You don’t really understand why you were made part plant. Maybe you maker wanted to harvest you for your aberrant fruiting. Or maybe it was because of a druid or a wizard who felt too eco conscious and punished you for some crime against the natural world when all you wanted to do was light a fire to keep warm. Or maybe it was because you wanted to date Dryad. You may never know.
Secondary Type: Plant
Attribute: Charisma
Saves: Fortitude
Skills: Knowledge Nature (Int), Knowledge Geography (Int), Heal (Wis),
Physical Expression: Your skin has turned into soft bark from which assorted vegetation and fruitlings seem to spring from where pores and sweat glands used to be. Other strange features include mold and mosses devouring your hair and and vine like tentrils covering your back.
Personal Ecosystem:
At 1st level, your skin has twisted and taken on a bark like texture from which strange growths including varieties of mold and mushrooms, a number of bizarre fruits, and even your own skin. This grants you a +1 genetic bonus to your natural armor which stacks with enchantment and racial bonuses to natural armor. This bonus increases by +1 for every 6 mutant levels possess.
Additionally, at the start of every day, you may spend 1 hour pruning yourself, ridding your body of unwanted detritus that has grown over your body since you had last gone to sleep. If you do not do this, you take -2 to all d20 actions presenting the strain and distraction these additional growths give you.
As you have rid yourself of these troublesome fruiting bodies, you may also salvage what remains of them into more usable forms, taking the time to distill herbs, crushing fruits, and boil mushrooms. Granted, you don’t exactly have control over the results as your body’s wild and uncontrolled growing doesn’t leave much control. It does give you a few recurring patterns of what to expect once you’ve distilled them into something useful.
After pruning your body, roll a number of d4’s equal to your Intelligence bonus + your mutant level. Each time you roll a certain result, you gain a use of whatever distilled plants you land on.
Any distilled plants that you had not used by the next time you prune your body denature and turn into useless biomass.
At 1st level, these distilled plants, once rendered down into a simple powder, cream, or oil, can be applied to another creature as a melee touch attack or by applying it to a weapon as a standard action and then hitting the opponent. Missing with a melee touch attack or weapon attack doesn’t waste the plant. You do not need to make an attack roll against willing creatures. You must be the one to apply your plant essence for it you work. You don’t know why, but most creatures don’t seem to instinctively understand it. Regardless of how it is applied, the plant is used up when it hits.
1 |
Leaching Toxin: A complex plant poison which is treated as the following:
Poison—type varies; save Fortitude; frequency 1/round for every 2 mutant levels (minimum 6;) effect 1 Con + more for every 10 mutant levels and nauseated; cure 2 consecutive saves |
2 |
Volatile Bile: The extracts of strange fruits that when distilled make for a strange corroding substance. Applying this to a creature deals 1d6 acid damage for every 2 mutant levels you possess. You are immune to your own bile. |
3 |
Hardening Sap: This woody substance grants other creatures toughened skin via the strange mutagenic alterations. Applying this to a creature provides it with a +2 genetic bonus to the creature’s existing natural armor bonus. This genetic bonus increases by 1 for every three mutant levels above 3rd, to a maximum of +5 at 12th level. This lasts for 10 minutes per mutant level. |
4 |
Healing Salve: This soft, milky substance provides strange mutative healing. It gives fast healing 5 for 1 minute. increases by +1 for every 2 mutant levels you possess. Applying multiple salves does not work. Only living creatures are affected. This healing relies on the sudden and quick tensions of combat to work at its best. The fast healing is reduced by 5 (to a minimum of 1) outside of combat. |
Chemical Understanding:
At 2nd level, your senses of plantlife and chemical signals has grown to a terrifying degree such that you can interpret and read their hormonal communications, even more amazing is that you can reply back. You able to talk to plants and plant creatures as though you shared a language, as though you had a constant Speak With Plants effect.
This also grants you the ability to identify biohazards at will, as a constant Detect Poison and Detect Disease effect. This applies even to nonplant based disease and poisons.
Alternative Dispersal Methods
At 5th level, you have figured out a few ways to help administer your toxins and creams to other creatures.
The first is that your own body’s vines may be used to apply your deadly substances, essentially granting you the ability to make “melee” touch attacks from up to 15 feet away (this doubles if you become large). They are now strong and supple enough for that task, but aren’t suited for use as weapons.
You may also “eat” your own plants as a standard action. If you devour 2 of your distilled plants at the same time, you may make create a cone blast template, as a breath weapon with a range of 60. Creatures caught in the blast are treated as though they are affected by your plant extract.
