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<blockquote data-quote="Obly99" data-source="post: 9349135" data-attributes="member: 7035194"><p>A template based on the concept of the Genius Loci as a spirit of the Land and with some abilities taken from the <a href="https://www.reddit.com/r/generatorrex/comments/y0tnpc/generator_rex_rpg_for_gamma_world_6e_dd_35_d20/" target="_blank">Genius Loci template</a> of <a href="https://www.reddit.com/user/ProfessorZik-Chil/" target="_blank">ProfessorZik-Chil</a> based on <a href="https://generatorrex.fandom.com/wiki/Van_Kleiss" target="_blank">Van Kleiss</a>, a villaing present in Generator Rex that is basically a Genius Loci.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Genius Loci (CR +8)</span></strong></p><p>A Genius Loci is a god in the making. Or at least, that's typically how they think of themselves. Sometimes, when a powerful creature dies, his consciousness becomes inexplicably embedded into the soil around him. Over the course of months or years, this consciousness exerts enough willpower to force the enviroment to bend to his will, eventually allowing him to create a "wood puppet" of a sort, resembling his former self, which he can use to interact with the world. Genius Loci appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. They often embrace finery and decadence and may assume the guise of nobility.</p><p></p><p><strong>Creating a Genius Loci</strong></p><p>“Genius Loci” is an acquired template that can be added to any living creature with 10 or more HD (referred to hereafter as the base creature). A Genius Loci uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>CR:</strong> Same as the base creature +8.</p><p></p><p><strong>Alignment:</strong> Any, but usually evil.</p><p></p><p><strong>Type:</strong> The creature’s type changes to plant (augmented). Do not recalculate class Hit Dice, BAB, or saves.</p><p></p><p><strong>Senses:</strong> A Genius Loci gains darkvision 60 ft., greensight 60 ft., low-light vision, and sense the land.</p><p></p><p><strong>Greensight (Ex)</strong></p><p>A Genius Loci can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to a Genius Loci’s sight, though solid wood still blocks its line of sight.</p><p></p><p><strong>Sense the Land (Su)</strong></p><p>As long as it is within its territory (either merged with it or in its physical form, see bound with the land), a Genius Loci can observe the world (with all its senses) from any point within its territory as if it were at that point. While merged with its territory, it can observe all points simultaneously in this way.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +8 and gains land insight.</p><p></p><p><strong>Land Insight (Ex)</strong></p><p>When in its territory, the land whisper to the Genius Loci and grant him an insight bonus to its AC equal to its Wisdom bonus (minimum +0) and the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level.</p><p></p><p><strong>Hit Dice:</strong> Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. A Genius Loci has always maximum hit points per HD.</p><p></p><p><strong>Defensive Abilities:</strong> A Genius Loci gains DR 15/epic and slashing, Spell Resistance 17 + HD, and fast healing 10. It also gains immunity to electricity and resistance 30 to sonic, in addition to all the defensive abilities granted by the plant type other than immunity to mind-affecting effects. If the Genius Loci has immunity to fire (even from a subtype), he lose that immunity and instead gains resistance 30 to fire. A Genius Loci does not age, is immune to aging effects, requires no air to breathe, nor food or drink to sustain itself. A Genius Loci gains the following abilities:</p><p></p><p><strong>Fast Healing (Ex)</strong></p><p>Unlike a normal fast healing, if a Genius Loci loses a limb, it regrows in 1d4+4 hours. It will regrow in 1 minute if the severed member is held against the stump. This “regeneration” only functions in the Genius Loci's territory.</p><p></p><p><strong>Immune to Magical Control (Ex)</strong></p><p>A Genius Loci is immune to nearly all forms of mind control, including all <em>charm monster</em>, <em>command plants</em>, <em>control plants</em>, <em>suggestion</em>, and <em>dominate monster</em> spells. It is similarly immune to <em>magic jar</em> and possession attempts.</p><p></p><p>Confusion and other mind-affecting effects that don’t allow another creature to control a Genius Loci directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a Genius Loci, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).</p><p></p><p><strong>Weaknesses:</strong> Genius Loci can only thrive inside their territory. For every minute that Genius Loci is not in their home territory, they lose 1d6 hit points. This damage can only be healed using Sap the Life while the Genius Loci is outside its territory (or normally if the Genius Loci return inside). They also gains vulnerability to fire.</p><p></p><p><strong>Melee:</strong> A Genius Loci gains a slam attack, if the base creature didn’t have one, that deals damage based on its size, but as if it were one size category larger than its actual size (1d4 points of damage for a Small Genius Loci, 1d6 points of damage for a Medium one). A Genius Loci natural attacks and attacks made with the wooden longsword of Shape Limb are treated as epic and magic weapons.</p><p></p><p><strong>Special Attacks:</strong> A Genius Loci gains several special attacks. Its save DCs are equal to 10 + ½ the Genius Loci’s Hit Dice + the Genius Loci’s Con modifier unless otherwise noted.