The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.
-- Thomas Jefferson
My vegetable love should grow
Vaster than empires, and more slow;
-- Andrew Marvell, “To His Coy Mistress"
|
You start with a plant. It can be any species of plant, but the important thing is that someone cares for it, specifically and individually. So you probably won't get one from a single plant within a field of wheat, because while the farmer may work hard to keep the field healthy, he doesn't tend to give individual plants special thought -- however, his wife's favorite rosebush, which grows by the door of their cottage and gives them joy every time they smell its flowers, is a prime candidate for errantwort.
Multani, Maro-Sorcerer -- Daren Bader |
Illusionary Mask -- Amy Weber |
Wormwood Treefolk -- Jesper Myrfors |
Heartwood Treefolk -- Daren Bader |
Ancestral Mask -- Massimilano Frezzato |
Moss Monster -- Jesper Myrfors |
Hit Dice | Total XP | Size | Bonus |
---|---|---|---|
1
|
0
|
Small
|
Exists?
|
2
|
1,000
|
Small
|
+1 to all mental attributes
Proficient with all armor
Bonus combat feat
|
3
|
3,000
|
Small
|
+1 to all mental attributes
Proficient with martial weapons
Fast Healing 5 |
4
|
6,000
|
Small
|
+1 to all mental attributes
Proficient with all shields
Bonus combat feat
|
5
|
10,000
|
Medium
|
+1 to all mental attributes
+5 racial bonus to Ride
|
6
|
15,000
|
Medium
|
Spell-like abilities
Bonus combat feat
Regeneration 5 |
Ebony Treefolk -- Matt Cavotta |
Note that these changes are in addition to the default effects of gaining hit dice and size categories, which will vary slightly depending on which system you are using.
An errantwort acquires its spell-like abilities as follows: whenever it would gain a hit die, if one of its vanquished foes has access to spellcasting, then the errantwort can gain access to a spell that foe knows as a 1/day spell-like ability. This same effect can apply to supernatural class abilities, or spell-like abilities its foes may have. Generally, an errantwort will not gain offensive abilities. Instead, it acquires utility spells that can aid it in its “quest", such as detect evil or zone of truth; it may also pick up defensive abilities like protection from chaos or mage armor.
In full maturity -- i.e., at least 6 HD -- an errantwort can pass for a human paladin. It will, if it hasn't already, seek out a set of full plate it can wear (including a helmet that covers its lack-of-face), acquire a sword, and purchase a warhorse. It makes no effort to lie about its true nature, but neither will it volunteer the information if not asked. By this point, it will be medium-sized, with enough intelligence to carry on a real conversation. It will carry on the activities of a questing knight, supporting whatever causes it was born believing in for the glory of its deceased lord or lady. It is still difficult to integrate even a fully-mature errantwort into a larger organization, however -- regardless of how its mental faculties have increased, it still has an inborn sense of right and wrong (inherited from its human caretakers when it was inanimate, not reasoned out in any logical fashion) and a starkly black-and-white worldview that it is completely incapable of questioning. Those who have adventured with one too many paladins would probably describe the default state of an errantwort as “Lawful Stupid".
The stats of a newly-created errantwort are as follows.
Small Plant
Init +0
Senses Low-Light Vision; Perception -2
HP 6 (1d8+1)
Saves Fort +3, Ref +0, Will -2
Speed 20 ft.
Melee club +2 (1d4+1)
Base Atk +0; CMB +0; CMD 10
Feats Improved Natural Armor
Skills Climb +2
Languages Common, Plantspeech
Special Qualities Plant Traits, Camouflage
This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.
-- Low-light vision.
-- Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-- Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
-- Plants breathe and eat, but do not sleep.
Camouflage (Ex)
An Errantwort can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.
Plantspeech (Ex)
An Errantwort can communicate with plants as through a 'Speak with Plants' spell (of caster level 1) constantly.
Organization Solitary
Treasure Weapons, armor, and perchance some small trinket of their lady / lord
Weatherseed Treefolk -- Heather Hudson |
The stats of a newly-created errantwort are as follows.
Scarwood Treefolk-- Stuart Griffin |
Errantwort
CR 1, XP 400Small Plant
Init +0
Senses Low-Light Vision; Perception -2
-----Defense-----
AC 19, touch 11, flat-footed 19 (+1 size, +8 natural)HP 6 (1d8+1)
Saves Fort +3, Ref +0, Will -2
-----Offense-----
Savage Thallid -- Luca Zontini |
Melee club +2 (1d4+1)
-----Statistics-----
Attributes Str 12, Dex 10, Con 12, Int 5, Wis 6, Cha 4Base Atk +0; CMB +0; CMD 10
Feats Improved Natural Armor
Skills Climb +2
Languages Common, Plantspeech
Special Qualities Plant Traits, Camouflage
-----Special Abilities-----
Plant TraitsThis type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.
-- Low-light vision.
-- Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-- Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
-- Plants breathe and eat, but do not sleep.
Camouflage (Ex)
An Errantwort can use the Stealth skill to hide in any of its native terrains, even if the terrain doesn't grant cover or concealment.
Plantspeech (Ex)
An Errantwort can communicate with plants as through a 'Speak with Plants' spell (of caster level 1) constantly.
-----Ecology-----
Environment Forests, fields, and any place a noble knight may questOrganization Solitary
Treasure Weapons, armor, and perchance some small trinket of their lady / lord
Lichenthrope -- Bob Eggleton |
1 If the plant is not large enough for this, it will rapidly grow until it has sufficient volume. If it is larger than necessary, it will leave the excess matter behind; the remnant may or may not be able to survive the amputation.↩
2 Most commonly, the duel is to be fought until one party either yields or is too wounded to continue. Occasionally, if the errantwort is disinclined to cause real harm to a challenged party for whatever reason, the duel will simply be to “first blood".↩
3 This process happens automatically, with no need for the errantwort to take any additional action, if blood is ever spilled directly on the errantwort.↩