If you want to benefit from the effects of your plant while using this breath weapon, such as also receiving healing when using healing salves, you may freely decide if you are subjected to it the area effect of your breath weapon. Effectively, you are treated as a creature "hit" by your own weapon. Creatures who wish to avoid it must make a Reflex save. In the case of Volatile Bile, it is Reflex halves.
Potent Medicines
At 8th level, your understanding of your own self created medicinal applications increases. Possibly has to do with the strange fungal network that was once your hair finally breaching your brain. Plants you know grant an additional effects when applying them.
Healing Salves: Upon being affected by a healing salve, the recipient may immediately restore 1 of the following conditions: blinded, confused, dazed,dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned, or restore 1 point of ability damage. This choice is made by you.
At 13th level, this can also restore 1 point of ability drain, or 1 temporary or permanent negative level in addition to the choices offered before.
Leaching Toxins: Deal additional damage to Strength and Dexterity equal to the Constitution damage
Hardening Saps: The sap fortifies the body, providing increased vigor. The recipient of the sap gains a +2 genetic bonus to any attribute. This increases to +4 at 11th level, and +6 at 14th level.
Dangerous Admixtures
At 11th level, your understanding of your own horrendous growths grows ever stronger as your own appearance has warped to grossly inhuman proportions. This time, your bile secretions gain potent chemical warfare weaponry.
Area of effect attacks using Volatile Bile leave behind dangerous obscuring clouds made of acid covering the area you blocked.Creatures within the acid take your mutant level in acid damage each round. Creatures inside the fog cloud have concealment and have trouble targeting anyone that isn’t themselves, effectively 20% concealment all around. This lasts for 6 rounds.
Single doses of bile are incredibly potent and unstable, too. Melee touch and weapon attack using bile deals additional fire damage equal to the acid damage.
You may also attempt to create bombs, devouring 3 plants of the same type and launching a congealed gel, all as a standard action, treat as a thrown splash weapon with a range incriment of 20 feet, with a maximum range of 100 feet, targeting a square as a ranged touch attack. This affects all creatures within 20 feet of where the bomb goes off. Reflex save negates for most, but Reflex halves for bombs filled with bile. If you target a creature with a ranged touch attack, it does not receive a save.
Potent Mixing
At 14th level, some mutant plants just work really well together.
In either of your area of effect attacks such as you bomb making or breath weapon, you may choose to mix some plants.
You may mix Healing Salves and Hardening Sap together or Volatile Bile and Leeching Toxins together in either of these applications in any combination that includes atleast 1 copy of both valid reagents. The resulting attack will then have the properties of both.
For instance, mixing a 2 Healing Salves and Hardening Sap into a Bomb will subject anyone caught in the blast will be treated as being under the effects of a Healing Salve and a Healing Sap.
Beyond Even Death
At 17th level, your mastery of life allows you apply your plants towards things that were previously immune, using a process of mass mutation and rampant evolution that creates deadly super plants that are only contained by the extreme hyperspecialization to a specific host. This leads to some strange results.
If you apply a healing salve or toxin to an undead or construct creature or other such entity that is traditionally not alive and not subject to toxins or healing, it rapidly mutates and evolves the natural detritus upon the creature, though it still takes a while. 2 rounds after the initial application, it sprouts mosses and lichens that then afflict it. If you used a healing salve, it receives damage every turn equal to the fast healing a living creature would have taken. If it was a leaching toxin, it takes damage from the poison as though it was a living creature.
Also, you may use healing salves to revive a creature that hasn’t been dead for more than 24 hours. Track how many hitpoints it was at when it died. Simply supply healing salves until you reach the creature’s total hitpoints. It is revived with no negative levels.
Mastery Over the Wild Grove
At 20th level, finally fed up with you wild mutations, you have managed to will some of your new stocks into something you can control. You gain a number of bonus extracts equal to your Charisma Bonus every day. You can just select what type of effect they will have once harvested.
Also, once per day, you may create a special distillation. This distillation explodes, covering an area in a radius of 100 feet and applies the effects of all your plant distillations at the same time. Creatures who do not want to be subjected to your extracts must make a reflex save to the status effects, but damage is halved. You can selectively grant or exclude creatures from the effects of any of the component effects.
I.E. You may make it so that only creatures you consider allies benefit from Healing Salves and Hardening Saps and cause all enemies to only receive the negative effects from Leeching Toxins and Volatile Bile. This also means that your allies are immune to the leftover acid clouds and do not take concealment penalties, whilst your enemies are still subject to it.