</p><p></p><p><strong>Animate Plants (Su)</strong></p><p>When inside its territory, a Genius Loci can animate and control up to five plants within 180 ft. at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 feet and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, leave the territory, or is incapacitated, it immediately takes root wherever it is and returns to its normal state.</p><p></p><p><strong>Corrupt Genome (Ex)</strong></p><p>The Genius Loci may chose to infect a living organic creature with spores as a melee touch attack that provoke attack of opportunity. The victim must make a Fortitude save to resist the effect. Whether or not the target’s saving throw is successful, it cannot be the target of this ability again for 1 day. Failure results in the unfortunate victim acquiring the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-cr-1/" target="_blank">mutant template</a> (B5) with the following differences:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">The template impart an additional –6 penalty to Intelligence (to a minimum of 1).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The creature must impart the penalties to two ability scores to the mental scores and the bonus to two ability scores to the physical scores.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">The creature can also select the Breath Weapon and Venomous Bite mutations of the <a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-goblin-cr-1/" target="_blank">Mutant Goblin template</a> as mutation options.</p> </li> </ul><p>The victim (now called an Evolved for simplicity) gains also the three following abilities:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Genetic Instability (Ex)</em>: An Evolved suffers from genetic instability. The Evolved suffers a –3 penalty to all saves versus gaining additional deformities or mutations, –1 for every HD it has (see spontaneous mutation).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Horrific Transformation (Ex):</em> An Evolved appears as a grotesque, tentacled mass, insectoid monstrosity, or another appropriately gruesome form, as determined by the GM. Despite the alien appearance, its abilities remain unchanged.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Spontaneous Mutation (Ex):</em> The first time each day that an Evolved is knocked down to 0 or fewer hit points, it must make a Fortitude save DC 15. Failure indicates that it gains an additional deformity or mutation (50% chance each).</p> </li> </ul><p>This ability may be used on a normal plant (not a plant creature), in which case it duplicates the effects of an <em>awaken</em> spell except that it gains vulnerability to fire, its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants) and gains the mutant template as above. The <em>remove disease</em> spell and similar effects will reverse the effects as if the template or <em>awaken</em> was a disease (caster level equal to the Genius Loci HD). This is a disease effect that ignore immunity against disease of creatures with lesser HD of the Genius Loci.</p><p></p><p><strong>Entrap (Ex)</strong></p><p>Any creature struck with the Genius Loci slam or Sap the Life attack is infected with spores that immediately grow into a tangle of vines covering the target’s body, acting like the entrap special attack with permanent duration, hardness 5 and two hit points per the Genius Loci’s HD. The vines can be killed with any effect that kills plants and are vulnerable to fire damage (fire damage also ignore their hardness). A successful Fortitude save negate the spore infestation. This ability ignore the immunity against Fortitude save of the construct and undead types.</p><p></p><p><strong>Dominate (Su)</strong></p><p>A Genius Loci can crush an opponent’s will as a standard action. Anyone the Genius Loci targets must succeed at a Will save DC 10 + ½ the Genius Loci’s Hit Dice + the Genius Loci’s Cha modifier or fall instantly under the Genius Loci’s influence, as though by a <em>dominate monster</em> spell (caster level equal to the Genius Loci’s HD). This ability has a range of 30 feet. After succeeding, a creature become immune to that Genius Loci’s dominate for 24 hours. Creatures of the natural world with Intelligence 2 or less or mutated by the Genius Loci Corrupt Genome attack automatically fail their save. This dominate ignore the immunity against mind-affecting of the mindless trait. A Genius Loci can only use this attack when both him and the opponent are in its territory. If a dominate creature leave the territory, he is automatically free from the effect.</p><p></p><p><strong>Sap the Life (Su)</strong></p><p>A Genius Loci can make a melee touch attack against a corporeal living or undead creature as a standard action. If the attack hit, the opponent suffer 1d6 untyped damage per 2 HD of the Genius Loci (minimum 1d6) that ignore DR and hardness. A Genius Loci heal damage on itself equal to ½ the damage inflicted (minimum 1). Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust (as for <em>disintegrate</em>). A disintegrated creature’s equipment is unaffected.</p><p></p><p><strong>Spell-Like Abilities:</strong> A Genius Loci in its territory (or in locations were it has transported a sufficient enough soil from his home territory) gains the following spell-like abilities. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher). When within 5 feet of a tree he has awakened, he may use the <em>entangle</em> as if he were in his home territory.