This idea came to me on two accounts. I have a player in my current campaign who likes to manipulate plants, and my asking myself why the kineticist PRC should be limited to fire, ice, electricity, or sonics. Thus the Chlorokineticist was born. While it bears some resemblance to the Pyrokineticist, I also worked to make it my own. Feedback is, as always, welcome.
CHLOROKINETICIST
Chlorokineticists are the Druids of the Psionic world. They have forged bonds with the world of plants until they can become one with them, injecting their minds into those living inanimates to aide them in battle. Those who take one or more levels in the Chlorokineticist class are sometimes colloquially referred to as “Flora-mancers.”
Hit Die: d8.
REQUIREMENTS
To qualify to become a Chlorokineticist, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (Nature or Psionics) 4 ranks.
Psionics: Must have at least one level in a psionic class or the feat Wild Talent.
Special: Must have planted a seedling just for the joy of perpetuating your bond.
CLASS SKILLS
The Chlorokineticist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Nature)(Int), Knowledge (Psionics)(Int), Jump (Str), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
The Chlorokineticist
Base Power
Attack Fort Ref Will Points/ Powers
Level Bonus Save Save Save Special Day Known
1st +0 +2 +0 +2 Dual Vine Whip 2 1
2nd +1 +3 +0 +3 Bonus Feat 6 3
3rd +2 +3 +1 +3 11 5
4th +3 +4 +1 +4 Bonus Feat 17 7
5th +3 +4 +1 +4 Summon Epic 25 9
CLASS FEATURES
All the following are class features of the pyrokineticist prestige class.
Weapon and Armor Proficiency: Pyrokineticists gain proficiency with the whip.
Power Points/Day: A Chlorokineticists ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given in the table above. In addition, he receives bonus power points each level equal to his Charisma modifier.
Powers Known: A Chlorokineticist begins play knowing 1 Chlorokineticist power of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the Chlorokineticist power list.
The number of times a Chlorokineticist can manifest powers in a day is limited only by his daily power points. A Chlorokineticist, like a Psion, does not need to prepare powers.
Bonus Feat: When Bonus Feat come up, you may select a bonus feat from among any Psionic or Meta-Psionic feat the you have the prerequisites for.
Dual Vine Whip (Ps): At level 1, a Chlorokineticist embraces the splendor of natural weapons. He gains the ability to fashion 2 15-foot-long whips of vine whips stabilized ectoplasm as a move-equivalent action. If he releases his hold, it immediately turns to dust. The whip deals 1d8 points of damage to a target within 15 feet on a successful ranged touch attack. Duel wielding these whips incurs the normal penalty for two weapon fighting. A Flora-mancer can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the Vine Whip, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the Chlorokineticist holds it.
Summon Epic (Su): At level 5, a Chlorokineticist gains the ability to summon a giant plant from the etherial plane. It must be summoned within 30 ft of the Chlorokineticist. It has a base land speed of 50 ft. and remains summoned for 2 turns before dismissing itself at the end of the second. The Epic Plant takes up 15ft. by 15ft, has 50HP, and a base attack bonus and saves equal to the Chlorokineticist. A successful attack deals 10d6 points of damage. Any creature struck by the Epic Plant must make a Reflex saving throw (DC 15 + Flora-mancer Cha modifier) for half damage. Anyone failing the Reflex save against the its attack must also make a Fortitude saving throw (same DC) or be seized and consumed by the plant, resulting in instant death.
Chlorokineticist Power List
Entangle (1PP)
Transmutation
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.
Calm Animals (1PP)
Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each
other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This power soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this power. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + ½character level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A Chlorokineticist could calm a normal bear or wolf with little trouble, but it’s more difficult to affect a trained guard dog.) The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.
Barkskin (2PP)
Transmutation
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases to +4 if the Chlorokineticist has achieved class level of four or higher. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Cure Light Wounds (2PP)
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per Chlorokineticist level .
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Warp Wood (3PP)
Transmutation
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Small wooden object/level, all within a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls. You may warp one Small or smaller object (such as a wagon wheel or a human’s crossbow) or its equivalent times equal to your Charisma mod. A Medium object (such as an oar or a human’s spear) counts as two Small objects, a Large object (such as a rowboat or a hill giant’s greatclub) as four. A Huge (such as a wagon), Gargantuan (ex. A keelboat), or Colossal (ex. A sailing ship) object may be warped once per day.
Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
Until the object is completely warped, it suffers no ill effects.
