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Hello all, this will be a large post, hopefully it formats well. I would like some suggestions on the Race build and the Character if possible.
I wanted to mess around with the race builder in order to make a secondary character for a campaign I am in. Currently I am playing a Aasimar Cleric and I wanted to make a race that did not go over the BP listed for the Aasimar (15).
Here is what I came up with in order;
1. The creature itself w/entries from the ARG
2. The final character(so far) LV 4 Druid with some equipment the original thought was to have the Druid riding around on it's animal companion while casting spells, and have the animal make natural attacks.
TOTALS - RP
Plant - (10RP)
Size (Medium) - (0RP)
Speed 20 (Slow Speed) (-1RP)
Greater Weakness (-2 Dex, -4 Str) - (-3RP)
Language (Standard) - (0RP)
Elemental Vulnerability (Fire) (-2RP)
Energy Resistance (Cold) - (1RP)
Treespeech (2RP)
Spell-Like Ability, Greater (Plant Growth)- (RP 3)
Darkvision 60 Feet (2RP)
Spell Resistance, Greater (3RP)
TOTAL = 15RP
Power Level Advanced (RP 11-20)
1: Plant (10 RP)
This type encompasses humanoid-shaped vegetable creatures. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.
A plant race has the following features:
Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed (–1 RP)
The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Greater Weakness (–3 RP)
Prerequisites: Pick either mental or physical ability scores.
Modifiers: Members of this race take a –4 penalty to one of those ability scores, a –2 penalty to another of those ability scores, and a +2 bonus to the other ability score.
Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Elemental Vulnerability (–2 RP) FIRE
Prerequisites: Outsider (native) with ties to an elemental plane.
Weakness: Pick one of the following energy types: acid, cold, electricity, or *fire*.
Members of this race have vulnerability to the chosen energy type. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
Special: This trait can be taken multiple times. Each time it is taken, choose a different energy type. If a race has vulnerability to fire and immunity to cold, it gains the cold subtype. If a race has vulnerability to cold and immunity to fire, it gains the fire subtype.
Energy Resistance (1 RP) - COLD
Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type.
Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.
Treespeech (2 RP)
Prerequisites: Plant type.
Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.
Spell-Like Ability, Greater (RP 3) - Plant Growth
Prerequisites: None.
Benefit: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as the level of the spell chosen. This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.
Spell Resistance, Greater (3 RP)
Prerequisites: None.
Benefit: Members of this race gain spell resistance equal to 11 + their character level.
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Character
Str 6(-2)
Dex 8(-1)
Con 16(3)
Int 8(-1)
Wis 19(+4)
Cha 8(-1)
HP 39
AC 19 (Armour 7, Shield 3, Dex -1)
SR 15
BAB +3 Att(+1 Melee +2 Ranges)
Fort 7
Ref 0
Will 8
Skills, Campaign dependent If you want a list of them let me know.
Feats
Mounted Combat
Shield Focus
Traits
Erastil’s Speaker - You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you
Eyes of the Wild - You gain a +2 trait bonus on Perception checks in natural settings.
Equipment
+1 Greenwood Breastplate
Darkwood Sheild

Shifty |

I had a Paladin who was a plant character once, or more specifically a mushroom, because the party Rogue always kept him in the dark and fed him loads of BS.
I think the Ghoran was a pretty good match, maybe tone one of those down.
At the moment this just appears to be selective dumping of unwanted things (Will have a pet to ride, so can lower movement, playing a druid so I can make it really weak) to buy cool abilities and invulnerabilities.

Kitsune Knight |

Honestly, I would drop slow speed, Greater Weakness (just go standard scores), Energy Resistance (cold) and Greater Spell Resistance and would would probably make them a lot more coherent in my opinion. You stay at 15 points (please correct me if my math is wrong on that) and clean up the race block a lot more. If your still worried about the point buy overall then you can add the Ghoran's Light Dependent ability as well to bring it back some more.
Edit: Also, races are more than a conglomeration of abilities. What is the name of the race? What is a typical age range for this race? How does this race interact with other races as well as the world around it? Basically, you are going to need some fluff, not a lot as too much and people will just get a glazed look in their eye (at least I do), in order to have more of an understanding of how the race plays.

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Honestly, I would drop slow speed, Greater Weakness (just go standard scores), Energy Resistance (cold) and Greater Spell Resistance and would would probably make them a lot more coherent in my opinion. You stay at 15 points (please correct me if my math is wrong on that) and clean up the race block a lot more. If your still worried about the point buy overall then you can add the Ghoran's Light Dependent ability as well to bring it back some more.
Edit: Also, races are more than a conglomeration of abilities. What is the name of the race? What is a typical age range for this race? How does this race interact with other races as well as the world around it? Basically, you are going to need some fluff, not a lot as too much and people will just get a glazed look in their eye (at least I do), in order to have more of an understanding of how the race plays.
I will explain my choices about abilities at the bottom.
As for background, you'll see why it's hard to answer some of those points. Our group is playing in the Kingmaker campaign. We are fairly early into it (16 sessions)
You can see our campaign here;
Obsidian Portal Campaign
A bit of background about my current character, She is a devote Cleric of Abadar, and currently the ruler of our fledgling kingdom.
Part of the story had us encounter a somewhat odd Cleric of Erastil who is looking for a lost temple, my character doesn't particularly like Erastil due to his opposing views, but is a diplomat at heart so we end up helping out.
As far as I know that particular side quest ends there, but I liked the idea of a sort of conflict of beliefs between the different faiths,
I spoke with our GM to introduce my plant. I created this plant creature to act as a guardian/healer of the forest to fill the newly vacant position, and as a balance to our city expansions.
Basically this is a one shot purely divine created creature created by Erastil, Given Free will but tasked to keep an eye on our party and generally guard the forest. I also wanted this creature to be almost completely ignorant about how "modern" civilization and technology worked in order to use the creature as almost a living ethos meter. It wasn't even given a name. It is a very curious creature being new to the world.
Right now it's being controlled by the GM and is being worked into the story a bit but I can still work on the creature a bit without worry.
Here is the character as it is now.
Obsidian Portal Character Plant
My cleric if you are interested.
Obsidian Portal Character Cleric
Abilities Iwill try and justify why I chose some of them. I started with a story concept first and tried to build the character around what I envisioned.
Plant - (10RP)
I wanted a extremely nature based creature, I liked the idea of a plant guarding nature.
Size (Medium) - (0RP)
Speed 20 (Slow Speed) (-1RP)
Greater Weakness (-2 Dex, -4 Str) - (-3RP)
I debated making it a very bulky and strong tree creature capable of crushing and throwing enemies around but I dropped this pretty early on as it didn't fit the character. Instead I went with a more leafy/viney(sp?) feel. I wanted more of a contrast from the peaceful plant that looks after the trees, and the viciousness of when it needs to defend against evil. (Wild shape or magic)
Language (Standard) - (0RP)
Elemental Vulnerability (Fire) (-2RP)
Energy Resistance (Cold) - (1RP)
I figured "Grass doesn't like fire, but still comes back after the winter"
Treespeech (2RP)
A core character concept
Spell-Like Ability, Greater (Plant Growth)- (RP 3)
Another core concept. I know I could probably use those points on something better but it's flavor
Darkvision 60 Feet (2RP)
Erastil would make a creature that needs to operate day and night able to see.
Spell Resistance, Greater (3RP)
This one is a personal choice although I could justify by saying it's a deities creation and it just has it.
I always wanted a character with SR
TOTAL = 15RP