</p><p></p><p><strong>At will</strong>—<em>arboreal grasp*</em>, <em>arboreal hammer</em>, <em>animate plants</em>, <em>barkskin</em>, <em>command plants</em>, <em>control weather</em> (as a druid, alter the weather of the entire territory instead of the usual range and area), <em>diminish plants</em>, <em>entangle</em>, <em>plant growth</em>, <em>plant shape III</em>, <em>plant voice</em>, <em>repel wood</em>, <em>sickening entanglement</em>, <em>spike growth</em>, <em>spore burst</em>, <em>tree shape</em>, <em>wall of thorns</em>, <em>warp wood</em>, <em>wilderness soldiers</em>, <em>wood shape</em></p><p></p><p><strong>3/day</strong>—<em>antiplant shell</em>, <em>control plants</em>, <em>siege of trees</em>, <em>summon plant**</em>, <em>tree stride</em>, <em>shambler</em></p><p></p><p><strong>1/day</strong>—<em>greater siege of trees</em>, <em>green caress</em>, <em>grove of respite</em>, <em>transport via plants</em></p><p><em></em></p><p><em><strong>*Arboreal Grasp (Sp)</strong></em></p><p>As <em>crushing hand</em> except it is a conjuration (creation) and it’s not made of force but of wood: the hand is vulnerable to fire damage (<em>disintegrate</em> and <em>dispel magic</em> destroy it as normal).</p><p></p><p><em><strong>**Summon Plants (Sp)</strong></em></p><p>Three times per day as a swift action, a Genius Loci can summon any combination of plant creatures whose total combined CR are its HDs or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 9th-level spell effect.</p><p></p><p><strong>Special Qualities:</strong> A Genius Loci gains the following.</p><p></p><p><strong>Aura of Wild Growth (Ex)</strong></p><p>A Genius Loci’s presence makes local vegetation more vibrant but more wild as well. When a Genius Loci is inside its territory, plants within its territory grow twice as fast and produce more the normal yield of crops, as affected by the enrichment version of the <em>plant growth</em> spell. All terrains outside civilization bounders withing its territory are affected by the overgrowth version of the <em>plant growth</em> spell (usually resulting in dense forest). This is considered a natural effect (not enchanted or magically manipulated) by Woodland Stride and similar abilities.</p><p></p><p><strong>Bound to the Land (Ex)</strong></p><p>The Genius Loci is really an extension of the land that it was created from, where the actual consciousness of the creature is still located. As such, while inside the bounds of its "territory", the Genius Loci can absorb the energy from the ground itself to revitalize him. If it spends one hour concentrating in contact with the soil, it is refreshed as if he had rested 8 hours. He can still only restore its class feature (including spells) only once per day. It may use this ability continuously. The Genius Loci's territory has a radius of 10 miles x HD of the creature (including underground and into the sky).</p><p></p><p><strong>Empathy Towards Denizens (Ex)</strong></p><p>A Genius Loci gains a druid’s wild empathy ability, save that it works only on creatures with Intelligence of 3 or less inside its territory or any creature affected by its Corrupt Genome attack (in this case even outside its territory and regardless their Intelligence). A Genius Loci consider its HD as its druid level for this ability. Vermins are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the Genius Loci to train them and use them as guardians (though it does not grant them skills or feats). Creatures with Intelligence of 3 or less of the natural world, with ties to nature (DM’s discretion), or mutated by its Corrupt Genome attack have a starting attitude of friendly toward the Genius Loci. A Genius Loci can speak with any creatures affected by its Corrupt Genome attack or communicate with them as if it spoke their language if they don’t have one. Empathy towards denizens treats swarms of natural creatures as if they were one creature possessing a single mind. The Genius Loci can thus use this ability to influence and direct the actions of those swarms.</p><p></p><p><strong>Floral Bounty (Su)</strong></p><p>A Genius Loci gain Cultivate Magic Plants as a bonus feat except that cultivating a magical plant only takes it 1 day per 1,000 gp in the base price rather than 1 week per 1,000 gp in the base price. When it create a magic plant, a Genius Loci make the same choices that it would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant the Genius Loci cultivated remains potent for 1 week per HD of the Genius Loci before losing its magical properties rather than 1 day and can be kept potent by using magic such as <em>gentle repose</em> and similar effects. If the Genius Loci does not has access to a spell required for create a magic plant (like <em>fireball</em> for a Fireapple Tree), it can expend one use of a non at-will spell-like ability (consuming one of its use for that day) with a spell level equal or higher of the required spell, this count as using the appropriate spell for craft the magic plants.</p><p></p><p><strong>Green Thumb (Su)</strong></p><p>As a standard action, a Genius Loci may cause a single, living, non magical plant that it touch to grow and flower as though it had grown to its peak maturity in ideal conditions. This ability has no effect on creatures of the plant type.