Plant Bloodline

A strange influence has taken root in your family tree. It doesn’t show up in every branch. Indeed, it leaves most members untouched. Sometimes, however, this influence’s effects blossom as they have with you.

Class Skills: Survival.

Bonus Spells: goodberry (3rd), wood shape (5th), speak with plants (7th), command plants (9th), plant shape I (11th), plant shape II (13th), plant shape III (15th), control plants (17th), shambler (19th).

Bonus Feats: Blind-Fight, Conceal Scent, Defensive Combat Training, Endurance, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Skill Focus (Survival), Still Spell.

Bloodline Arcana: Whenever you cast a spell in forest terrain, the swaying of the plants substitutes for any somatic components. Treat spells cast in forest terrain as if affected by the Still Spell metamagic feat with no increase in casting time or spell level.

Bloodline Powers: Your connection to vegetation increases as you gain levels. As a result, you become more plant-like and gain certain unusual powers.

Thorns (Su)

At 1st level, you can grow thorns all over your body. You can use these thorns to deal extra piercing damage on a successful grapple attack. You can also make a regular melee attack (or off-hand attack) with the thorns, and they count as a light weapon in this case. (You can’t also make an attack with your thorns if you have already made an attack with another offhand weapon, and vice versa.) The thorns inflict 1d4 points of damage (1d3 if you are Small) plus your Strength modifier. At 5th level, the thorns become poisonous. You can use your thorns for a number of rounds per day equal to 3 + your Charisma modifier.

Sorcerer Thorn Toxin: type poison, injury; save Fortitude DC 10 + 1/2 your sorcerer level + your Constitution modifier; onset 1 round; frequency 1/round for 4 rounds; effect 1 Con damage and 1 Wis damage; cure 1 save.

Vegetable Durability (Ex)

At 3rd level, you gain immunity to one of the following: paralysis, poison, polymorph, sleep effects, or stunning. At 9th level, choose another immunity from the list.

At 15th level, choose a third immunity from the list. Once these choices are made, they cannot be changed.

Alluring Scent (Su)

At 9th level, you can emit certain scents that attract and influence the behavior of insects. As a result, you can call forth a wasp swarm as a standard action. The swarm arrives in 2d6 rounds. As long as you concentrate, the swarm moves and attacks as you desire. If you cease concentrating, the swarm attacks or pursues the nearest creature (other than you) as best it can. You can regain control of an uncontrolled swarm as a standard action. An uncontrolled swarm disperses after 2 rounds.

At 13th level, a called swarm arrives in 2d4 rounds. At 17th level, a called swarm arrives in 1d6 rounds.

Tree Stride (Sp)

At 15th level, as a standard action you can use tree stride.

Council of Trees (Su)

At 20th level, you can commune with plants. Once per day as a standard action, you can use greater scrying to observe a creature that is in an area with at least some plant life. Also once per day, you can commune with nature in any terrain not devoid of plant life. This includes places where nature has been replaced by construction or settlement, such as in dungeons and towns. Treat such areas as natural underground settings.

Section 15: Copyright Notice

In One’s Blood. Copyright 2010, Spes Magna Games; Mark L. Chance.

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