Plant Growth (3PP)
Transmutation
Casting Time: 1 standard action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.
Plant growth counters diminish plants. This spell has no effect on plant creatures.
Weapon Toxification (3PP)
Transmutation
Casting Time: 1 move-equivalent action
Range: touch
Target or Area: See text
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No
A Chlorokineticist can activate this ability as a move-equivalent action. Poison engulfs any one personal weapon or a weapon within touch range. This can be a projectile such as a stone, bullet, arrow, or bolt. The weapon deals an extra 1d6 points of damage on a successful hit, and the target must make a Fortitude save (DC 10 + ½ your character level + your Wis modifier).The poison deals 1d6 points of HP damage immediately and another 1d6 points next round. Each instance of damage can be negated by a Fortitude save (same as above). The weapon retains this effect for 1min/Level.
Bamboo Spear (3PP)
Transmutation
Casting Time: 1 standard action
Range: 30ft
Target or Area: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance:
As a standard action, a Chlorokineticist can launch a psionically manifested shaft of bamboo at any target in line of sight within 30 feet. This effect is treated as a ranged touch attack and deals 1d6 points of damage for each class level the Chlorokineticist has.
Vine Barrier (4PP)
Transmutation
Casting Time: 1 move-equivalent action
Range: touch
Target or Area: Self
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No
A Chlorokineticist can activate this ability as a move-equivalent action. Vines wrap around that provide damage reduction 5 points. Fire dispels this shield.
Grand Immunity (4PP)
Transmutation
Target or Area: Self
Duration: 1 Minute/Level
Spell Resistance: No
A Chlorokineticist becomes immune to all disease and poisons, whether normal or magical in origin.
Summon Nature’s Ally V (5PP)
Conjuration (Summoning) [see text]
Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Animate Plants (10PP)
Transmutation
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per four character levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per four character levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don’t have hardness unless the DM rules otherwise for a given case. Animate plants cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope).
CHLOROKINETICIST
Chlorokineticists are the Druids of the Psionic world. They have forged bonds with the world of plants until they can become one with them, injecting their minds into those living inanimates to aide them in battle. Those who take one or more levels in the Chlorokineticist class are sometimes colloquially referred to as “Flora-mancers.”
Hit Die: d8.
REQUIREMENTS
To qualify to become a Chlorokineticist, a character must fulfill all the following criteria.
Alignment: Any chaotic.
Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (Nature or Psionics) 4 ranks.
Psionics: Must have at least one level in a psionic class or the feat Wild Talent.
Special: Must have planted a seedling just for the joy of perpetuating your bond.
CLASS SKILLS
The Chlorokineticist’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Nature)(Int), Knowledge (Psionics)(Int), Jump (Str), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.
The Chlorokineticist
Base Power
Attack Fort Ref Will Points/ Powers
Level Bonus Save Save Save Special Day Known
1st +0 +2 +0 +2 Dual Vine Whip 2 1
2nd +1 +3 +0 +3 Bonus Feat 6 3
3rd +2 +3 +1 +3 11 5
4th +3 +4 +1 +4 Bonus Feat 17 7
5th +3 +4 +1 +4 Summon Epic 25 9
CLASS FEATURES
All the following are class features of the pyrokineticist prestige class.
Weapon and Armor Proficiency: Pyrokineticists gain proficiency with the whip.
Power Points/Day: A Chlorokineticists ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given in the table above. In addition, he receives bonus power points each level equal to his Charisma modifier.
Powers Known: A Chlorokineticist begins play knowing 1 Chlorokineticist power of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the Chlorokineticist power list.
The number of times a Chlorokineticist can manifest powers in a day is limited only by his daily power points. A Chlorokineticist, like a Psion, does not need to prepare powers.
Bonus Feat: When Bonus Feat come up, you may select a bonus feat from among any Psionic or Meta-Psionic feat the you have the prerequisites for.
Dual Vine Whip (Ps): At level 1, a Chlorokineticist embraces the splendor of natural weapons. He gains the ability to fashion 2 15-foot-long whips of vine whips stabilized ectoplasm as a move-equivalent action. If he releases his hold, it immediately turns to dust. The whip deals 1d8 points of damage to a target within 15 feet on a successful ranged touch attack. Duel wielding these whips incurs the normal penalty for two weapon fighting. A Flora-mancer can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the Vine Whip, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the Chlorokineticist holds it.
