The Ghoran are a race of plantfolk creatures from Golarion. In my howebrew game they came to be when a goddess of nature made the flowers and bushes into living beings (forming trees into ents and small plants into Leshies). My attempt to make the Pathfinder race 5e viable is as follows (with constructive criticism from others).
Ability Score Increase: +2 to Charisma, +1 to Constitution: A Ghorans flowery nature makes them beautiful and mysteriously charismatic, and their wood-like body is more duable than most animal flesh.
Age: Ghorans reach physical and psychological maturity in 2 years, and they can live to an average of 200 and a maximum of 300 years. Despite this, a Ghoran can remove the core seed from their abdomen (that which they were originally born from) and plant it. Doing so incurs 1 level of unremovable exhaustion. The seed, if taken care of, sprouts into a new Ghoran in 2d6 days and once it does the original dies and is replaced by the new one (in all but age). Ghorans can still produce seeds that will produce offspring without killing them.
Alignment: Ghorans are typically neutral and have no tendencies between good and evil. They struggle to understand right and wrong in the context of non-plant based humanoid societies.
Creature Type: You are a Plant.
Size: Ghorans are 5 to 6 feet tall and can weigh between 120 and 180 pounds. A Ghoran's size is Medium.
Speed: You have a walking speed of 30 feet.
Barkskin: A Ghoran's flesh is tough and woody like plant bark. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Innate Spellcasting: A Ghoran is capable of casting some spells naturally. A Ghoran can cast each of the following spells once per day without spending a spell slot: Detect Poison and Disease, Goodberry, Purify Food and Drink. Once you cast any of these spells, you cannot cast that spell again with this trait until you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Past Life Knowledge: A Ghoran always treats Arcana, History, Medicine, Nature, and Religion as class skills. If a Ghoran would receive proficiency in one or more skills of their choice derived from their class skill list, they may choose to take proficiency in one of the above skills instead.
(Note: The above skills are always treated as class skills by Ghorans, they cannot be changed by the "Customize your Origins" options in Tasha's Cauldron of Everything. This is because the above skills represent "Knowledge Skills" which are retained through reincarnation.)
Light Dependent: Ghorans are heavily light dependent as plants tend to be, and so If you fail to expose yourself to natural light for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by exposing yourself in natural light for at least 1 hour. (Natural light most often refers to direct sunlight and does not include light produced by magic or through the use of tools or fire, including but not limited to torches, lanterns, or candles)
Racial Feat: Ghoran Magic: Prerequisite: Ghoran (Level 4+); You learn the Charm Person, Plant Growth, and Dispel Magic, which you can cast once per day without expending a spell slot through the use of your Innate spellcasting trait. Once you cast any of these spells you cannot cast that spell again until you finish a Long Rest. Charisma is your spellcasting ability for these spells.
Accompanying Lore: The Ghoran are referred to by the Marithorans as the "Daughters of Fantasia", and that title is not too far off. At some point in the last 1300 years, when the minor goddess Fantasia came to be, she was lonely, trapped in the Wild Wood away from mortals and surrounded only by plants and animals. She would only rarely encounter humanoid life, but such meeting were quite often short lived. Fantasia, howevr, was a unque being, witht eh ability ot fashion life from inanimate objects, and so she did to keep herself company. From the trees she fashioned the great Great Tree Barons (equivalent of Treants), froms mall flowers, vines, and fruits did she create the Leshies, but she strived the most to create something not only in her own image, but that of the humanoids she had encountered, something to be her equal. From flowering bushes she crafted the Ghoran, meticulously.
The Ghoran, likewise, typically inhabit the Wild Wood, and rarely venture further. They are loyal to their mother who created them and have mixed feelings about humanoids. Ghorans tend to the forest and help raise the Leshies. On Marithor Ghorans are all effeminate in appearance but this is not necessarily true elsewhere. They do not dfine themselves by the genders of humanoid races regardless, as plant they have their own sex and gender system. Ghorans have bodies that seem to be made of fibrous vines where muscle tissue should be, tough woody bark where skin would be, flowering vines in place of hair, and flower petals in place of delicate features like their face. Ghoran physiology and appearance can vary wildly, just as the flowers of the jungle can.
