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SEEDLING

RACIAL FEATURES

+2 Constitution, +2 Wisdom, –2 Dexterity: Seedlings are shrewd and hardy, but they are physically less flexible than humans due to their bark-like skin.

Seedling: Seedlings are plants but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants.
Medium: Seedings are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Seedlings have a base speed of 20 feet.
Low-Light Vision: Seedlings can see twice as far as humans in conditions of dim light. Seedlings make their home in the twilight beneath the thick, intertwined canopy of primordial forests, and they are used to seeing with limited sunlight.
Barkskin: Seedlings gain a +1 natural armor bonus.
Photosynthesis: Seedlings do not eat or drink. Instead, they obtain sustenance from the sun. One hour of exposure to direct sunlight is equivalent to one day's worth of food and drink.

Plant Affinity: Seedling sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Seedling spellcasters with the Plant domain use their domain powers and spells at +1 caster level.

Plant Resistance: Seedlings gain a +2 racial saving throw bonus against mind-affecting effects, paralysis, petrification, and polymorph effects.
Planting: As a standard action, a seedling can hold himself so still he appears to be a tree of his size and can take 20 on Disguise checks to appear as such. While planted, the seedling gains a +4 circumstance bonus to his CMD against bull rush and trip attempts.

Languages: Seedlings begin play speaking Common, Seedling and Sylvan. Those with high intelligence can choose the following as bonus languages: Elven, Gnome, Goblin, Orc, and Treant.

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ALTERNATE RACIAL FEATURES

Burned One: Some seedlings survived a forest fire or being struck by lightning. They gain fire and electricity resistance 5. This racial trait replaces barkskin.


Pestilent: Some seedlings began life in a stagnant swamp. They gain a +2 racial saving throw bonus against ability damage and drain, death effects, poison, and disease. This racial trait replaces plant resistance.

Plantkin: The plant nature of many seedlings is particularly-strong. They are treated as a creature made mostly of wood for the purpose of how magic affects them.They are not healed or harmed by positive or negative energy effects which deal or heal hit point damage. Effects which can be used to repair constructs or objects that cost at least 1 spell point (or which use a spell slot of 1st level or higher) can target them and restore their hit points. This replaces plant affinity.

Sproutling: You are a newly-sprouted seedling. Seedlings with this trait are Small-sized and gain +2 Dexterity and +2 Charisma instead of the regular ability score modifiers. They have a base movement speed of 30ft but lose the barkskin racial trait.

Wild Heart: Some seedlings' connection to vegetation is particularly strong. They gain the Basic Magical Training feat for the Nature (plantlife) sphere as a bonus feat. This replaces barkskin and plant affinity.

RACIAL FEATS
 

Improved Planting (Combat)

Your planting form is an integral part of your fighting technique.

Prerequisites: Str 13, seedling.

Benefit: You can use your planting ability as a move action. While planted, you gain a primary slam attack that deals 1d8 damage (1d6 Small).

Normal: Using the planting racial ability is a standard action.

Plant Speech [Background]

Prerequisite: seedling.

Benefit: You gain speak with plants as a constant spell-like ability.

Strength of Wood

You can draw strength from your woody vines to infuse your flesh with arboreal resilience.
Prerequisites: Con 13, seedling.
Benefit: Once per day as a move action, you can harden your flesh to gain DR 5/slashing for 1 minute. If you have 11 or more Hit Dice, this increases to DR 10/slashing
.

Treant's Call

You have learned some words of the mystic language treants use to call trees to their defense.
Prerequisites: Cha 17, Plant Speech, character level 13th, seedling.
Benefit: You can cast liveoak once per day as a spell-like ability, but its duration is only 10 minutes.

FAVORED CLASS BONUSES

Alchemist: Add 1/4 to the alchemist’s natural armor bonus when using his mutagen.

Armorist: Gain +1 hardness for summoned and bound equipment. If this raises an item’s hardness above 20, adamantine’s penetration quality only bypasses 20 points of the object’s hardness.

Barbarian: Add +1/6 to the barbarian's damage reduction.

Bard: Every 3 times this bonus is selected, the bard gets DR 1/piercing whenever he is conducting. This bonus stacks.

Cleric: Add +1/2 to the cleric's caster level for spells cast on worshipers of the cleric's deity.

Druid: Add +1/2 to the druid's class level to determine the duration and magnitude of effect of all herbalism plants that behave as though they were weapon oils.

Elementalist: Gain DR 1/bludgeoning for every 6 times this benefit is taken.

Eliciter: Add +1/5 persuasive bonus vs. creatures of the plant type.

Fey Adept: Increase the damage dealt by the fey adept’s shadowmarks by +1/2.

Fighter: Deal +1/3 damage with clubs, quarterstaves, and greatclubs.

Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Magus: Gain 1/6 of a magus arcana.

Malefactor: Gain a +1/4 dodge bonus to AC in any round when performing a Harrowing Strike.

Monk: Add +1/4 to the damage of an unarmed strike.

Occultist: Deal an additional 1/2 point of damage with focus powers.

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 bonus on initiative checks and Survival checks when the ranger is in a favored terrain.

Rogue: Add a +1/2 bonus to Athletics checks and on Stealth checks in forests.

Sentinel: Deal +1/3 damage with clubs, quarter staves, and greatclubs.

Shifter: Add a +1 bonus on Knowledge (nature) checks relating to plants.

Sorcerer: Gain 1/6th of a Nature sphere talent from the (plantlife) package.

Soul Weaver: Increase the radius affected by the soul weaver’s channel energy by 1 foot.

Summoner: Add +1 hit point to the summoner's eidolon.

Witch: Add +5 feet to the range of one hex with a range other than “touch.”

Wizard: The wizard gains 1/6 of a bonus item creation, metamagic, or spell mastery feat.

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