Photosynthetic Creature

From Fax Encyclopedicus

Jump to: navigation, search
footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

A photosynthetic creature is a creature that takes its sustenance from sunlight instead of food, like a plant.

Creating a Photosynthetic Creature

Photosynthetic Creature is an acquired or inherited template that can be applied to any nonplant creature (referred to hereafter as the base creature).

Size and Type

The creature’s type changes to Plant, and it acquires the (Augmented) subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

The base creature's hit dice become d8s.

Speed

The base creature's speed is now dependent on being in sunlight. While in sunlight (including overcast days), the base creature may move at all movement types available to the base creature prior to template addition for the full distance. While in torchlight, the base creature's movement ranges in all types of movement drop by 10', to a minimum of 10'. While in an area where there is no light (magical darkness, underground, or at night time), the base creature's movement ranges in all types of movement drop by 15', to a minimum of 5'.

Armor Class

The base creature receives a natural armor class adjustment eaccording to its size. A Small creature receives a +1 to its natural armor class. Similarly, Medium receives a +2, Large a +3, Huge a +4, Gargantuan a +5, and Colossal and larger a +6.

Attacks

The base creature retains all natural weapons and weapon proficiencies. The photosynthetic creature's base attack bonus is as a cleric of the same hit dice.
In addition, the base creature gains two whip attacks from vines grown from its back. Each deals damage according to the following table:
SizeDamage
Fine1
Diminutive1
Tiny1
Small1d3
Medium1d4
Large1d6
Huge1d8
Gargantuan2d6
Colossal2d8

Damage

Natural attacks used by the base creature are considered magic for the purposes of overcoming damage reduction.

Special Attacks

The base creature retains all special attacks.

Special Qualities

The base creature retains all previous special qualities and gains the following:
Low-Light Vision (Ex)
A photosynthetic creature, if it sees with eyes, can see twice as far as normal in dim light. Low-light vision is color vision.
Plant Immunities (Ex)
Creatures of the plant type are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning. They are also not subject to critical hits.
Photosynthesis (Ex)
While in sunlight (including overcast days), a photosynthetic creature gains fast healing 10. While in torchlight, a photosynthetic creature gains fast healing 5. In darkness (magical or otherwise), a photosynthetic creature regenerates hit points as normal.
Damage Reduction (Ex)
Photosynthetic creatures gain damage resistance according to the following table:
Hit DiceDamage Reduction
1-3None
4-7Damage Reduction 5/slashing
8-12Damage Reduction 10/slashing
13-20Damage Reduction 15/slashing
21+Damage Reduction 20/slashing
Plantlike Ability (Ex)
Photosynthetic creatures gain a plantlike ability, each usable three times per day, for every three hit dice they have. The abilities are selected from the following list:
AbilityDescription
NeedlesThe creature gains the ability to shoot needles out to 30' as a standard action. In order to hit with these needles, the creature must make a successful attack roll. These needles deal 1d12 damage plus half the creature's strength bonus, rounded down.
SporesThe creature gains the ability to disperse spores from itself. This is a free action. These spores deal 1d8 damage to all creatures within 10'. A successful DC 15 Reflex save indicates that the affected character has dodged.
Wild EmpathyThis ability works like the druid's wild empathy class feature, except that the creature has a +6 racial bonus on the check
PoisonThe creature's natural attacks become coated in poison, which deal 1d4/1d4 Con damage.
ThornsAny creature grappling with the photosynthetic creature takes piercing damage equal to the photosynthetic creature's hit dice each round.
Spell-Like AbilityThe creature gains one of the following as a spell-like ability: entangle, barkskin (self only), plant growth, detect plants, or pass without trace. This ability may be taken multiple times.
Double Damage Against ObjectsWhen making a full attack against an object or structure, the photosynthetic creature deals double damage.
Sunlight Dependency (Ex)
Photosynthetic creatures who are deprived of sunlight for more than a day take one point of ability damage to each of their ability scores for each day they've been deprived. If their constitution ever reaches zero, they die and cannot be resurrected. Spending one day in direct sunlight removes the ability damage.
Vulnerability to Fire (Ex)
Photosynthetic creatures take one extra point from every damage die done from a fire source.

Saves

A photosynthetic creature's saving throws change to that of a plant creature of the same hit dice.

Abilities

The base creature modifies its ability scores as follows: +0 Str, +2 Dex, +2 Con, -4 Int, -2 Wis, -2 Cha

Skills

The base creature does not receive any bonus skills.

Feats and Spells

The base creature retains all feats and spellcasting ability. In addition, it also gains the Weapon Focus feat with all of its natural attacks (if it does not already have them) as well as the Multiattack feat.

Alignment

As base creature

Advancement

As plant.
Personal tools
Google AdSense