Plant Companion
Plant Companion
You relate better to flora than fauna, and have a plant creature as a companion instead of an animal.
- Prerequisites:
- Knowledge (nature) 1 ranks, ability to cast detect animals or plants, ability to gain an animal companion (as per the Nature Bond or Hunter's Bond abilities).
- Benefit:
- You are able to select a companion from the Plant Choices list below. This creature follows the normal rules for animal companions, with the following modifications:
- Plants have good Fortitude saves, but poor Reflex saves. Use the values in the Will save column on Table: Animal Companion Base Statistics for Reflex saves as well.
- Plant companions can have ranks in the following skills: Climb (Str), Escape Artist (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), Swim (Str). All of the skills marked with an (*) are class skills for plant companions. Plant companions with an Intelligence of 3 or higher can put ranks into any skill. Plant companions with no Intelligence score gain no skill ranks.
- Plant companions can select from the following feats: Alertness, Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Grapple, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Trip, Intimidating Prowess, Iron Will, Lightning Reflexes, Lunge, Power Attack, Run, Skill Focus, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Plant companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. Plant companions with no Intelligence score gain no feats. GMs might expand this list to include feats from other sources.
- You can handle your plant companion using Handle Animal as if it were an animal.
- A plant companion with no Intelligence score gains no tricks. A plant companion with an Intelligence of 3 or higher neither gains nor needs tricks to perform actions.
- Special:
- The GM is encouraged to customize the list below to suit their game, world and/or game materials available.
Plant Choices
Assassin Vine
Starting Statistics: Size Medium; Speed 5 ft.; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 11, Dex 11, Con 11, Int —, Wis 13, Cha 9; Special Attacks grab, constrict (1d6); Special Qualities camouflage, low-light vision, resist cold 10, electricity 10, fire 10.
4th-Level Advancement: Size Large; AC +4 natural armor; Attack slam (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Attacks entangle; Special Qualities blindsight, immune electricity.
Shambling Mound
Starting statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str 10, Dex 9, Con 13, Int 7, Wis 10, Cha 9; Special Qualities darkvision 60 ft., low-light vision, resist fire 10, immune electricity, electric fortitude.
4th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks constrict (2d6), grab.
Treant
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 6, Con 15, Int 12, Wis 16, Cha 13; Special Qualities low-light vision, DR 5/slashing, treespeech; Weaknesses vulnerability to fire; Skills +16 Stealth in forests
7th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities double damage against objects, DR 10/slashing.
Vegepygmy
Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural armor; Attack 2 claws (1d4); Ability Scores Str 11, Dex 14, Con 12, Int 8*, Wis 11, Cha 11; Special Qualities darkvision 60 ft., low-light vision, DR 5/slashing or bludgeoning, electricity resist 10; Skills +4 Stealth (+12 in vegetation).
7th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks russet mold spores (as vegepygmy chieftain); Special Qualities Immune electricity.
All text in the shaded box above is Open Game Content, as defined in Section 1d of the Open Game License Version 1.0a.
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