Ghorans tend to make friends with the Merfolk and Wild Elves of the forest, races which value and take care of the natural world around them. On Marithor, a Ghoran is somewhat equivalent to a Dryad.
Past Life Knowledge: Ghorans have proficiency on Intelligence skill checks.
Does this here mean that you are proficient with Arcana, History, Investigation, Nature and Religion checks as a general, or that you also are proficient on other checks that go off by Intelligence, like an Intellect Devourer's Body Thief Int Contest?
And how would this work if one were to use Tasha's "Customize Your Origin"? Would you be able to, let's say, become proficient on all Dex-based skill checks? Str, Cha, Wis, etc. etc.?
Also 5 proficiencies for starter? Why do I have a creeping feeling on my back about Reliable Talent?
Age: Ghorans reach physical and psychological maturity in 2 years, and they can live to an average of 200 and a maximum of 300 years. Despite this, a Ghoran can remove a seed from their abdomen (that which they were originally born from) and plant it. The seed, if taken care of, sprouts into a new Ghoran in 2d6 days and once it does the original dies and is replaced by the new one (in all but age). Ghorans can still produce seeds that will produce offspring without killing them.
As a note - I have never seen Ghorans nor ever read Pathfinder, but technically, is this similar to just casting Clone, or is this just a fancier way to say that you make your own kids? If it's the first, I'm not sure about how should I feel about it - you could technically go around, asking/paying people to plant one of those somewhere with some sort of token or trigger that would warn them if you died, and if you died, you'd be able to just get back on your own shortly after though you're now baby.
I don’t quite understand why Ghorans get a high Charisma bonus, although they are being described as having alien thought processes, feeling wary when being close to plant eating creatures - except fey elves - and generally prefer to live in secluded areas among their own kind. OP is not to blame, in PF they seem to have high Charisma, too. They are alien alright, but does this make them charismatic? IMHO they should have a high wisdom and a constitution bonus.
Regarding the 12 AC… a warforged, a being constructed of metal, stone and wood, in comparison gets a +1 bonus to AC.
Although that is true - do consider, Warforgeds get a +1 regardless of armor, while this is a "if unarmored, 12+Dex, and comparably with other features, it won't work with stuff like Barbarian's extra Con, Monks' extra Wis, and Draconic Sorcerer natural 13+Dex. So on comparison, Warforgeds end better in the long run.
Past Life Knowledge: Ghorans have proficiency on Intelligence skill checks.
Does this here mean that you are proficient with Arcana, History, Investigation, Nature and Religion checks as a general, or that you also are proficient on other checks that go off by Intelligence, like an Intellect Devourer's Body Thief Int Contest?
And how would this work if one were to use Tasha's "Customize Your Origin"? Would you be able to, let's say, become proficient on all Dex-based skill checks? Str, Cha, Wis, etc. etc.?
No, in Pathfinder, Ghorans treated all Knowledge skills as "class skills", or in other words, they could choose training in any Knowledge Skill (Arcana, History, Religion, Nature, etc.) regardless of what class they took or what class skills were available. I can reword this to make it more appropriate.
For the record, Tasha's has a remarkable way of F*ing everything up regardless.
Age: Ghorans reach physical and psychological maturity in 2 years, and they can live to an average of 200 and a maximum of 300 years. Despite this, a Ghoran can remove a seed from their abdomen (that which they were originally born from) and plant it. The seed, if taken care of, sprouts into a new Ghoran in 2d6 days and once it does the original dies and is replaced by the new one (in all but age). Ghorans can still produce seeds that will produce offspring without killing them.
