Entling (Race)

Entling

Entlings are the reincarnated souls of nature-bound creatures, such as treants, dryads, rangers and druids. They are usually brought back from the dead into bodies that have been grown for centuries to act as protectors of dryads or of sacred groves. Some are brought back for reasons they do not even understand, and spend their lives searching for who brought them back and why. By tapping into their past lives, and using their newfound abilities as a protector of the forests, an Entling is a hardy foe to face and a powerful ally to have.

 

Physical Description: No two Entlings look alike. Each one is born of a different soul, and their reincarnated bodies inhibit that soul's nature physically. A lawful good Entling may be covered in bright green leaves and white flowers while a chaotic evil Entling could have no leaves and burnt bark for skin. Even the opposite is possible. For random physical generation, check out the table on the bottom.  

 

Relations: Entlings generally get along with all of the goodly races, but have a severe hatred for both goblins and orcs. These two races are the most discourteous to nature and regularly burn forests for fun. 

 

Random Entling Starting Ages

Adulthood

Intuitive1

Self-Taught2

Trained3

600 years

+4d6 years

(640 – 664 years)

+6d6 years

(660 – 696 years)

+8d6 years

(680 – 718 years)

 

Table: Random Height and Weight

Gender

Base Height

Height Modifier

Base Weight

Weight Modifier

Male

6 ft. 4 in.

+2d12 in. (6 ft. 6 in. – 8 ft. 4 in.)

220 lbs.

x(2d6) lbs. (224 – 508 lbs.)

Female

6 ft. 1 in.

+2d12 in. (6 ft. 3 in. – 8 ft. 1 in.)

180 lbs.

x(2d6) lbs. (184 – 468 lbs.)

 

Table: Race Point Costs (Standard Entling)

Racial Traits

Race Point Cost

Type

Humanoid (Plant-like)

5

Size

Medium

0

Base Speed

Standard

0

Ability Score Modifiers

(+2 CON, +2 WIS, -2 CHA)

2

Languages

Standard

0

Immunities

Plant-like Traits

0

Skill Bonus

Past-Life Knowledge

2

Spell-like Ability, Greater

Tree Meld

3

Defense

Bark-Skin

Bond to the Land

Forest Camouflage 

3

2

1

Offense

Natural Attack

1

Magical

Entling Magic

Treespeech

2

2

Senses

Low-light Vision

0

Other

Photosynthesis

0

Weaknessess

Delicious

Fire Vulnerability

Light Dependent

Winter Weakness

-1

-2

-2

-2

Total

15

 

 

Standard Racial Traits

  • Ability Score Racial Traits: Entlings are hardy and careful, but mildly unsociable. They gain +2 Constitution, +2 Wisdom, and -2 Charisma.

  • Type: Entlings are humanoids with the plant-like subtype.

  • Size: Entlings are Medium creatures and thus receive no bonuses or penalties due to their size.

  • Base Speed: Entlings have a base speed of 20 feet.

  • Languages: Entlings begin play speaking Sylvan and Common. Entlings with high Intelligence scores can choose from the following languages:   See the Linguistics skill page for more information about these languages.

 

Defense Racial Traits

  • Bark-Skin: Entlings have a bark-like hide for skin that deflects minor blows. This adds +2 to an Entling’s Armor Class. 

  • Bond to the Land- Entlings gain a +2 dodge bonus to AC when in a forest.

  • Forest Camouflage Entlings gain a +4 racial bonus to Stealth checks in forest terrain.

  • Immunities/Plant-like traits- Entling’s plant-like bodies cause the DC for all mind-affecting effects (charms, compulsions, morale effects, atterns, and phantasms), paralysis, poison, polymorph, sleep, and stun effects to be lowered by 25% (Rounded down).

Magical Racial Traits

  • Entling Magic– Entlings with a Charisma score of 11 gain the following spell-like abilities. 1/day-detect poison, goodberry (created berries bud from the Entling's body), and Calm Animal.

  • Tree Meld: Spell-Like Ability, Greater (Su). Entlings can cast Tree Meld once per day. The caster level of the spell is equal to the user's character level.

  • Treespeech– Entlings have the ability to converse with plants as if subject to a continual speak with plants spell.

Offense Racial Traits

  • Natural Attack: Entlings have a natural claw attack of 1d4.

Senses Racial Traits

  • Low-light vision: Entlings can see twice as far as humans in conditions of low-light.

Other Racial Traits:

Weakness Racial Traits

  • Delicious: Entlings take a -2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that had a bite attack with the grab ability.

  • Fire Vulnerability: Entlings take 50% more damage from fire damage.

  • Light Dependent: Entlings take 1d4 points of Constitution damage each day they go without exposure to sunlight. 

  • Winter Weakness: When an Entling is exposed to cold weather or spells, he needing to make a Fortitude save equal to 10 + the half the damage suffered. Failure to save means the Entlingis staggered.

