Post by June Gardener on Sept 3, 2016 18:49:47 GMT
Greenheart [19 RP]
Every so often, a Dryad will mate with a humanoid. A Greenhearted person is one who has the offspring of such a union at least once in their family tree. Greenhearts can spring up from any bloodline, unaware of their family history, but are more often than not only a generation or two removed from their Dryad kin. Most Greenhearts are female (male greenhearts are rare, but not impossible), and Greenheart lines are matrilineal. Most Greenhearts are the product of a human/dryad or elf/dryad union, with other races producing Greenhearts only rarely. A Greenheart child may be created out of spontaneous affection between her parents, but she may also be created deliberately with a task in mind - often to protect and steward plantlife. As they are not bound to a specific grove or tree like their Dryad kin, Greenhearts can travel, explore, and range widely. Greenhearts make excellent Druids and Rangers, and many find work as highly regarded and sought after gardeners, botanists, healers, and horticulturalists. Greenhearts also find work guiding travelers through wildernesses, helping them to avoid protected and dangerous groves and negotiating safe passage on their behalf from local guardians and fey, with the understanding that they will keep their traveling companions from harm and also from harming the wilderness. Even if Greenhearts are unaware of their lineage and chose professions unrelated to plantlife, they will often feel an affinity to plants and green growth, and will dislike any damage or destruction of green life.
Appearance can vary widely - the only rule is variety: no two Greenhearts will look exactly alike. Greenhearts that are only one or two generations removed from their Dryad kin appear more visibly plantlike than others, with a green tint or barky texture to their skin, whereas more interbreeding with non-Dryad races will produce Greenhearts almost indistinguishable from an average human, elf, (or other).
Type - *Plant [+10 RP]
Size - Medium [+0 RP]
Speed - Normal (30ft) [+0 RP]
Ability Mod. - Human Heritage (+2 to any one ability score at character creation) [+0 RP]
Language - standard (Common, Sylvan, +7) [+0 RP]
Bond to the Land [+2 RP]
-- Prerequisites: None; 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.
Camouflage [+1 RP]
-- Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
Skill Bonus (Knowledge: Nature) [+2 RP]
-- Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill.
Spell-Like Ability, Lesser (Tree Shape) [+2 RP]
Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP).
Treespeech (+2 RP)
Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
*
-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.
Every so often, a Dryad will mate with a humanoid. A Greenhearted person is one who has the offspring of such a union at least once in their family tree. Greenhearts can spring up from any bloodline, unaware of their family history, but are more often than not only a generation or two removed from their Dryad kin. Most Greenhearts are female (male greenhearts are rare, but not impossible), and Greenheart lines are matrilineal. Most Greenhearts are the product of a human/dryad or elf/dryad union, with other races producing Greenhearts only rarely. A Greenheart child may be created out of spontaneous affection between her parents, but she may also be created deliberately with a task in mind - often to protect and steward plantlife. As they are not bound to a specific grove or tree like their Dryad kin, Greenhearts can travel, explore, and range widely. Greenhearts make excellent Druids and Rangers, and many find work as highly regarded and sought after gardeners, botanists, healers, and horticulturalists. Greenhearts also find work guiding travelers through wildernesses, helping them to avoid protected and dangerous groves and negotiating safe passage on their behalf from local guardians and fey, with the understanding that they will keep their traveling companions from harm and also from harming the wilderness. Even if Greenhearts are unaware of their lineage and chose professions unrelated to plantlife, they will often feel an affinity to plants and green growth, and will dislike any damage or destruction of green life.
Appearance can vary widely - the only rule is variety: no two Greenhearts will look exactly alike. Greenhearts that are only one or two generations removed from their Dryad kin appear more visibly plantlike than others, with a green tint or barky texture to their skin, whereas more interbreeding with non-Dryad races will produce Greenhearts almost indistinguishable from an average human, elf, (or other).
Type - *Plant [+10 RP]
Size - Medium [+0 RP]
Speed - Normal (30ft) [+0 RP]
Ability Mod. - Human Heritage (+2 to any one ability score at character creation) [+0 RP]
Language - standard (Common, Sylvan, +7) [+0 RP]
Bond to the Land [+2 RP]
-- Prerequisites: None; 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.
Camouflage [+1 RP]
-- Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
Skill Bonus (Knowledge: Nature) [+2 RP]
-- Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill.
Spell-Like Ability, Lesser (Tree Shape) [+2 RP]
Prerequisites: None; Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level. Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP).
Treespeech (+2 RP)
Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
*
-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.