>[!infobox]+ >#### Ifrit >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Outsider| >|**Subtypes**|Native| >|**RP**|8| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|60 years years| >|**Intuitive**|+4d6| >|**Self-Taught**|+6d6| >|**Trained**|+8d8| >|**Middle Age**|150 years| >|**Old**|200 years| >|**Venerable**|250 years| >|**Maximum**|250+6d100 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Male**|62+2d8 in.|110+(2d8×5) lbs.| >|**Female**|60+2d8 in.|90+(2d8×5) lbs.| # Spara ## Physical Description The typical sapara stands roughly as tall as a human and occupies a similar silhouette, but that’s where their similarities with humanity end. A sapara’s “skin” is a complex layer of fibrous vines and rinds with a texture similar to moss-covered bark. sapara faces consist of layered petals that flush and flutter at a whim, allowing them to mimic the facial behaviors of their would-be devourers. They do not lack emotion per se, but sapara “feelings” are primordial and abstract, making them utterly alien to most non-saparas. A sapara might laugh, smile, or raise its voice, but their companions seldom understand if these are displays of true emotion or merely more adaptive evolutions designed—like so many other aspects of their physiology—simply to keep them alive. saparas have considerable control over their mass and can shape their bodies however they wish within the basic confines of a humanoid silhouette; this trait often gives them the impression of rustling about, especially when they are frightened or agitated. saparas who deal often with humanoids tend to adopt a masculine or a feminine silhouette based on their preference, but gender remains a fluid and somewhat elusive concept to them—an evolutionary adaptation of more import to the comfort of their companions than to saparas themselves. A sapara has a deep cavity within its belly, housing a single seed the size of a balled human fist. Roughly every 20 years, a sapara’s body becomes decrepit enough to no longer function. The sapara imprints its abilities and memories into this seed and then plants it in the ground. After 1 to 2 months, a new sapara body is born from the seed, the consciousness from the original transferring over to the fully grown body and leaving the old body behind as a mindless mass of inert plant matter. In this way, a sapara’s legacy lives on with every regrowth; while the body regenerates, the inner self and memories of the past endure.  ## In society ...  ## Relations ...  ## Naming Traditions ...  **Male Names:** **Female Names:**  ## Alignment and Philosophy ...  ## Adventures ...  # Racial Traits (19 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** saparas are hardy, guileful, and eager to explore their emotions, but they process complex thoughts slowly. They gain +2 Constitution, +2 Charisma, –2 Intelligence. - **Size:** sapara are Medium creatures and thus receive no bonuses or penalties due to their size. - **Type:** sapara are Plants with the sapara subtype. - **Base Speed:** sapara base land speed is 30 feet. - **Languages:** sapara begin play speaking Common and Sylvan. sapara with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). See the [[Languages of Temnia]] page for more information about these languages. #### Defense Racial Traits - **Barkskin:** saparas have tough, rugged skin and so gain a +2 Natural Armor bonus to AC. #### Feat and Skill Racial Traits - **Past-Life Knowledge:** saparas have memories encoded in their seeds. They treat all Knowledge skills as class skills. #### Magical Racial Traits - **Natural Magic (Sp):** saparas with a Charisma score of 11 or higher gain the following spell-like abilities: **1/day—**_detect poison_, _goodberry_ (created berries bud from the sapara’s own body), _purify food and drink_. The caster level is equal to the sapara’s level. The DC for these spells is equal to 10 + the spell’s level + the sapara’s Charisma bonus. #### Senses Racial Traits - **Low-Light Vision:** sapara can see twice as far as humans in conditions of dim light. #### Other Racial Traits - **Sapient Plant:** Unlike most plants, sapara are subject to mind-affecting, paralysis, poison and polymorph effects. They do gain a +4 racial bonus on saves to such effects. sapara are immune to sleep effects. - **Seed:** As a full-round action, a sapara can expel the seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original sapara, save that the duplicate can reallocate all skill ranks upon sprouting. Once a sapara expels this seed, it gains 1 negative level, and it dies as soon as the duplicate sprouts. This duplicate replaces the previous sapara character. #### Weakness Racial Traits - **Sunlight Dependent:** saparas are heavily light dependent and so take 1d4 points of Constitution damage each day they go without exposure to sunlight. # Spara Subraces # sapara Subraces ## Volodni Volodni are more more humanoid in appearance than their sapara kin, and their shapes are much more static. Volodni are still very plant-like in their shape. Their skin is deep olive-green of pine needles, their flesh is woody and tough. Their blood is clear and has the consistency of sap. Their hair grows in long, thick locks with a consistency of the bark of a young tree. Their eyes and sclera gleam black.  ### Alternate Racial Traits Volodni have the following alternate racial traits by default. - **Ability Score Modifiers:** Volodni are hardy and Intuitive, but they process complex thoughts slowly. They gain +2 Constitution, +2 Wisdom, –2 Intelligence. These ability score modifiers replace the standard ability score modifiers. - **Camouflage:** Volodni gain a +4 racial bonus on Stealth checks while within forest terrain. This racial trait replaces past-life knowledge. - **Cold Resistance:** Volodni have cold resistance 5. - **Damage Reduction:** Volodni gain damage reduction 5/Piercing. This racial trait replaces barkskin. - **Sustenance:** Volodni need only sleep 2 hours per day to gain the benefit of 8 hours of sleep, and require only 1/4 the amount of food and water that a human requires. This racial trait replaces natural magic. # Racial Options ## 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. - **Creator’s Legacy:** Infused with the druidic magic of their creator, saparas quickly take to nature-based spells and spellcasting. sapara bloodragers and sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for sorcerer spells and class abilities. sapara clerics and druids with the Plant domain use their domain powers and spells at +1 caster level. This doesn’t give the sapara early access to level-based powers; it affects only powers that could already be used without this trait. This replaces past-life knowledge. - **Disgusting:** Some saparas’ link to their past lives becomes corrupted, causing their taste to become particularly disgusting. Such saparas gain a +2 racial bonus on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability. This racial trait replaces past-life knowledge. - **Fecund Earth:** saparas were created to provide nourishment to creatures, but Ghorus also intended for the saparas to help the land around them to grow and thrive. Once per day, a sapara with this racial trait can cast plant growth as a spell-like ability with a caster level equal to the sapara’s character level. This replaces past-life knowledge and nature magic. - **Intoxicating Aroma:** Some saparas have an incredibly distracting scent. Once per day, as a spell-like ability, a sapara with this racial trait can emit an intoxicating aroma that causes creatures within 30 feet to be fascinated for 1d4 rounds. Each target creature within range can attempt a Will save (DC = 10 + half the sapara’s character level + the sapara’s Charisma modifier) to negate the effect. This replaces natural magic. - **Magical Absorption:** Many saparas are resistant to magic or able to dispel it. Some saparas even gain nourishment from absorbing magic. Whenever such a sapara succeeds at a saving throw against a spell or spell-like ability, she regains 1 hit point per level of the spell, though this affects the sapara only if she is above 0 hit points. A sapara can use this ability a number of times per day equal to her level. This replaces past-life knowledge and nature magic. - **Martial Recollection:** The personal history of many saparas is scarred with desperate struggles for survival, and memories of that conflict are deeply ingrained within their seeds. Whenever saparas with this racial trait grow new bodies from their seeds, they reselect all combat feats known instead of reallocating skill ranks. This alters seed and replaces nature magic. - **Natural Camouflage:** Some saparas evolve by reseeding themselves in different locations. With each new seed, these saparas take on some of the traits of the areas surrounding their new growth. saparas with this racial trait choose one terrain from the ranger’s favored terrain list other than planes, urban, or water. These saparas gain a +4 racial bonus on Stealth checks when in their chosen terrain. This replaces natural armor. ## Favored Class Bonuses The following options are available to all saparas who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward. - **Druid:** When casting spells that target plants or plant creatures, add 1/3 to the effective caster level, but only for the purpose of determining duration. - **Hunter:** Add 1 skill rank to the hunter’s plant companion. If the hunter replaces her plant companion, the new plant companion gains these bonus skill ranks. - **Mesmerist:** Choose one mind-affecting mesmerist trick that the mesmerist knows. The mesmerist can affect intelligent plant creatures with that trick or spell as if they weren’t immune to mind-affecting effects. - **Ranger:** Add a +1/4 bonus on initiative checks and Survival checks when the ranger is in a favored terrain. - **Rogue:** Choose one type of ranger favored enemy (or one subtype in case of either humanoid or outsider). The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the chosen type (maximum +3). - **Shaman:** Add one spell from the druid spell list that isn’t on the shaman spell list to the list of spells she knows. This spell must be at least 1 level lower than the highest-level spell the shaman can cast. - **Shifter:** Add 1/5 to the shifter’s natural armor bonus when using wild shape to assume a major form. - **Sorcerer:** When casting sorcerer/wizard spells that are also on the druid spell list, add 1/3 to the effective class level, but only for the purpose of determining durations. - **Witch:** Add 1/4 to the witch’s caster level when attempting dispel checks using dispel magic, break enchantment, and similar effects.   ## Racial Feats The following feats are available to an spara character who meets the prerequisites. *** #sapara