Dryad
Ghoran (Pathfinder Ghoran race are referred to as Dryads)
Hamadryads formed from dreads that spent too long in one tree, eventually becoming a mortal with the tree serving as their mortal form. Dyrads are still tree spirits while hamadryads are living sapient trees.
Hamadryads are mortal, but still extremely long lived, even more so than elves.
Older hamadryads who have grown enormous in size are often called treants. Hamadryads are often portrayed as female in myths, but in truth all hamadryads are hermaphroditic, capable of reproducing with themselves or others of their kind. Many hamadryads are even known to take humanoid form and reproduce with humanoids. It is suspected dryads doing this are how hamadryads came about.
13 xp
+2 con, +2 wis
Barkskin (4 xp): +2 natural armor and float upward 30 feet per round automatically.
Photosynthesis (1 xp): You literally eat dirt and soil and need 8 hours of sunlight as well as sleep time to gain benefits of a full knights sleep. You breath carbon monoxide and give off oxygen unlike most flesh creatures.
Camouflage (2 xp): +4 innate bonus to Stealth in forested areas and other areas of vegetation of equal ir greater size. You can sleep standing up and this bonus is doubled while sleeping even allowing you to hide in plan sight looking like a normal plant.
Slow (-4 XP): Hamadryads are slow with only a 20 foot base speed.
Claws (1 xp)
Nightvision (3 xp)
Resistant (4 xp): resistance to bleed and bludgeoning equal to level
Variants
Types of Dryads:
- Karya (walnut or hazelnut)
- Balanos (oak)
- Kraneia (dogwood)
- Morea (mulberry)
- Aigeiros (black poplar)
- Ptelea (elm)
- Ampelos (vines, especially Vitis)
- Syke/Sykea (fig)
- Ghillie Dhu, a similar Scottish spirit
- Kodama, a similar Japanese spirit
- Querquetulanae, Roman nymphs of the oak
- Rådande, a similar Swedish spirit
- Salabhanjika, a similar Indian spirit
- Mavka, a similar Ukrainian spirit
- etc.
Big
Longevity
Long lived memory
Electricity resistance grounding
Humanoid avatar form (illusory)
Regeneration
Rapid recovery
Long arm
Plant growth
Dancing lights
Ability Score Modifiers: +2 Constitution, +2 Charisma, �“2 Intelligence: Ghorans are hardy, guileful, and eager to explore their emotions, but they process complex thoughts slowly.
Size: Ghorans are Medium creatures and receive no bonuses or penalties due to their size.
Type: Ghorans have the plant type but lack the immunities to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects that type usually has. The plant type features immunities that, when granted to a player character race, can be disruptive and overpowered.
Languages: Ghorans begin play speaking Common and Sylvan. Ghorans with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).
Defensive Traits: Ghorans have tough, rugged skin and so gain a +2 Natural Armor bonus to AC.
Special Traits
Natural Magic (Sp): Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. The caster level is equal to the ghoran’s level. The DC for these spells is equal to 10 + the spell’s level + the ghoran’s Charisma bonus.
Seed (Ex): As a full-round action, a ghoran can expel the seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all skill ranks upon sprouting. Once a ghoran expels this seed, it gains 1 negative level, and it dies as soon as the duplicate sprouts. This duplicate replaces the previous ghoran character.
Past-Life Knowledge (Ex): Ghorans have memories encoded in their seeds. They treat all Knowledge skills as class skills.
Weaknesses
Light Dependent: Ghorans are heavily light dependent and so take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Delicious (Ex): Ghorans take a �“2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability.
Alternate Racial Traits
Creator’s Legacy: Infused with the druidic magic of their creator, ghorans quickly take to nature-based spells and spellcasting. Ghoran bloodragers and sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for sorcerer spells and class abilities. Ghoran clerics and druids with the Plant domain use their domain powers and spells at +1 caster level. This doesn’t give the ghoran early access to level-based powers; it affects only powers that could already be used without this trait. This replaces past-life knowledge. Source PZO1140
Disgusting: Some ghorans’ link to their past lives becomes corrupted, causing their taste to become particularly disgusting. Such ghorans gain a +2 racial bonus on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability. This racial trait replaces delicious and past-life knowledge. Source PZO9280
Fecund Earth: Ghorans were created to provide nourishment to creatures, but Ghorus also intended for the ghorans to help the land around them to grow and thrive. Once per day, a ghoran with this racial trait can cast plant growth as a spell-like ability with a caster level equal to the ghoran’s character level. This replaces past-life knowledge and nature magic. Source PPC:WO
Intoxicating Aroma: Some ghorans have an incredibly distracting scent. Once per day, as a spell-like ability, a ghoran with this racial trait can emit an intoxicating aroma that causes creatures within 30 feet to be fascinated for 1d4 rounds. Each target creature within range can attempt a Will save (DC = 10 + half the ghoran’s character level + the ghoran’s Charisma modifier) to negate the effect. This replaces natural magic. Source PPC:WO
Magical Absorption: Many ghorans are resistant to magic or able to dispel it. Some ghorans even gain nourishment from absorbing magic. Whenever such a ghoran succeeds at a saving throw against a spell or spell-like ability, she regains 1 hit point per level of the spell, though this affects the ghoran only if she is above 0 hit points. A ghoran can use this ability a number of times per day equal to her level. This replaces past-life knowledge and nature magic. Source PPC:WO
Martial Recollection (Ex): The personal history of many ghorans is scarred with desperate struggles for survival, and memories of that conflict are deeply ingrained within their seeds. Whenever ghorans with this racial trait grow new bodies from their seeds, they reselect all combat feats known instead of reallocating skill ranks. This alters seed and replaces nature magic.
Natural Camouflage: Some ghorans evolve by reseeding themselves in different locations. With each new seed, these ghorans take on some of the traits of the areas surrounding their new growth. Ghorans with this racial trait choose one terrain from the ranger’s favored terrain list other than planes, urban, or water. These ghorans gain a +4 racial bonus on Stealth checks when in their chosen terrain. This replaces natural armor. Source PPC:WO
Occult Scion: Created in part from an esoteric ritual, many ghorans are innately sensitive to psychic powers and influences. The ghoran gains Psychic Sensitivity as a bonus feat and treats Knowledge (arcana) and Knowledge (planes) as class skills. This replaces past-life knowledge. Source PZO1140
Spelleater: Ghorans were originally created to survive and thrive in a magic-blasted wasteland, and over the centuries some ghorans have adapted greater abilities to overcome magic in general. Once per day, the ghoran can cast dispel magic as a spell-like ability, with a caster level equal to the ghoran’s character level. If the ghoran’s favored class is a spellcasting class, the ghoran gains a +2 racial bonus on dispel checks. This replaces past-life knowledge and nature magic. Source PZO1140