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This is an idea I have had for quite a while but never had the knowledge/know-how to build. Any suggestions, comments, ideas? I'd love to hear from you (in another thread of course)

Seedborn (10RP)

Seedborn are a patient and stoic race, born from magical seeds of unknown origin. These seeds only germinate in the remotest areas as they must remain undisturbed for a long period of time. Reaching maturity takes 200 years of waiting alone, without the ability to move or converse, only listen and contemplate the world around them and themselves. They are rare to be seen, but are known to be trustworthy and wise amongst those few that have heard of them. Seedborn are always very attatched to their place of birth, but are great wanderers. Maturity is reached when they are able to walk and so they search unerringly far and wide for the secrets of their origins and take great pleasure in learning as much as they can about other races and places, perhaps in leiu of their own life.

Physical Description
Seedborn can vary largely in size and shape, they are much like humans in body shape. Their skin is thick and very hard wood, the colour and grain depends on the environment in which they were grown, ranging from sandblasted white to the darkest ebony. Their eyes are very large and almond shaped, with bright coloured iris' coming in hues of plant leaves or flowers backed by wooded blackness. Their teeth similiarily are black and broad, often shown with a wide grin.

Society
Seedborn do not have a structured society to speak of. They are so few that two meeting is a rarity, more is highly unlikely. Solitary childhood and a inborn wanderlust make Seedborn socities almost impossible to found. Some people say that if a Seedborn were to stay in the same place for too long she would lay roots and never move again.

Relations
Seedborn strive to befriend everyone and guide them with their infinate patience and wisdom. This brings them into many race's good graces but forms a natural enimity with the more impulsive races such as Half-Orcs. Seedborn get on particularly well with the elves as they are both born from the land but are sometimes uneasy around Dwarves and humans due to their industrialization, they see it as a perversion of the natural way of things. They do not begrudge either of these races, but rather look on them with reserved pity.

Alignment and Religion
Seedborn are ever patient and contemplative, they tend towards Lawful Neutral but this can differ depending on their place of birth and lifestyle after reaching maturity. They are never born into religion but may find it in their travels. They tend towards worshipping Erastil, Gozreh and Irori.

Adventurers
The Seedborn are natural adventuring companions, they are constantly seeking new knowledge and stimulations or a hint of their own origin. They strive to get on well with all companions and are hardy enough to hold their own in battle.

Male Names
Core, Oen, Birk, Sattle, Cohen
Female Names
Lil, Sap, Brich, Cayan, Forin

+2 Constitution, +2 Wisdom, -4 Dexterity (-1RP) Seedborn are grown to be hardy and have long lives of contemplations before birth, they are however stiff in their movements and slow to react.

Medium (0RP) Seedborn are medium creatures and have no bonuses or penalties due to their size.

Slow Speed (-1RP) 20ft Due to their stoic nature and hardend bodies, Seedborn do not travel as fast as others of their size.

Plant (+8RP)
Plants have the low-light vision racial ability
Plants are immune to all mind-affecting effcts
Plants are immune to pralysis, poison, polymorph, sleep effects and stunning
Plants breathe and eat, but do not sleep, unless the want to gain some effect.

Elemental Vulnerability Fire (-2RP) Seedborn are made of wood and therefore very vulnerable to flame

Treespeech (2RP) Seedborn have the ability to converse with plants as if subject to a continual speak with plants spell,

Stability (1RP) Seedborn receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Improved Natural Armour (+2+1RP) Seedborn have +2 Natural Armour due to their hard wooden skin.

Languages(0RP)
Common, elven, gnomish, orcish, goblin


kyrt-ryder wrote:

You read it yourself. "These properties are added to any the weapon already has."

The +2 that is already on the weapon doesn't count, its only the +2 that he is adding via the Arcane Point that are calculated together.

(I'm no Magus expert, so if there's something I'm missing someone should be along to correct me shortly.)

I took that as they are added for the purpose of calculating point cost?


Hi, this is my first post, brought upon by being a first time DM playing pathfinder for the first time. A lot of firsts, so be gentle. I am trying to run a solo campaign with my house mate and we ended up in a rules "discussion" over his Black Blade.

He is 5th level and thus has a +2 Black Blade, he is trying to use an arcane point to give his Black Blade both flaming and shocking for a minute. My reading on this ability differs, I think he cannot add those enhancements due to the following reading.

"At 5th level, these bonuses can be used to add any of
the following weapon properties... Adding these properties consumes an amount of bonus equal to the property’s base price modifier ... These properties are added to any the weapon already has..."

The way I read this the enhancements add on to the +2 already on the Blade making it a +4 which is not possible until he reaches 13th level. Am I correct? Am I wrong? Please enlighten me :/ or discuss at least.