</p><p></p><p><strong>Manipulate Terrain (Su)</strong></p><p>A Genius Loci can help any number of creatures travel within its territory when it is inside of it. Creatures aided in this way receive a +10 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, a Genius Loci can make terrain more difficult for any number of creatures to travel through, imparting a -10 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) A Genius Loci can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its territory. A Genius Loci may use this ability while merged with its territory.</p><p></p><p><strong>Merge with Land (Ex)</strong></p><p>If reduced to 0 hit points or slay while in its territory, the Genius Loci automatically merges with the land around him. It gains a burrow speed of 200 ft., and is completely intangible, though it cannot leave the confines of its territory until it has reformed a body. It cannot be harmed by any means while in this state. While forced in this state, the Genius Loci cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy. After an hour, it regains 1 hit point and its fast healing resume working. A Genius Loci forced by damage or death to merge with the land can be permanently slay while in this state with a <em>wish</em> spell or a direct divine intervention (the very powerful request version of the <em>miracle</em> spell worth 25,000 gp). The Genius Loci may assume this form at will when in its home territory (it can do so whenever it wants, or just when forced to) and when it willing chose to do so, it can take purely mental actions (like spell-like abilities, silent still spells or psychic spells). It may remain in this form indefinitely. If the Genius Loci is slay outside of its territory, it is completely destroyed. A destroyed Genius Loci can only be restored to life with a carefully worded <em>wish</em> spell, a <em>true resurrection</em> spell, or a direct divine intervention.</p><p></p><p><strong>Nature Source (Ex/Sp)</strong></p><p>A Genius Loci can grant divine spells to those who follows its cause, allowing them to select him as their deity for the purposes of determining their spells and domains. This does not require any specific action on the Genius Loci behalf. The Genius Loci grant access to these Animal, Earth, and Plant domains and the Decay and Growth subdomains as if it was a deity. In addition, while inside its territory, a Genius Loci can cast spells from domains or subdomains it grant. Each day as a spell-like ability with caster level equal to its HD, it can cast one spell of each level selecting from those available to him from its domains and subdomains.</p><p></p><p><strong>One with Nature (Ex)</strong></p><p>A Genius Loci is respected or even feared by the plants and mutants. No creature with the plant type, that is plant-like with an Intelligence of 2 or lower, or is mutated by its Corrupt Genome attack willingly attacks a Genius Loci unless magically compelled to or if the Genius Loci attacks it first. A Genius Loci can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect.</p><p></p><p><strong>Pass for the Old Self (Ex)</strong></p><p>A Genius Loci automatically succeed at passing as its old creature type without the need to succeeding at a Disguise check. Divination magic (like <em>detect animals or plants</em>) or a Heal check DC 20 made as a full-round action while adjacent to the Genius Loci reveal its true nature as a plant. The Heal check provoke attack of opportunity.</p><p></p><p><strong>Plantspeech (Su)</strong></p><p>A Genius Loci can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if it spoke their language if they don’t have one. With non-creature plants, this operates as the spell <em>speak with plants</em>, and most plants greet it with an attitude of friendly or helpful. This innate connection allows the Genius Loci to use Empathy Toward Denizens with plants or plant creatures regardless of their Intelligence.</p><p></p><p><strong>Shape Limb (Ex)</strong></p><p>A Genius Loci may choose to transform an arm into a wooden sword. It does so by touching the arm to the ground as a full-round action. The new sword takes the place of the limb, dealing damage as a longsword. The Genius Loci may use its Sap the Life ability through the sword on a successful hit once per round. The Genius Loci may also use this ability to make attacks with the longsword and combat maneuver at three times its normal range (if using Sunder, the damage is dealt using the wooden longsword), though fine manipulation is impossible with that hand until it reverts to normal. The Genius Loci can revert the sword into a normal arm as a standard action.</p><p></p><p><strong>Telepathy (Su)</strong></p><p>A Genius Loci can communicate telepathically with any creature within its territory that it can pinpoint (like with its sense the land). In addition, a Genius Loci can use this ability to communicate with any animal, magical beast, or vermin.</p><p></p><p><strong>Verdant Stride (Ex)</strong></p><p>A Genius Loci can pass through natural vegetation of any type without leaving a trace, ignores vegetation-based difficult terrain both mundane and magical and it cannot be tracked in such environment. A Genius Loci may selectively ignore any plant-based effects it created.</p><p></p><p><strong>Ability Scores:</strong> Str +6, Dex +2, Con +8, Int +4, Wis +6, Cha +4.</p><p></p><p><strong>Skills:</strong> A Genius Loci gains a +8 racial bonus on Heal, Knowledge (nature), Perception, Sense Motive, and Stealth checks. A Genius Loci always treats Heal, Knowledge (nature), Perception, Sense Motive, and Stealth as class skills. Otherwise, skills are the same as the base creature.