Verdant Soul (3.5e Trait)

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Verdant Soul[edit]

Through close association and proximity to a powerful natural source you have inherited some of the life giving traits it supplies.
Benefit: You are a conduit of natural life and cause plants to blossom and bloom in your wake. Wherever you go in natural surroundings, flowers spring up in your footsteps and dead vegetation springs to life. Should you rest on the ground for a night, a bed of flowers will spring up around you and vegetation continue to grow as you sleep. If you remain in contact with cut wood for longer than a round, fresh green shoots will spring out of it and the wood will attempt to tap roots into the ground. Non sentient plants can be returned to life through physical contact, although the time varies depending on the size. A picked flower would require a single round while an ancient tree may need several minutes, or even hours of direct contact. For sentient plants, the touch of a character provides regeneration 1 but can not return them to life if slain (although it could cause flowerbeds or new plant life to grow from the remains). If the character's falls (their hit points go below 0) and they are on natural ground (including stone) they autostabalize as they are connected to the earth. However, if they fall while upon unnatural flooring the chances of stabalizing are reduced to half (10% as opposed to the normal 20% chance of stabalization). Furthermore you can gain sustenance from the sun. If you spend at least six hours a day in sunlight your skin undergoes photosynthesis and you do not require food that day and those who stare at you for more than 4 rounds would swear that your skin has a slight green glow (characters must make a DC spot check of 18 to notice this glow). If you remain within a natural environment for an hour and do not move from a 5ft space, your feet sprout roots and tap the ground for water meaning you do not require water for that day (the roots are instantly uprooted if you move). (The DM may adjudicate that certain environments, such as a desert, require much longer periods or do not allow the root tapping ability at all.) If the character rests upon natural earth (including natural stone) their healing rate doubles for the night and if they rest upon unnatural flooring then their healing rate is halved. Characters with this trait also gain +4 knowledge nature bonus but also gain -4 knowledge engineering and architecture.
Drawback: The trait can not be suppressed, leaves grow occasionally within the characters hair, their skin can look like thick bark if it gets dry (go without water for 24 hours) and their blood seems to have the consistency and colour of sap. While this does not confer any of the benefits of the plant type, it can be unsettling to onlookers to see. This may impose a -8 diplomacy penalty when dealing with such individuals, which may shift their reaction to unfriendly or even hostile. There may be further penalties if any property is damaged- a wooden table in a bar may start growing roots and shoots, or a wagon could to tap into the ground and become immobile. Such decisions will have a varying penalty as determined by the DM. Spells or effects which specifically target plants or plant creatures can effect the character.
Special: Must have spent a period of at least half a year in close proximity to a potent source of nature, a nature node or time of a plane associated with a nature deity or witnessed some other great event that ties the character to nature and plant life
Roleplaying Ideas: This trait tends to benefit characters who favour wilderness environments such as barbarians, druids or rangers. The character may have seen persecution from civilised people and shun them and found that their blessing is seen as more of a curse as plant life springs up around them. They may avoid built up areas, but equally they may seek to bring nature and life to areas where there is none.

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