to reproduce, relying on pollinating insects to do it for them. They do enjoy each other's company, but don't stay around each other longer than necessary.

Relations: Almost all other races accept sproutlings to some degree, but find their total honesty unsettling, and less trustworthy types tend to avoid talking to them altogether. Sproutlings are completely honest at all times, but will remain silent on a topic if they are asked to, unless it would harm another to keep silent. They hold no grudges, but will try to avoid those who have treated them poorly or frequently ask them to keep secrets. Sproutlings don't judge others on appearance, and can often be found in groups of primarily tieflings or frienly aberrations of any variety. Oddly enough, good- or neutral-aligned tieflings greatly enjoy their company, but orcs and half-orcs despise their weakness and honesty. Humans have a strange tendency to try to make "Half-Sproutlings" the same way they'd reproduce normally, and while the act itself can easily be done with females of the species, "crosspollination" with other races is not possible (and even the most knowledgeable of their species think it's an unusual and inefficient method for pollination done by other races. Less knowledgeable sproutlings wonder why the pollen is being released into their stem). While they do feel attraction to others, it isn't romantic, and they don't even understand the concept of individual love.

Alignment and Religion: Members of this race are generally only of alignments with neutral components, and do not follow any particular gods, instead worshiping nature itself if they choose to worship anything.

Adventurers: Every member of this race is an adventurer, claiming no home and living to see the world. However, they prefer to sleep in a forest or otherwise in nature over a bed if given the choice. They typically opt to be monks or sorcerors. Very few ever become rogues or fighters. Strangely, they have a fascination with barbarians and bards, though they don't understand quite why.

Starting Age:
AdulthoodIntuitiveSelf-TaughtTrainedMiddle AgeOld AgeVenerableMaximum Age
1 year+1d4 years+1d6 years+2d6 years50 Years80 Years100 Years120+2d12 Years

Random Sproutling Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Adjustment
Male3 ft. 9 in.+2d4 in.
(3 ft. 11 in. - 4 ft. 5 in.)
80 lbs.+(2d4x3 lbs.)
(86 - 104 lbs)
Female3 ft. 7 in.+2d4 in.
(3 ft. 9 in. - 4 ft. 3 in.)
70 lbs.+(2d4x3 lbs.)
(76 - 94 lbs)

Male Names: Issen, Kosha, Onn, T'nant
Female Names: Adoneth, Killeen, Pon, Silbey

Standard Racial Traits
  • Attribute Score Racial Traits: Sproutlings are physically frail, and sightly inexperienced with the world around them, but they are perceptive and flexible. (Mixed Weakness: Str -4, Dex +2, Int -2, Wis +2).
  • Type: Plant 10RP
  • Size: Medium. They receive no bonuses or penalties due to their size.
  • Speed: Normal. Sproutlings have a base speed of 30 feet.
  • Languages: Sproutlings begin play speaking Common and Sylvan. Those with high intelligence can choose to learn Auran, Elven, Grippli, Halfling, or Necril.

Defensive Racial Traits
  • Plant Resistances: Sproutlings are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), in addition to paralysis, poison, polymorph, sleep effects, and stunning. 0RP

Feat and Skill Racial Traits
  • Camouflage: Sproutlings receive a +4 bonus to stealth while within forests. 1RP

Magical Racial Traits
  • Fertile Soil: Sorcerer sproutlings with the Verdant Bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sproutling clerics with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. 2RP

Movement Racial Traits
  • Terrain Stride: Sproutlings can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally. 1RP

Senses Racial Traits
  • Low-Light Vision: Sproutlings can see twice as far as normal in conditions of dim light. 0RP

Weakness Racial Traits
  • Weakness to Cold: Sproutlings have vulnerability to the cold. They cannot possess any racial trait that grants them resistance or immunity to cold. -2RP
  • Weakness to Fire: Sproutlings have vulnerability to the fire. They cannot possess any racial trait that grants them resistance or immunity to fire. -2RP

Other Racial Traits
  • Multitalented: Sproutlings choose two additional favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. 2RP
  • Photosynthesis: While they still need to breathe and drink, sproutlings produce their own food from the absorption of sunlight, negating the need to consume food like other animals. Additionally, they can absorb nutrients from water. Sproutlings do not sleep, unless they want to gain some beneficial effect from this activity. This means that a sproutling can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
  • Treespeech: Sproutlings have the ability to converse with plants as if subject to a continual Speak with Plants spell. 2RP

Note: Sproutling sorcerers must select the verdant bloodline, unless otherwise stated in a racial variant alternate trait, and any time a class would allow them to pick between a familiar arcane bond or item arcane bond, they must choose the familiar. They cannot take a class that only allows them to have an arcane bond with an item.


