Note About Stats

8th level. Roll 3d6, don’t reroll anything.

Alternate Rules

You’ll be using the spell point system as described on d20srd.org.

Plant Creatures

There are seven plant creature types that you can choose from. These are like the seven player’s handbook races in that they are fairly NORMAL and not freaky monster types. You MUST choose one of the seven basic plant creature types.

Stuff About Plants

Plant creatures don’t need to eat or sleep, but they do need to spend eight hours a day rooted in good soil. They also need eight hours of sunlight.

Plant creatures communicate by rustling their leaves or other appendages. Plant creatures don’t know and cannot learn fleshling languages because they cannot vocalize. You need speak with animals or similar to do this. There are seven different languages that correspond to the seven different plant creature types (shrub, tree, vine, plantling, weed, flytrap, fern), but there is also plant-common, plant-aquatic, etc. You automatically know your race’s language and plant-common.

Plant Creatures Don't Have Equipment

You have one tenth the gold (that’s 2,700!) that any other player character of your level would have, but you can only use this gold if you have the appropriate item creation feats or skills. You MUST spend your gold at character creation - plants don’t carry gold around.

If you don’t have the skills/feats to use it, you lose it. You are also limited by the specifications below. You are allowed to take, for example, a frost sword without a +1 bonus, so that you can afford these weapons.

Clubs and quarterstaffs are free.

for each 1 rank in craft skill - 1 simple weapon or shield

for each 2 ranks in craft skill - 1 other non-magical weapon or shield

for each 4 ranks in craft skill - 1 masterwork weapon or shield

Item creation feats - for magic items limited only by your gold

About The Plane

Where you will be fighting, nature is earth and water dominant. It is cold, wet, and there isn’t much room to manuver. You will need to make a DC 20 + the spell level spellcraft check to cast a fire or air spell, while all earth and water spells are quickened. Furthermore, all plant creatures are good and all higher-order fleshling creatures are evil. Although there is no technology, per-se, there are many intricate mechanical constructs, which identify as neutral. Paladins have the option to use their positive-energy attacks against all fleshlings, and wizards have the ability to use spells that work with mechanical constructs. (i.e. detect mechanical thoughts).

Types of Plant Creatures

BUSH

Size: Small

Movement: 30ft

AC: +1

Stat Adjustments: none

Level adjustment: 0

Base hit points: 0

Bonus Feat: any

TREE

Size: Medium

Movement: 20ft

AC: -1

Stat Adjustments: STR +2, DEX -2

Level adjustment: 0-6

Base hit points: 10/level

You can take multiple levels of tree, up to 6 levels. For each level, your size category increases by 1, your AC decreases by 1, your movement increases by 5 feet, and your STR and CON bonuses increase by one and your DEX decreases by one. Also, at each level, you can add +1 to INT or WIS, your choice. You gain a +1 bonus to spot for each level, and +1 to FORT and WILL. Finally, you get +1 natural armour.

PLANTLING

Size: Tiny

Movement: 15ft

AC: +2

Stat Adjustments: STR -2, WIS +2, CHA +2

Level adjustment: 0

Base hit points: 4

You are a tiny leaf or flower with a distinctive shape valued by fleshlings for your medicinal, or aesthetic qualities. You can choose ONE of the following spells that is automatically applied to any fleshling that consumes you: bull’s strength, cat’s grace, bear’s endurance, fox’s cunning, owl’s wisdom, eagle’s splendor, slow, cure moderate wounds, or inflict moderate wounds, or other appropriate second level spell, as though cast by a 5th level druid. Alternately, if you happen to be a very pretty flower, a fleshling can charm another fleshling by picking you and giving you as a gift.

VINE

Size: Medium

Movement: 40ft

AC: +0

Stat Adjustments: STR +2, DEX +4

Skills: +4 to grapple

Level adjustment: 2-4

Base hit points: 20

Bonus feat: improved grapple, improved trip, improved initiative, two-weapon fighting

Vines can root in rock, concrete, most buildings, or even other plants.

A 3rd level vine is a large creature, has movement 50ft, +8 to grapple, 25 hp, and gains one extra attack. A 4th level vine is a huge creature, has movement 60ft, +12 to grapple, 30 hp, and has two extra attacks. You gain +1 to REF for each level, and +1 to your choice of STR or DEX at each level.

WEED

Size: Tiny

Movement: 20ft

AC: +2

Stat Adjustments: CON +2

Level adjustment: 1

Base hit points: 10

Weeds heal every hour instead of every day and are not subject to critical hits.

FLYTRAP

Size: Medium

Movement: 20ft

AC: +1

Stat Adjustments: INT +2, CHA +2

Level Adjustment: 1

Base hit points: 10

Flytraps can live off of insects, and need only 2 hours rooted and 2 hours sunlight. This is a little like having a ring of endurance, but it only works if there are insects around.

A flytrap gets +2 to resist saves against its necromancy spells.

FERN

Size: Tiny

Movement: 15ft

AC: +2

Stat Adjustments: CON -4 INT +2 WIS +2

Level Adjustment: 0-3

Base hit points: 4 per level (but remember your CON penalty!)

You can take up to three levels in fern. For each level your size category increases by 1, your AC decreases by 1, your movement increases by 5ft, and your INT and WIS each increase by 2.

Plant Feats

FLOWERING - You can be a flowering plant if you are not a fern. Flowering plants get +2 to charisma and -2 to wisdom. Weeds can be flowering but don’t get the bonuses.

FRUITY - You can be a fruity plant if you are not a fern or a weed. Fruity plants get +2 to intelligence and -2 to wisdom.

THORNS - As a feat, you do 1d4 damage to any fleshling that hits you bare handed or tries to crawl through or on you, and +1d4 damage if you hit a fleshling bare handed. Fern’s can’t take this, and it comes with an armor check penalty of -2 and an arcane spell failure chance of 25%.

POISONOUS - As a feat, you do 1d4 points of constitution damage when you contact the bare skin of a fleshling. Multiple hits don’t stack on the same creature.

PLANTLING EFFECT - You potentially have the special medicinal or aesthetic effect of a plantling when harvested (killed) by a fleshling. Plantlings are considered to have this feat automatically.

ONGOING PLANTLING EFFECT - (prereq: plantling effect) You can pick some part of yourself that has the plantling effect on fleshlings, but doing so does 1 point of constitution damage.

Gods

The Burning Bush (LG) - God of Bushes, domains Law and Fire. +5 to spellcraft checks to cast fire spells.

The Leafiest of Leaves (NG) - God of leafy plants, domains Sun and Good

The Most Precious Flower (CG) - God of flowers, domains Trickery and Luck.

The Great Vine (CG) - God of vines, domains Strength and Travel.

The Eldest Tree (LG) - God of trees, domains Knowledge and Protection.

The Flittering Seed (NG) - God of seedlings, domains Air and Good. +5 to spellcraft checks to cast air spells.

The Most Joyous Fern (NG) - God of ferns, domains Water and Plant.

The Nost Tenacious Weed (CG) - God of weeds, domains Earth and Plant.

The Dark Feeder (CG) - God of flytraps, domains death and magic.

Animal Companions and Familiars

Your familiar or animal companion must be a lower-level animal, such as a reptile, bird, or dinosaur. All mammals are considered evil in this setting. I’ll also allow reasonable insects or insect swarms.