</p><p></p><p><strong>Feats:</strong> A Genius Loci gains Alertness, Combat Reflexes, Greater Fortitude, Improved Initiative, Iron Will, Persuasive, and Toughness as bonus feats.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9349135, member: 7035194"] A template based on the concept of the Genius Loci as a spirit of the Land and with some abilities taken from the [URL='https://www.reddit.com/r/generatorrex/comments/y0tnpc/generator_rex_rpg_for_gamma_world_6e_dd_35_d20/']Genius Loci template[/URL] of [URL='https://www.reddit.com/user/ProfessorZik-Chil/']ProfessorZik-Chil[/URL] based on [URL='https://generatorrex.fandom.com/wiki/Van_Kleiss']Van Kleiss[/URL], a villaing present in Generator Rex that is basically a Genius Loci. [CENTER][B][SIZE=7]Genius Loci (CR +8)[/SIZE][/B][/CENTER] A Genius Loci is a god in the making. Or at least, that's typically how they think of themselves. Sometimes, when a powerful creature dies, his consciousness becomes inexplicably embedded into the soil around him. Over the course of months or years, this consciousness exerts enough willpower to force the enviroment to bend to his will, eventually allowing him to create a "wood puppet" of a sort, resembling his former self, which he can use to interact with the world. Genius Loci appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves. They often embrace finery and decadence and may assume the guise of nobility. [B]Creating a Genius Loci[/B] “Genius Loci” is an acquired template that can be added to any living creature with 10 or more HD (referred to hereafter as the base creature). A Genius Loci uses the base creature’s stats and abilities except as noted here. [B]CR:[/B] Same as the base creature +8. [B]Alignment:[/B] Any, but usually evil. [B]Type:[/B] The creature’s type changes to plant (augmented). Do not recalculate class Hit Dice, BAB, or saves. [B]Senses:[/B] A Genius Loci gains darkvision 60 ft., greensight 60 ft., low-light vision, and sense the land. [B]Greensight (Ex)[/B] A Genius Loci can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to a Genius Loci’s sight, though solid wood still blocks its line of sight. [B]Sense the Land (Su)[/B] As long as it is within its territory (either merged with it or in its physical form, see bound with the land), a Genius Loci can observe the world (with all its senses) from any point within its territory as if it were at that point. While merged with its territory, it can observe all points simultaneously in this way. [B]Armor Class:[/B] Natural armor improves by +8 and gains land insight. [B]Land Insight (Ex)[/B] When in its territory, the land whisper to the Genius Loci and grant him an insight bonus to its AC equal to its Wisdom bonus (minimum +0) and the uncanny dodge and improved uncanny dodge abilities using its HD as its Barbarian level. [B]Hit Dice:[/B] Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. A Genius Loci has always maximum hit points per HD. [B]Defensive Abilities:[/B] A Genius Loci gains DR 15/epic and slashing, Spell Resistance 17 + HD, and fast healing 10. It also gains immunity to electricity and resistance 30 to sonic, in addition to all the defensive abilities granted by the plant type other than immunity to mind-affecting effects. If the Genius Loci has immunity to fire (even from a subtype), he lose that immunity and instead gains resistance 30 to fire. A Genius Loci does not age, is immune to aging effects, requires no air to breathe, nor food or drink to sustain itself. A Genius Loci gains the following abilities: [B]Fast Healing (Ex)[/B] Unlike a normal fast healing, if a Genius Loci loses a limb, it regrows in 1d4+4 hours. It will regrow in 1 minute if the severed member is held against the stump. This “regeneration” only functions in the Genius Loci's territory. [B]Immune to Magical Control (Ex)[/B] A Genius Loci is immune to nearly all forms of mind control, including all [I]charm monster[/I], [I]command plants[/I], [I]control plants[/I], [I]suggestion[/I], and [I]dominate monster[/I] spells. It is similarly immune to [I]magic jar[/I] and possession attempts. Confusion and other mind-affecting effects that don’t allow another creature to control a Genius Loci directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a Genius Loci, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion). [B]Weaknesses:[/B] Genius Loci can only thrive inside their territory. For every minute that Genius Loci is not in their home territory, they lose 1d6 hit points. This damage can only be healed using Sap the Life while the Genius Loci is outside its territory (or normally if the Genius Loci return inside). They also gains vulnerability to fire. [B]Melee:[/B] A Genius Loci gains a slam attack, if the base creature didn’t have one, that deals damage based on its size, but as if it were one size category larger than its actual size (1d4 points of damage for a Small Genius Loci, 1d6 points of damage for a Medium one). A Genius Loci natural attacks and attacks made with the wooden longsword of Shape Limb are treated as epic and magic weapons. [B]Special Attacks:[/B] A Genius Loci gains several special attacks. Its save DCs are equal to 10 + ½ the Genius Loci’s Hit Dice + the Genius Loci’s Con modifier unless otherwise noted. [B]Animate Plants (Su)[/B] When inside its territory, a Genius Loci can animate and control up to five plants within 180 ft. at will. