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Seedlings don’t need to wield dead wood or metal to be efficient at protecting their lands or repelling their enemies. They instead utilize their thickest hair switches as whips to brutal effect. Their personal connection to their switch whip grants them the ability to improve the effectiveness of their attacks.

Associated Class: Fighter

Associated Race: Seedling

Replaced Abilities: Bonus feat (1st level only), bravery, weapon training

Switch Focus

The switcher gains the Switch racial feat and Weapon Finesse as bonus feats at 1st level.

Switch Poison (Ex)

At 2nd level, a switcher can squeeze her switch whip as a free action to make it ooze a viscous sap that causes an itching and burning sensation on contact. On a successful attack, the target must succeed a Fortitude save (DC 10 + 1/2 the switcher’s level + his Con modifier) or become flat-footed. The duration of this poison is 1 round and increases by 1 round for every four levels beyond 2nd. The poisoned creature can spend a standard action scratching the affected area, ending the effect. Switch poison is considered a poison effect. A switcher is immune to his own switch poison. A switcher’s switch whip does not ooze this contact poison when wielded by another creature.

Bloodied Thorns (Ex)

At 5th level, a switcher’s switch whip grows long, hooked thorns, causing it to deal an additional 1d6 points of piercing damage, and 2 points of bleed damage per hit. This bleed damage increases by 2 for every four levels beyond 5th.

Razor Leaves (Ex)

At 13th level, the switch whip grows new leaves or nettles similar to those it held while attached to the switcher’s head. The edges of this new growth are razor sharp, causing the switch whip to deal an additional 1d6 points of slashing damage. This damage increases by 1d6 every four levels beyond 13th. These razor leaves only function for the switcher himself.

Venomous Essence (Ex)

At 17th level, the switcher’s switch poison becomes more deadly, inflicting 1d3 points of Constitution damage each round on a failed Fortitude save in addition to the poison rendering the target flat-footed. Two consecutive saves cures this poison.

Weapon Mastery (Ex)

The switcher must choose his switch whip as the focus of this ability.

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