Alternate Racial Variants
The following alternate racial variants may be selected, replacing or modifying one or more of the standard racial traits above. Consult your GM before selecting any of these new options. Only one of the following may be selected, even if they do not replace any overlapping traits.
  • Assimilated: Sproutlings who have spent a great deal of time with humans and similar races have lost their connection to nature. However, they have grown more accustomed to the ways of the world, and have earned their keep. They receive a +2 to Strength and Intelligence. Additionally, sproutlings gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Sorcerer assimilated sproutlings must take either the arcane or starsoul bloodline. This trait modifies their Ability Score racial trait (Str -2, Dex +2, Wis +2), and replaces Camouflage and Fertile Soil.
  • Evergreen: Sproutlings hailing from the far north possess needles instead of leaves, and their stems have toughened into a thin bark. Instead of a +2 bonus to Dexterity, evergreen sproutlings get a +2 bonus to Constitution. Additionally, they gain 1 point of natural armor. Sorcerer evergreen sproutlings must take take either the boreal or verdant bloodline. This trait replaces Fertile Soil, Multitalented, and Weakness to Cold.
  • Graveborn: Some sproutlings were born in graveyards, often resulting in accidental exposure to necromancy as a sapling. They have pale gray skin, do not grow flowers of their own, and are often covered in small insects as they age. Graveborn sproutlings gain +1 to the DC of any saving throws against necromancy spells that they cast. Graveborn sproutlings with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user's character level): 1/day—bleed, chill touch, detect poison, touch of fatigue. The DC is equal to 10 + the spell's level + the user's Wisdom modifier. And though they are still alive, they are healed by negative energy and harmed by positive energy, as if they were an undead creature. Sorcerer graveborn sproutlings must take the undead bloodline. This trait replaces Fertile Soil.
  • Seaweed: Sproutlings born at sea, or more precisely under the waves, differ significantly from their forest-dwelling brethren. They can breathe both in air and water, have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. They are specially adapted to the lightless depths of the oceans, but not to air-filled environments, and are able to see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. Sorcerors of this variant must take the aquatic bloodline. The sproutling's move speed on land is reduced to 20 feet. This trait replaces Fertile Soil, Low-Light Vision, Multitalented, Treespeech, and Weakness to Cold. Camouflage and Terrain Stride are modified to work in water instead of forests.
  • Startouched: Sproutlings who sprouted near the location an aberration died lose all color to their bodies. Their skin is white, their eyes are black, and their leaves are replaced with hundreds of tiny vines that never seem to stop moving. They even have a ring of smaller vines arount their mouths, and an additional pair inside their mouths that function as a tongue. While this is unsettling, they gain a strange sort of supernatural intelligence and charisma that makes others listen to them. However, they have become slightly insane, enough so that it has affected their strength. Such sproutlings gain Second Tongue as a bonus trait, giving them +1 to their caster level with any summoning or divination spell used to summon or contact a Great Old One or one of their minions. They gain the ability to see in the dark up to 60 feet, and gain spell resistance equal to 11 + their character level. Sorcerer startouched sproutlings must take the aberrant bloodline. All startouched sproutlings are chaotic neutral  or chaotic evil in alignment. This trait replaces Camouflage, Fertile Soil, Low-Light Vision, Multitalented, Treespeech, and Weakness to Cold. This trait also modifies their Ability Score racial traits to (Dex +2, Wis -4, Cha +2).
  • Toxic: Sproutlings who grew up in areas rich in herbivorous animals and especially insects have developed ways to protect themselves more directly than just hiding. They have brightly colored flower petals in place of the leaves others have on their heads. They gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a sproutling can envenom a weapon that it wields with its toxic, white sap (using this sap requires the sproutling to be injured when it uses this ability). Applying venom in this way is a swift action. They use the following toxin: Life-Stealing Sap: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save. Any creature biting a toxic sproutling is affected by this toxic sap, as well, taking a -2 to their save, and this takes away one use of the toxin for the day. If there are no more uses of the toxin, the toxin doesn't affect the creature. This use still counts toward the daily uses, even if it fails. Sorcerer toxic sproutlings must take either the verdant and martyred bloodline. This trait replaces Camouflage and Weakness to Fire. This trait also changes their ability score modifiers to (Str -2, Dex +2, Wis +2).

Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Magus: Add +1/4 point to the magus's arcane pool.
  • Monk: Add +1/4 to the monk's ki pool.
  • Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
  • Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
  • Summoner: Add +1/4 to the eidolon’s evolution pool.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

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