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 30 feet and fights as an animated objects of the appropriate size except that it gains the plant type, vulnerability to fire, and its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants). The plant cannot gain stone, metal or other CP based on a material type. The plant cannot gain construction flaws. If the plant terminates the animation, moves out of range, leave the territory, or is incapacitated, it immediately takes root wherever it is and returns to its normal state. [B]Corrupt Genome (Ex)[/B] The Genius Loci may chose to infect a living organic creature with spores as a melee touch attack that provoke attack of opportunity. The victim must make a Fortitude save to resist the effect. Whether or not the target’s saving throw is successful, it cannot be the target of this ability again for 1 day. Failure results in the unfortunate victim acquiring the [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-cr-1/']mutant template[/URL] (B5) with the following differences: [LIST] [*][LEFT]The template impart an additional –6 penalty to Intelligence (to a minimum of 1).[/LEFT] [*][LEFT]The creature must impart the penalties to two ability scores to the mental scores and the bonus to two ability scores to the physical scores.[/LEFT] [*][LEFT]The creature can also select the Breath Weapon and Venomous Bite mutations of the [URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/mutant-goblin-cr-1/']Mutant Goblin template[/URL] as mutation options.[/LEFT] [/LIST] The victim (now called an Evolved for simplicity) gains also the three following abilities: [LIST] [*][LEFT][I]Genetic Instability (Ex)[/I]: An Evolved suffers from genetic instability. The Evolved suffers a –3 penalty to all saves versus gaining additional deformities or mutations, –1 for every HD it has (see spontaneous mutation).[/LEFT] [*][LEFT][I]Horrific Transformation (Ex):[/I] An Evolved appears as a grotesque, tentacled mass, insectoid monstrosity, or another appropriately gruesome form, as determined by the GM. Despite the alien appearance, its abilities remain unchanged.[/LEFT] [*][LEFT][I]Spontaneous Mutation (Ex):[/I] The first time each day that an Evolved is knocked down to 0 or fewer hit points, it must make a Fortitude save DC 15. Failure indicates that it gains an additional deformity or mutation (50% chance each).[/LEFT] [/LIST] This ability may be used on a normal plant (not a plant creature), in which case it duplicates the effects of an [I]awaken[/I] spell except that it gains vulnerability to fire, its Constitution score is equal to 10 +4 for every size above medium (10 for medium and small plants) and gains the mutant template as above. The [I]remove disease[/I] spell and similar effects will reverse the effects as if the template or [I]awaken[/I] was a disease (caster level equal to the Genius Loci HD). This is a disease effect that ignore immunity against disease of creatures with lesser HD of the Genius Loci. [B]Entrap (Ex)[/B] Any creature struck with the Genius Loci slam or Sap the Life attack is infected with spores that immediately grow into a tangle of vines covering the target’s body, acting like the entrap special attack with permanent duration, hardness 5 and two hit points per the Genius Loci’s HD. The vines can be killed with any effect that kills plants and are vulnerable to fire damage (fire damage also ignore their hardness). A successful Fortitude save negate the spore infestation. This ability ignore the immunity against Fortitude save of the construct and undead types. [B]Dominate (Su)[/B] A Genius Loci can crush an opponent’s will as a standard action. Anyone the Genius Loci targets must succeed at a Will save DC 10 + ½ the Genius Loci’s Hit Dice + the Genius Loci’s Cha modifier or fall instantly under the Genius Loci’s influence, as though by a [I]dominate monster[/I] spell (caster level equal to the Genius Loci’s HD). This ability has a range of 30 feet. After succeeding, a creature become immune to that Genius Loci’s dominate for 24 hours. Creatures of the natural world with Intelligence 2 or less or mutated by the Genius Loci Corrupt Genome attack automatically fail their save. This dominate ignore the immunity against mind-affecting of the mindless trait. A Genius Loci can only use this attack when both him and the opponent are in its territory. If a dominate creature leave the territory, he is automatically free from the effect. [B]Sap the Life (Su)[/B] A Genius Loci can make a melee touch attack against a corporeal living or undead creature as a standard action. If the attack hit, the opponent suffer 1d6 untyped damage per 2 HD of the Genius Loci (minimum 1d6) that ignore DR and hardness. A Genius Loci heal damage on itself equal to ½ the damage inflicted (minimum 1). Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust (as for [I]disintegrate[/I]). A disintegrated creature’s equipment is unaffected. [B]Spell-Like Abilities:[/B] A Genius Loci in its territory (or in locations were it has transported a sufficient enough soil from his home territory) gains the following spell-like abilities. CL equals the creature’s HD (or the CL of the base creature’s spell-like abilities, whichever is higher). When within 5 feet of a tree he has awakened, he may use the [I]entangle[/I] as if he were in his home territory. [B]At will[/B]—[I]arboreal grasp*[/I], [I]arboreal hammer[/I], [I]animate plants[/I], [I]barkskin[/I], [I]command plants[/I], [I]control weather[/I] (as a druid, alter the weather of the entire territory instead of the usual range and area), [I]diminish plants[/I], [I]entangle[/I], [I]plant growth[/I], [I]plant shape III[/I], [I]plant voice[/I], [I]repel wood[/I], [I]sickening entanglement[/I], [I]spike growth[/I], [I]spore burst[/I], [I]tree shape[/I], [I]wall of thorns[/I], [I]warp wood[/I], [I]wilderness soldiers[/I], [I]wood shape[/I] [B]3/day[/B]—[I]antiplant shell[/I], [I]control plants[/I], [I]siege of trees[/I], [I]summon plant**[/I], [I]tree stride[/I], [I]shambler[/I] [B]1/day[/B]—[I]greater siege of trees[/I], [I]green caress[/I], [I]grove of respite[/I], [I]transport via plants [B]*Arboreal Grasp (Sp)[/B][/I] As [I]crushing hand[/I] except it is a conjuration (creation) and it’s not made of force but of wood: the hand is vulnerable to fire damage ([I]disintegrate[/I] and [I]dispel magic[/I] destroy it as normal). [I][B]**Summon Plants (Sp)[/B][/I] Three times per day as a swift action, a Genius Loci can summon any combination of plant creatures whose total combined CR are its HDs or lower. This otherwise works like the summon universal monster rule with a 100% chance of success and counts as a 9th-level spell effect. [B]Special Qualities:[/B] A Genius Loci gains the following. [B]Aura of Wild Growth (Ex)[/B] A Genius Loci’s presence makes local vegetation more vibrant but more wild as well. When a Genius Loci is inside its territory, plants within its territory grow twice as fast and produce more the normal yield of crops, as affected by the enrichment version of the [I]plant growth[/I] spell. All terrains outside civilization bounders withing its territory are affected by the overgrowth version of the [I]plant growth[/I] spell (usually resulting in dense forest). This is considered a natural effect (not enchanted or magically manipulated) by Woodland Stride and similar abilities. [B]Bound to the Land (Ex)[/B] The Genius Loci is really an extension of the land that it was created from, where the actual consciousness of the creature is still located. As such, while inside the bounds of its "territory", the Genius Loci can absorb the energy from the ground itself to revitalize him. If it spends one hour concentrating in contact with the soil, it is refreshed as if he had rested 8 hours. He can still only restore its class feature (including spells) only once per day. It may use this ability continuously. The Genius Loci's territory has a radius of 10 miles x HD of the creature (including underground and into the sky). [B]Empathy Towards Denizens (Ex)[/B] A Genius Loci gains a druid’s wild empathy ability, save that it works only on creatures with Intelligence of 3 or less inside its territory or any creature affected by its Corrupt Genome attack (in this case even outside its territory and regardless their Intelligence). A Genius Loci consider its HD as its druid level for this ability. Vermins are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the Genius Loci to train them and use them as guardians (though it does not grant them skills or feats). Creatures with Intelligence of 3 or less of the natural world, with ties to nature (DM’s discretion), or mutated by its Corrupt Genome attack have a starting attitude of friendly toward the Genius Loci. A Genius Loci can speak with any creatures affected by its Corrupt Genome attack or communicate with them as if it spoke their language if they don’t have one. Empathy towards denizens treats swarms of natural creatures as if they were one creature possessing a single mind. The Genius Loci can thus use this ability to influence and direct the actions of those swarms. [B]Floral Bounty (Su)[/B] A Genius Loci gain Cultivate Magic Plants as a bonus feat except that cultivating a magical plant only takes it 1 day per 1,000 gp in the base price rather than 1 week per 1,000 gp in the base price. When it create a magic plant, a Genius Loci make the same choices that it would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. In addition any fruit or clipping harvested from a magical plant the Genius Loci cultivated remains potent for 1 week per HD of the Genius Loci before losing its magical properties rather than 1 day and can be kept potent by using magic such as [I]gentle repose[/I] and similar effects. If the Genius Loci does not has access to a spell required for create a magic plant (like [I]fireball[/I] for a Fireapple Tree), it can expend one use of a non at-will spell-like ability (consuming one of its use for that day) with a spell level equal or higher of the required spell, this count as using the appropriate spell for craft the magic plants. [B]Green Thumb (Su)[/B] As a standard action, a Genius Loci may cause a single, living, non magical plant that it touch to grow and flower as though it had grown to its peak maturity in ideal conditions. This ability has no effect on creatures of the plant type. [B]Manipulate Terrain (Su)[/B] A Genius Loci can help any number of creatures travel within its territory when it is inside of it. Creatures aided in this way receive a +10 bonus on Survival checks and do not suffer reductions to overland movement from terrain or lack of a highway or other roadway, regardless of the presence of roads or the type of terrain they actually travel through. Alternatively, a Genius Loci can make terrain more difficult for any number of creatures to travel through, imparting a -10 penalty on all Survival checks and causing overland movement to be reduced to one-tenth its normal speed (minimum of 5 ft.) A Genius Loci can affect as many creatures as it wishes with this ability, selecting whether it aids or impedes