Raffresian (3.5e Race)
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Humanoid (Plant)
Bulb and Blooming stages are Small, Flowering stages are Medium
Base Land Speed at each stage is 15/30/45
Low Light Vision
Immunity to Mind Altering Effects
Weapon Proficiency: Have proficiency in natural weapons (bulb stage), simple weapons (blooming stage), as well as Tessen, Battle Book, Whips, and all simple weapons (Flowering Stage)
Automatic Languages: Raffresian, Sylvan, Common. Bonus Languages: Elven, Alraune, Treant, Forest Gnome,
Favored Class: Druid, Ranger, Clerics with Nature/Plant Domains
Level Adjustment: +2
+4 fort save
+2 cha/int/con
-2 str/dex/wis
they are naturally very charming and cute, as well as resilient and as plants that gained sentience, they are of a higher intellect. they are still a bit clumsy to using there newfound limbs, and act more on impulse rather than looking for all possible solutions.
Racial Abilities: Chlorophyll; when the sun is exceptionally bright, or the moon is exceptionally luminous this units speed+initiative is 2x
Effect Spore; when hit by physical moves, attacker must succeed a d20 of 16 or higher. If it fails a random effect occurs; po.ison, sleep, paralysis, confusion, or silence. the attacker must succeed a will save against silence and confusion, a reflex save against sleep and paralysis, and a fortitude save against poison. Paralysis means that on each round of combat, the paralyzed unit must roll a d100. if it is below 75, they may not move. While paralyzed, they cannot dodge. Confusion means that the afflicted enemy cannot differentiate left from right, blue from red, and ally from enemy. Silence prevents any spells or abilities from being used. Poison deals damage overtime, and Sleep puts an enemy to sleep, rendering them unable to act. These 5 have an equal chance of happening, and multiple effects my be on the same enemy, but not of the same kind.
Smelly Aura; all units within 30 yards are assaulted by an aura. This Aura smells sweet to allies, granting them 1/2 their level as a modifier. The aura smells incredibly horrid to enemies, causing them to have a modifier of 1/4 their level. This modifier is applied to any check that can have a modifier, such as Dexterity, Will, or Hide.
Sunburst; can only be used during daytime. Emit a 20 yd burst of solar energy, dealing (level)d8 damage + blinding. IE at level 1, this deals 1d8 damage and blinds, and at level 5, it would deal 5d8 damage and blinding.
Moonblast; can only be used during nighttime. Fires a 45 yd long and 5 yd wide beam of lucent energies, dealing (level)d8 damage + dazzling all hit for 1 turn. If at level 1, this deals 1d8 damage and dazzles, and at level 5, it would deal 5d8 damage and dazzle.
Life Cycle; Raffresians have a life cycle, as they are animated plants. for the first 4 levels, they are simply bipedal bulbs with leaves for hair. for the 4 levels after, they grow arms and there leaves now are horizontal and curled, and a flower has appeared. at level 9, They have matured. If they reach this level in daytime, the leaves have formed a makeshift skirt around there waist, shrouding there legs and feet. 2 flowers adorning the sides of the head. if it attains the level at night, it doubles in size and loses its leaves. The flower expands its petals to occupy a 5 yd radius around the creature. In addition to this, they are granted various bonuses at each stage. In the bulb stage, they may turn there feet into roots and heal 1d3 damage per round, but they cannot move until they choose to end the ingraination. in the blooming stage, they are granted the ability to store solar and lunar energies. This stored power increases all Sun and Moon domain spells by (lvl) In the final forms they are granted the ability to dance whlie attacking, While dancing, they scatter razor sharp petals, dealing (1/2 level)d4 slashing damage to enemies within 5 yds. in order to dance, they must select an area to leap to.
Dances; Raffresians gain access to several spell-like abilities called dances once they have matured. They get 1 every 2 levels starting at level 10. The dances are Quiver Dance, Teeter Dance, Dragon Dance, Fiery Dance, Revelation Dance, Swords Dance, Feather Dance, Lunar Dance, Petal Dance, Rain Dance, and Haunting Dance.
Quiver Dance; grants self and allies +4 to next damaging attack or spell that lands succesfully. In addition, grants them +2 initiative for the battle.
Teeter Dance; confuses all witnessing the dance without Must pass a will save to negate the effect.
Dragon Dance; grants self and allies +4 str and cha for the duration of combat. Dragons and Dragon-like races gain double the effect.
Fiery Dance; deals 3+1 per 3 levels d10 fire damage to surrounding enemies and allies. This may afflict them with an all consuming burn, which deals 1d4 damage. a fortitude save ends the burning.
Revelation Dance; deals 2+2 per 4 levels d4 sonic dmg to surrounding enemies and allies. If a hit target is asleep they take double the damage and are awakened.
Swords Dance; grants +2 attack each time it is used. lasts for duration of battle. If someone affected is using any kind of sword, they are granted +10 instead.
Feather Dance; lowers all enemie's attack by 4 for the duraiton of battle, and grants allieS +1/2/3/4 ac if they are wearing heavy/medium/light/no armor respectively.
Lunar Dance; Amplifies all Moon Domain spells and Lunar-like abilities for the next 3 rounds This also heals all allies to full Health and replenishes spells/day. However, The user falls into a coma, akin to going unconscious, and must succeed a will save to awake.
Petal Dance; Whips up a whirlwind of petals around the dancer, viciously cutting nearby allies and enemies for 5 rounds. deals 2+2 per level+1 per round since started d4 dmg.
Rain Dance; Changes the weather to cause a torrential downpour for 3 hours or until used again.
Haunting Dance; summons a phantom doppelganger for each person it affects. The copy terrifies the original, where if the fail a reflex save they will be stabbed for 1/8, 1/6, 1/4, 1/2 there health at levels 10, 20, 30, 40 and be terrorized until succeeding a will save. the phantoms persist individually until the will save succeeds. The phantoms can be dealt with by the people they effect as well.
Sun Dance; Intensifies the Sun for 5 turns.
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