Plantmen as a Savage Species-Style Class
Plantmen as a Savage Species-Style Class
A plantman can increase its levels in Plant by following a Savage Species-style advancement. Whenever a plantman gains a level it may use it to gain a character class level or increase its level in the Plantman class.
[A 1-4 HD plantman is +1 LA, a 5-6 HD plantman is +2 LA, a 7-9 HD plantman is +3 LA and a 10-12 HD plantman is +4 LA. I decided to give them back their missing Plant immunities (mind-affecting spells, poison, paralysis, polymorph, stun and critical hits) at higher stages.]
A plantman's base land speed in 30 feet. All plantmen have fear of flames, low-light vision, immunity to electricity, charm and compulsion effects (except for mind-affecting effects which specifically affect plants), moisture dependency and vulnerability to fire as Special Qualities.
Levels in the Plantman class do not count towards the standard level-based ability increases, they only give the ability increases listed under Racial Modifiers. (i.e. a 3rd level Plantman / 1st level Ranger would not receive the +1 to one ability score for being a 4th level character, although a 1st level Plantman / 4th level Ranger would get that bonus.)
The plantman gains feats as it gains levels in the Plantman class according to its Hit Dice. It gains its first feat at level 1 (1HD), a second feat at level 4 (3HD), a third feat at level 8 (6HD), a fourth feat at level 12 (9HD) and a fifth feat at level 16 (12HD).
Level 1: Medium-Sized (4 feet, 75 lb), one level of Plant: 1d8 hit dice; base attack bonus +0; base saves Fort +2, Ref +0, Will +0; Racial Skill Points: 4 × (2 + Int modifier); First Racial Feat; Racial Modifiers: Natural Armour +2; Str +0, Dex +4, Hide +2 (Hide racial bonus increases to +6 in swamp or forest), Move Silently +2.
[Or alternatively:
Level 1: Small-Sized (3½ feet, 50 lb), one level of Plant: 1d8 hit dice; base attack bonus +0; base saves Fort +2, Ref +0, Will +0; Racial Skill Points: 4 × (2 + Int modifier); Racial modifiers: Natural Armour +1; Str +0, Dex +4, Hide +4 (Hide bonus increases to +6 in swamp or forest), Move Silently +4 - note that the Hide bonus includes the adjustment for Small size]
Level 2: Medium-Sized(4½ feet, 100 lb), one level of Plant: 1d8 hit dice; base attack bonus +0; base saves Fort +2, Ref +0, Will +0; Racial Skill Points: 4 × (2 + Int modifier); Racial Modifiers: Natural Armour +4; Str +2, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 3: Medium-Sized (5 feet, 125 lb), two levels of Plant: 2d8 hit dice; base attack bonus +1; base saves Fort +3, Ref +0, Will +0; Racial Skill Points: 5 × (2 + Int modifier); Racial Modifiers: Natural Armour +4; Str +2, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 4: Medium-Sized (5½ feet, 160 lb), three levels of Plant: 3d8 hit dice; base attack bonus +2; base saves Fort +3, Ref +1, Will +1; Racial Skill Points: 6 × (2 + Int modifier); Second Racial Feat; Racial Modifiers: Natural Armour +4; Str +4, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 5: Medium-Sized (6 feet, 200 lb), four levels of Plant: 4d8 hit dice; base attack bonus +3; base saves Fort +4, Ref +1, Will +1; Racial Skill Points: 7 × (2 + Int modifier); Racial Modifiers: Natural Armour +4; Str +4, Dex +4, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 6: Add immunity to mind-affecting, stun and critical hits.
Level 7: Medium-Sized (6½ feet, 250 lb), five levels of Plant: 5d8 hit dice; base attack bonus +3; base saves Fort +4, Ref +1, Will +1; Racial Skill Points: 8 × (2 + Int modifier); Racial Modifiers: Natural Armour +5; Str +6, Con +2, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 8: Medium-Sized (7 feet, 320 lb), six levels of Plant: 6d8 hit dice; base attack bonus +4; base saves Fort +5, Ref +2, Will +2; Racial Skill Points: 9 × (2 + Int modifier); Third Racial Feat; Racial Modifiers: Natural Armour +5; Str +6, Con +2, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 9: Add immunity to paralysis and poison.
Level 10: Large-Sized (7½ feet, 400 lb), seven levels of Plant: 7d8 hit dice; base attack bonus +5; base saves Fort +5, Ref +2, Will +2; Racial Skill Points: 10 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +8, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 11: Large-Sized (8 feet, 480 lb), eight levels of Plant: 8d8 hit dice; base attack bonus +6; base saves Fort +6, Ref +2, Will +2; Racial Skill Points: 11 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +8, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 12: Large-Sized (8½ feet, 575 lb), nine levels of Plant: 9d8 hit dice; base attack bonus +6; base saves Fort +6, Ref +3, Will +3; Racial Skill Points: 12 × (2 + Int modifier); Fourth Racial Feat; Racial Modifiers: Natural Armour +6; Str +10, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4.
Level 13: Add immunity to polymorph.
Level 14: Large-Sized (9 feet, 700 lb), ten levels of Plant: 10d8 hit dice; base attack bonus +7; base saves Fort +7, Ref +3, Will +3; Racial Skill Points: 13 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +10, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4, Special Attack: Spores.
Level 15: Large-Sized (9½ feet, 825 lb), eleven levels of Plant: 11d8 hit dice; base attack bonus +8; base saves Fort +7, Ref +3, Will +3; Racial Skill Points: 14 × (2 + Int modifier); Racial Modifiers: Natural Armour +6; Str +12, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4, Special Attack: Spores.
Level 16: Large-Sized (10 feet, 1000 pounds), twelve levels of Plant: 12d8 hit dice; base attack bonus +9; base saves Fort +8, Ref +4, Will +4; Racial Skill Points: 15 × (2 + Int modifier); Fifth Racial Feat; Racial Modifiers: Natural Armour +6; Str +12, Con +4, Dex +2, Hide +4 (Hide racial bonus increases to +12 in swamp or forest), Move Silently +4, Special Attack: Spores.