travel for each, as long as it can notice the creature (like with its sense the land) and the creature is within its territory. A Genius Loci may use this ability while merged with its territory. [B]Merge with Land (Ex)[/B] If reduced to 0 hit points or slay while in its territory, the Genius Loci automatically merges with the land around him. It gains a burrow speed of 200 ft., and is completely intangible, though it cannot leave the confines of its territory until it has reformed a body. It cannot be harmed by any means while in this state. While forced in this state, the Genius Loci cannot use any ability, even purely mental ones (like spell-like abilities, silent still spells or psychic spells) with the exception of its telepathy. After an hour, it regains 1 hit point and its fast healing resume working. A Genius Loci forced by damage or death to merge with the land can be permanently slay while in this state with a [I]wish[/I] spell or a direct divine intervention (the very powerful request version of the [I]miracle[/I] spell worth 25,000 gp). The Genius Loci may assume this form at will when in its home territory (it can do so whenever it wants, or just when forced to) and when it willing chose to do so, it can take purely mental actions (like spell-like abilities, silent still spells or psychic spells). It may remain in this form indefinitely. If the Genius Loci is slay outside of its territory, it is completely destroyed. A destroyed Genius Loci can only be restored to life with a carefully worded [I]wish[/I] spell, a [I]true resurrection[/I] spell, or a direct divine intervention. [B]Nature Source (Ex/Sp)[/B] A Genius Loci can grant divine spells to those who follows its cause, allowing them to select him as their deity for the purposes of determining their spells and domains. This does not require any specific action on the Genius Loci behalf. The Genius Loci grant access to these Animal, Earth, and Plant domains and the Decay and Growth subdomains as if it was a deity. In addition, while inside its territory, a Genius Loci can cast spells from domains or subdomains it grant. Each day as a spell-like ability with caster level equal to its HD, it can cast one spell of each level selecting from those available to him from its domains and subdomains. [B]One with Nature (Ex)[/B] A Genius Loci is respected or even feared by the plants and mutants. No creature with the plant type, that is plant-like with an Intelligence of 2 or lower, or is mutated by its Corrupt Genome attack willingly attacks a Genius Loci unless magically compelled to or if the Genius Loci attacks it first. A Genius Loci can attempt to demoralize creatures in the appropriate category as a swift action, making an Intimidate check. This ability works even if they are normally immune to the effect. [B]Pass for the Old Self (Ex)[/B] A Genius Loci automatically succeed at passing as its old creature type without the need to succeeding at a Disguise check. Divination magic (like [I]detect animals or plants[/I]) or a Heal check DC 20 made as a full-round action while adjacent to the Genius Loci reveal its true nature as a plant. The Heal check provoke attack of opportunity. [B]Plantspeech (Su)[/B] A Genius Loci can speak with any plant, plant-type creature, or creature akin to a plant (even non-creature plants) or communicate with them as if it spoke their language if they don’t have one. With non-creature plants, this operates as the spell [I]speak with plants[/I], and most plants greet it with an attitude of friendly or helpful. This innate connection allows the Genius Loci to use Empathy Toward Denizens with plants or plant creatures regardless of their Intelligence. [B]Shape Limb (Ex)[/B] A Genius Loci may choose to transform an arm into a wooden sword. It does so by touching the arm to the ground as a full-round action. The new sword takes the place of the limb, dealing damage as a longsword. The Genius Loci may use its Sap the Life ability through the sword on a successful hit once per round. The Genius Loci may also use this ability to make attacks with the longsword and combat maneuver at three times its normal range (if using Sunder, the damage is dealt using the wooden longsword), though fine manipulation is impossible with that hand until it reverts to normal. The Genius Loci can revert the sword into a normal arm as a standard action. [B]Telepathy (Su)[/B] A Genius Loci can communicate telepathically with any creature within its territory that it can pinpoint (like with its sense the land). In addition, a Genius Loci can use this ability to communicate with any animal, magical beast, or vermin. [B]Verdant Stride (Ex)[/B] A Genius Loci can pass through natural vegetation of any type without leaving a trace, ignores vegetation-based difficult terrain both mundane and magical and it cannot be tracked in such environment. A Genius Loci may selectively ignore any plant-based effects it created. [B]Ability Scores:[/B] Str +6, Dex +2, Con +8, Int +4, Wis +6, Cha +4. [B]Skills:[/B] A Genius Loci gains a +8 racial bonus on Heal, Knowledge (nature), Perception, Sense Motive, and Stealth checks. A Genius Loci always treats Heal, Knowledge (nature), Perception, Sense Motive, and Stealth as class skills. Otherwise, skills are the same as the base creature. [B]Feats:[/B] A Genius Loci gains Alertness, Combat Reflexes, Greater Fortitude, Improved Initiative, Iron Will, Persuasive, and Toughness as bonus feats. [/QUOTE]
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