 

 

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

 

Change Shape, Lesser- (3 RP) Entlings have the supernatural ability to assume the appearance of a smaller Entling that is roughly the size of a halfling. They usually use this ability to track goblins in their tunnels. Having this ability requires the Entling give up his rough bark-like skin in order to become more flexible. 

This replaces Bark-Skin.

Enclave Protector (2 RP)– Some Entlings are reincarnated by a group of very powerful druids or wizards. These Entlings are trained in a different set of spells that they would have otherwise. These Entlings gain the following spell-like abilities:

Constant-nondetection;

1/day-faerie fire, obscure object, sancuary

 

This ability replaces Entling Magic

 

Fertile Soil (2 RP)- Sorcerer Entlings with the verdant bloodline treat their charisma score as 2 points higher for all sorcerer spells and class abilities.  Cleric Entlings with the Plant domain use their domain powers and spells at +1 caster level.

 

This ability replaces Bond to the Land.

 

Hydrated Vitality (3 RP)- Entlings gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water with an artificial pit ot a bag of holding) does not activate this ability. Entlings can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This works even after

the Entling has died. However, if he must be submerged for more than two days, this ability ceases to function.

This replaces Bark-Skin.

 

 

Rooted (1 RP)– Entlings can root themselves in the ground, receiving a +4 racial bonus to their CMD when resisting bull rush or trip attempts whilestanding on the ground.

 

This replaces Natural Attack.

Toxic and Poison Use (2 RP)- Entlings are skilled in the use of poisons and never risk accidentally poisoning themselves and gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), an Entling can envenom a weapon that it wields with its toxic blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.

  • Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

  • Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

  • Weakening Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

This replaces Bond to the Land.

Woodland Sprinter (1 RP)– Entlings gain a +15 foot racial bonus to their speed when using the charge, run, or withdraw actions in the forests or grassy areas.

 

This replaces Natural Attack.

 

Wooden Weapon Meld (2 RP)– Some Entlings have the ability to become one with their weapons. They can meld with any wooden weapon and it becomes part of their body. They can absorb the weapon completely, hiding it in their body only to reveal it during battle during a move action. You can only meld with one weapon at a time, and the melding process requires a ritual process that takes 24 hours to complete. When you meld with the weapon, you gain Weapon Focus with that weapon. You must meet the requirements of Weapon Focus in order to gain the benefits of the feat.

 

This replaces Tree Meld.

Racial Archetypes

Grove Guardian (Entling Hunter)

Racial Feats

The following feats are available to an Entling character who meets the prerequisites.

 

  • Deep Roots

  • Grow Armor

  • Mighty Oak

  • One with Wood

  • Sun Heal

  • Sun Loving

  • Thorns

  • Wicked Thorns

 

 

 

 

 

Deep Roots

You can root yourself into place to avoid being tripped or pushed.

Prerequisite: Entling, Rooted Racial Trait.

Benefit: As a move-equivalent action that does not provoke an attack of opportunity, you can root yourself in place. While rooted, you receive a +5 circumstance bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt. If you move or are moved from the square in which you initiated this ability, the bonus ends.

Grow Armor

You grow dense wooden armor for protection.

Prerequisites: Entling

Benefit: You may grow a suit of darkwood armor, of any type, with a maximum armor bonus equal to your HD. This may not exceed a suit of full plate with a +9 bonus to AC. This armor is always treated as though it were masterwork, and may be enhanced.

You may also shed this armor and regrow a new suit of your choice by spending 24 hours in unmoving ritual.

Mighty Oak

You become taller and your melee reach improves.

Prerequisite: Entling, Base attack bonus +6.

Benefit: You grow another foot taller, but are still considered to be of Medium size. However, the reach of your melee attacks increases by 5 feet.

 

 

One with Wood

You can get more damage out of wooden weapons.

Prerequisite: Entling

Benefit: You gain a +2 competence bonus to damage rolls when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)

 

Sun Heal

You can use sun heal more often.

Prerequisite: Entling, must be taken 1st level.

Benefit: Entlings can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the oakling can heal 2 points of damage per character level. Using this ability also provides the oakling with one meal’s worth of nourishment.

 

 

Sun Loving

You can use sun heal more often.

Prerequisite: Entling, Sun Heal, Character level 6

Benefit: You can use sun heal one additional time per day.

Special: You can take this feat again at level 12, and once again at level 18 (maximum 3 times).

 

Thorns

You are covered in tiny thorns that increase your unarmed attack damage, and damage those grappling with you.

Prerequisite: Entling

Benefit: Add 1 point of piercing damage when rolling for damage with an unarmed attack. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of your turn.

Special: If you have the Wooden Weapon Meld ability and have melded with a wooden weapon, you may add this extra damage to your weapon.

 

 

Wicked Thorns

You are covered in thorns that cause damage to each unarmed creature that attacks you in melee.

Prerequisite: Entling, Thorns

Benefit: Any creature striking you with its body or a natural weapon deals normal damage, but at the same time the attacker takes 1d3 points of piercing damage. Any creature involved in a grapple with you automatically takes this damage once per round at the beginning of your turn.

 

 

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