As a note - I have never seen Ghorans nor ever read Pathfinder, but technically, is this similar to just casting Clone, or is this just a fancier way to say that you make your own kids? If it's the first, I'm not sure about how should I feel about it - you could technically go around, asking/paying people to plant one of those somewhere with some sort of token or trigger that would warn them if you died, and if you died, you'd be able to just get back on your own shortly after though you're now baby.
Ghorans can plant this seed themselves, though it was my fault for forgetting that doing so will incur 1 level of unremovable exhaustion until the seed sprouts. Otherwise it is kind of like Clone. Also, you only get 1 of these seeds, as it is your core, you can still bear seeds that will allow you to reproduce normally though, just in a different manner.
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The Ghoran are a race of plantfolk creatures from Golarion. In my howebrew game they came to be when a goddess of nature made the flowers and bushes into living beings (forming trees into ents and small plants into Leshies). My attempt to make the Pathfinder race 5e viable is as follows (with constructive criticism from others).
Ability Score Increase: +2 to Charisma, +1 to Constitution: A Ghorans flowery nature makes them beautiful and mysteriously charismatic, and their wood-like body is more duable than most animal flesh.
Age: Ghorans reach physical and psychological maturity in 2 years, and they can live to an average of 200 and a maximum of 300 years. Despite this, a Ghoran can remove the core seed from their abdomen (that which they were originally born from) and plant it. Doing so incurs 1 level of unremovable exhaustion. The seed, if taken care of, sprouts into a new Ghoran in 2d6 days and once it does the original dies and is replaced by the new one (in all but age). Ghorans can still produce seeds that will produce offspring without killing them.
Alignment: Ghorans are typically neutral and have no tendencies between good and evil. They struggle to understand right and wrong in the context of non-plant based humanoid societies.
Creature Type: You are a Plant.
Size: Ghorans are 5 to 6 feet tall and can weigh between 120 and 180 pounds. A Ghoran's size is Medium.
Speed: You have a walking speed of 30 feet.
Barkskin: A Ghoran's flesh is tough and woody like plant bark. When you aren’t wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Innate Spellcasting: A Ghoran is capable of casting some spells naturally. A Ghoran can cast each of the following spells once per day without spending a spell slot: Detect Poison and Disease, Goodberry, Purify Food and Drink. Once you cast any of these spells, you cannot cast that spell again with this trait until you finish a short or long rest. Charisma is your spellcasting ability for these spells.
Past Life Knowledge: A Ghoran always treats Arcana, History, Medicine, Nature, and Religion as class skills. If a Ghoran would receive proficiency in one or more skills of their choice derived from their class skill list, they may choose to take proficiency in one of the above skills instead.
(Note: The above skills are always treated as class skills by Ghorans, they cannot be changed by the "Customize your Origins" options in Tasha's Cauldron of Everything. This is because the above skills represent "Knowledge Skills" which are retained through reincarnation.)
Light Dependent: Ghorans are heavily light dependent as plants tend to be, and so If you fail to expose yourself to natural light for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by exposing yourself in natural light for at least 1 hour. (Natural light most often refers to direct sunlight and does not include light produced by magic or through the use of tools or fire, including but not limited to torches, lanterns, or candles)
Racial Feat: Ghoran Magic: Prerequisite: Ghoran (Level 4+); You learn the Charm Person, Plant Growth, and Dispel Magic, which you can cast once per day without expending a spell slot through the use of your Innate spellcasting trait. Once you cast any of these spells you cannot cast that spell again until you finish a Long Rest. Charisma is your spellcasting ability for these spells.