Summon Epic (Su): At level 5, a Chlorokineticist gains the ability to summon a giant plant from the etherial plane. It must be summoned within 30 ft of the Chlorokineticist. It has a base land speed of 50 ft. and remains summoned for 2 turns before dismissing itself at the end of the second. The Epic Plant takes up 15ft. by 15ft, has 50HP, and a base attack bonus and saves equal to the Chlorokineticist. A successful attack deals 10d6 points of damage. Any creature struck by the Epic Plant must make a Reflex saving throw (DC 15 + Flora-mancer Cha modifier) for half damage. Anyone failing the Reflex save against the its attack must also make a Fortitude saving throw (same DC) or be seized and consumed by the plant, resulting in instant death.
Chlorokineticist Power List
Entangle (1PP)
Transmutation
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement. Note: The DM may alter the effects of the spell somewhat, based on the nature of the entangling plants.
Calm Animals (1PP)
Enchantment (Compulsion) [Mind-Affecting]
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each
other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This power soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this power. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + ½character level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not. (A Chlorokineticist could calm a normal bear or wolf with little trouble, but it’s more difficult to affect a trained guard dog.) The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat (such as fire, a hungry predator, or an imminent attack) breaks the spell on the threatened creatures.
Barkskin (2PP)
Transmutation
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases to +4 if the Chlorokineticist has achieved class level of four or higher. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0, much as a character wearing only normal clothing has an armor bonus of +0.
Cure Light Wounds (2PP)
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per Chlorokineticist level .
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Warp Wood (3PP)
Transmutation
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Small wooden object/level, all within a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls. You may warp one Small or smaller object (such as a wagon wheel or a human’s crossbow) or its equivalent times equal to your Charisma mod. A Medium object (such as an oar or a human’s spear) counts as two Small objects, a Large object (such as a rowboat or a hill giant’s greatclub) as four. A Huge (such as a wagon), Gargantuan (ex. A keelboat), or Colossal (ex. A sailing ship) object may be warped once per day.
Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
Until the object is completely warped, it suffers no ill effects.
Plant Growth (3PP)
Transmutation
Casting Time: 1 standard action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen. Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. (The DM may allow faster movement for very small or very large creatures.) The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected. Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.
Plant growth counters diminish plants. This spell has no effect on plant creatures.
Weapon Toxification (3PP)
Transmutation
Casting Time: 1 move-equivalent action
Range: touch
Target or Area: See text
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No
A Chlorokineticist can activate this ability as a move-equivalent action. Poison engulfs any one personal weapon or a weapon within touch range. This can be a projectile such as a stone, bullet, arrow, or bolt. The weapon deals an extra 1d6 points of damage on a successful hit, and the target must make a Fortitude save (DC 10 + ½ your character level + your Wis modifier).The poison deals 1d6 points of HP damage immediately and another 1d6 points next round. Each instance of damage can be negated by a Fortitude save (same as above). The weapon retains this effect for 1min/Level.
Bamboo Spear (3PP)
Transmutation
Casting Time: 1 standard action
Range: 30ft
Target or Area: Self
Duration: Instantaneous
Saving Throw: None
Spell Resistance:
As a standard action, a Chlorokineticist can launch a psionically manifested shaft of bamboo at any target in line of sight within 30 feet. This effect is treated as a ranged touch attack and deals 1d6 points of damage for each class level the Chlorokineticist has.
Vine Barrier (4PP)
Transmutation
Casting Time: 1 move-equivalent action
Range: touch
Target or Area: Self
Duration: 1 Minute/Level
Saving Throw: None
Spell Resistance: No
A Chlorokineticist can activate this ability as a move-equivalent action. Vines wrap around that provide damage reduction 5 points. Fire dispels this shield.
Grand Immunity (4PP)
Transmutation
Target or Area: Self
Duration: 1 Minute/Level
Spell Resistance: No
A Chlorokineticist becomes immune to all disease and poisons, whether normal or magical in origin.
Summon Nature’s Ally V (5PP)
Conjuration (Summoning) [see text]
Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Animate Plants (10PP)
Transmutation
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per four character levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant (such as a tree), or an equivalent number of larger plants, per four character levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell. Use the statistics for animated objects found in the Monster Manual, except that plants smaller than Large don’t have hardness unless the DM rules otherwise for a given case. Animate plants cannot affect plant creatures (such as treants), nor does it affect nonliving vegetable material (such as a cotton tunic or hempen rope).