Doomfullord

Ke'Keiki Pua

Feb 9th, 2019
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  1. Ke'Keiki Pua
  2. Plant (10 RP)
  3. A plant race has the following features:
  4.  
  5. Plants have the low-light vision racial trait.
  6. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  7. Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
  8. 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.
  9.  
  10. Languages Standard: Sylvan, Common. (Dwarvish, Elvish, Gnome, Draconic (known as the Old One's Tongue), Giant, Terran, Undercommon.)
  11.  
  12. Bond to the Land (2 RP)
  13. Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger’s list of favored terrains. This choice is made at character creation, and cannot be changed.
  14.  
  15. Fire Vulnerability (-2 RP)
  16.  
  17. Darkness Sensitivity (–1 RP)
  18. Weakness: Members of this race are dazzled as long as they remain in an area of dim-light or darkness.
  19. Size -
  20. ------------------------------------------------------
  21. Tiny (20)
  22. Fast (1)
  23. 40 Movement
  24.  
  25. Greater Weakness (–3 RP)
  26. +2 Dex
  27. -4 Wis, -2 Int
  28.  
  29. Camouflage (1)
  30. Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
  31.  
  32. Gliding Wings (3 RP)
  33. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
  34.  
  35. Fearless (1)
  36. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
  37.  
  38. Spell-like Ability
  39. Members of this race can use Protective Spirit as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.
  40. ------------------------------------------------------
  41. Small (18)
  42. Flexible (+2)
  43. +2 Charisma, +2 Int
  44.  
  45. Skill Bonus (2 RP)
  46. Benefits: +1 Bluff, +1 Diplomacy
  47.  
  48. Hydrated Vitality (3 RP)
  49. Benefit: Members of this race gain fast healing 2 for 1 round 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.)
  50.  
  51. (Emissary (1 RP)
  52. Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
  53.  
  54. Seducer (2)
  55. Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level):
  56. 1/day—charm person
  57.  
  58. Object of Desire (1 RP)
  59. Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.)
  60.  
  61. OR
  62.  
  63. (Fertile Soil (2 RP)
  64. Benefit: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race 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.
  65.  
  66. Enclave Protector (2 RP)
  67. Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
  68. Constant—nondetection;
  69. 1/day—faerie fire, obscure object, sanctuary)
  70.  
  71. ------------------------------------------------------
  72. Medium (20)
  73. Greater Weakness(-3)
  74. +2 Str
  75. -2 Int, -4 Wisdom
  76.  
  77. Multi-Armed (4)
  78. Benefit: Members of this race possess three arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
  79.  
  80. Natural Armor (2 RP)
  81. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
  82.  
  83. Toxic (1 RP)
  84. Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action.
  85. Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
  86. OR
  87. Natural Armor +1 (1RP)
  88.  
  89. Fast Healing (6 RP)
  90. Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
  91. ------------------------------------------------------
  92. Large (20)
  93. Slow (-1)
  94. 20 Movement
  95.  
  96. Weakness (-1)
  97. +2 Strength, +2 Wisdom
  98. -4 Dexterity
  99.  
  100. Spell Resistance, Lesser (2)
  101. Benefit: Members of this race gain spell resistance equal to 6 + their character level.
  102. Or
  103. Natural Armor (2 RP)
  104. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
  105.  
  106. Sky Sentinel (3)
  107. Benefit: Members of this race gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. In addition, enemies on higher ground gain no attack roll bonus against members of this race.
  108.  
  109. Reach (1)
  110.  
  111. All Ke'Keiki Pua are apart of what is called the Collective. Each plant is born from the seeds of the Mother Plant. A mysterious object or individual hidden away within the center of their groves and protected dearly. As such, almost each plant comes to wish for its survival and to protect it so more generations can be sewn. Some however come to be bored, dislike, or even despised this life of servitude they never asked for, and decide to leave the Collective. The only repercussion is their exile from the Collective, and they are still to be treated as any outsider for then on. Any member of a Collective has a distinct scent to them, and those that leave change their scent as well. Over this, each plant has a unique scent that is their name to others, but when interacting with more vocal races they choose names for themselves that they like.
  112.  
  113. Each of the Ke'Keiki Pua are placed in a different form of caste or group. Each member acts independently, but within the Collective, they each choose their own role. However, the specific castes themselves are suited towards different roles and abilities as they were born for a task.
  114. The Tiny Ke'Keiki Pua are known widely as the Flower Sprites. They are a small feminine figure, with petal hair, and often clothing made from flower petals themselves over a plant-like very lithe body. Their hands end in three pronged points, two fingers and a thumb. They always carry a large flower, that is wider than they are tall. Each is born with this flower and to die is for it to die and vice versa. Their feet however end in small points, pointed slightly give more area to hit the floor. They mostly skip along the ground, using their flower to glide about. They are quick and agile, and fearless in battle. They often take on visionary or scouting roles, meant to treck out and relay information and retrieve it. They are the most likely of the Collective to leave, often being numerous and sent to far off lands, their natural curiosity and freedom makes them wish to see even more of the world.
  115. The Small Ke'Keiki Pua are known mostly as the Seers, or Maidens. They mostly look as veiled maidens, with a showering wreath of flowing leaves and flowers from their head, forming into a dress, revealing only their lower face and body, with a supple enticing figure but with more of an appearance of quality in that of a rose bush. They have two spindly arms that often hold onto a flower in front of them. They are commonly proficient in diplomacy, magic, or charming spells, using their closeness to nature and natural scents of their flowers to entice people to agree with them. They also however are very good at gaining political information and how to use it, often being the strategic mind when needed. They are the least likely to leave the Collective, but when they do, they are often haughty, emotional, and free-willed individuals who wish to take on the world, learn more about it, and gain their own power and life outside of the Collective.
  116. The Medium are known commonly as the Soldiers. They are a strange sorts. Most of their body is made up of various vines that surround a wooden mask or head. The vines wrap around themselves into a mildly feminine, overly round humanoid shape, without legs. Instead the vines grasp into the ground and and twist themselves with the body to move forward. Though it is quite elegant almost, a dance of vines and flowers. Their oddest feature is their three arms, rather than having two across from each other, they have 3 arms equal distance from each other and can twist their head to match any direction. They can be quite hot-headed, but generally care to keep their family safe.
  117. -There are two main variants. The poisonous who have vibrant purple flowers flowing between leafy vines. Then the Bark, who have what seem more like young sapling branches, twisted into the shape.
  118. The Largest are known as the Trees. They appear to be rather large women, made from branches, wood, and bark, and hair of leaves though they almost never stand at full height, if they would the would be truly massive. However, they often hunch over or even sit down when they aren't moving. If they do move, its often with assistance of their arms. Its not out of sheer necessity, but rather a part of their nature, to take things slow, and down to earth. To stand for too long takes a lot of energy, so they rarely if ever do it. They are known for being bastions of defense when needed. However in times of peace, many make themselves into foundations of buildings, holding up or even becoming walls. They enjoy the peaceful, slow life of observing the world while still maintaining a purpose. Though, they just as any can decide to uproot and leave for the wider world.
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