Accompanying Lore: The Ghoran are referred to by the Marithorans as the "Daughters of Fantasia", and that title is not too far off. At some point in the last 1300 years, when the minor goddess Fantasia came to be, she was lonely, trapped in the Wild Wood away from mortals and surrounded only by plants and animals. She would only rarely encounter humanoid life, but such meeting were quite often short lived. Fantasia, howevr, was a unque being, witht eh ability ot fashion life from inanimate objects, and so she did to keep herself company. From the trees she fashioned the great Great Tree Barons (equivalent of Treants), froms mall flowers, vines, and fruits did she create the Leshies, but she strived the most to create something not only in her own image, but that of the humanoids she had encountered, something to be her equal. From flowering bushes she crafted the Ghoran, meticulously.
The Ghoran, likewise, typically inhabit the Wild Wood, and rarely venture further. They are loyal to their mother who created them and have mixed feelings about humanoids. Ghorans tend to the forest and help raise the Leshies. On Marithor Ghorans are all effeminate in appearance but this is not necessarily true elsewhere. They do not dfine themselves by the genders of humanoid races regardless, as plant they have their own sex and gender system. Ghorans have bodies that seem to be made of fibrous vines where muscle tissue should be, tough woody bark where skin would be, flowering vines in place of hair, and flower petals in place of delicate features like their face. Ghoran physiology and appearance can vary wildly, just as the flowers of the jungle can.
Ghorans tend to make friends with the Merfolk and Wild Elves of the forest, races which value and take care of the natural world around them. On Marithor, a Ghoran is somewhat equivalent to a Dryad.
Though I'm not one to talk, there are some specific things that make me feel unsure about this.
Does this here mean that you are proficient with Arcana, History, Investigation, Nature and Religion checks as a general, or that you also are proficient on other checks that go off by Intelligence, like an Intellect Devourer's Body Thief Int Contest?
And how would this work if one were to use Tasha's "Customize Your Origin"? Would you be able to, let's say, become proficient on all Dex-based skill checks? Str, Cha, Wis, etc. etc.?
Also 5 proficiencies for starter? Why do I have a creeping feeling on my back about Reliable Talent?As a note - I have never seen Ghorans
nor ever read Pathfinder, but technically, is this similar to just casting Clone, or is this just a fancier way to say that you make your own kids? If it's the first, I'm not sure about how should I feel about it - you could technically go around, asking/paying people to plant one of those somewhere with some sort of token or trigger that would warn them if you died, and if you died, you'd be able to just get back on your own shortly afterthough you're now baby.My Homebrew Spells: Nichuro's Spellcasters Association
I don’t quite understand why Ghorans get a high Charisma bonus, although they are being described as having alien thought processes, feeling wary when being close to plant eating creatures - except fey elves - and generally prefer to live in secluded areas among their own kind. OP is not to blame, in PF they seem to have high Charisma, too. They are alien alright, but does this make them charismatic? IMHO they should have a high wisdom and a constitution bonus.
Regarding the 12 AC… a warforged, a being constructed of metal, stone and wood, in comparison gets a +1 bonus to AC.
Although that is true - do consider, Warforgeds get a +1 regardless of armor, while this is a "if unarmored, 12+Dex, and comparably with other features, it won't work with stuff like Barbarian's extra Con, Monks' extra Wis, and Draconic Sorcerer natural 13+Dex. So on comparison, Warforgeds end better in the long run.
My Homebrew Spells: Nichuro's Spellcasters Association
Lizardfolk and Tortles get better unarmored defense bonuses (13+ and 19 respectively).
No, in Pathfinder, Ghorans treated all Knowledge skills as "class skills", or in other words, they could choose training in any Knowledge Skill (Arcana, History, Religion, Nature, etc.) regardless of what class they took or what class skills were available. I can reword this to make it more appropriate.
For the record, Tasha's has a remarkable way of F*ing everything up regardless.
Ghorans can plant this seed themselves, though it was my fault for forgetting that doing so will incur 1 level of unremovable exhaustion until the seed sprouts. Otherwise it is kind of like Clone. Also, you only get 1 of these seeds, as it is your core, you can still bear seeds that will allow you to reproduce normally though, just in a different manner.