Ghorans are humanoid plants with mossy skin and faces made of flower petals. Technically immortal through a regenerative process, they are still very killable, and they lack reproductive ability. As such, they value their lives above all else. Their construction methods tend toward greenhouses. They were cast out of the realm of Kr’r for the sin of one member who killed themself. The reason why is hotly debated. The Ghoran are struggling to accept their banishment immediately after losing one of their ageless number. Master Hren has done their best in holding their people together through this crisis.
The ghorans use sheets of rubber as currency.
1 whole sheet of ghoran rubber = 1 standard gold
Apothecary - Bora can be found in the beginnings of her arborsculpture house, selling potions and various smokable plants.
Smith - Goljat prefers stone carving to metalwork, but can be commissioned for metal goods. He keeps a forge in his quarry for tool repairs but it is often cold.
Tailor - Kalinik only keeps belts, bags, and bandoliers in his pergola, but can be commissioned for basic clothes and non-metal armor.
Flavor Shop - Radenka sells sweets, spices, and teas but not substantial foods from her stall near the hospice.
Magic Shop - Bretislav keeps a shop made of woven reeds near town center. He sells scrolls, wands, staves, and wondrous items, drop off items to be enchanted.
Hospice - Hren runs this large building at the center of town. He can be found in the dining area when he’s not offering mental health services in his private office. Food and beds are available for a suggested donation.
Agender Ghoran Adept 20
NG Medium Plant
Init +2; Senses Perception +7
DEFENSE
AC 32, touch 32, flat-footed 30
HP 216
Fort +17, Ref +12, Will +23
OFFENSE
Speed 30
Melee Flaming Double Flaming Burst Lantern Staff +14/+9 (1d6+1+3d6fire/x2+2d10fire)
Spell-Like Abilities - 1/day CL 20 - Detect Poison, Goodberry, Purify Food and Drink
Adept Spells Prepared (CL 24; Concentration +27)
5th (2/day) DC 22 - Heal, Major Creation
4th (3/day) DC 21 - Cure Critical Wounds, Restoration, Wall of Fire
3rd (4/day) DC 20 - Contagion, Cure Serious Wounds, Daylight, Remove Disease
2nd (4/day) DC 19 - Aid, Animal Trance, Cure Moderate Wounds, Scorching Ray
1st (4/day) DC 18 - Burning Hands, Command, Cure Light Wounds, Preserve
0th (3/day) DC 17 - Create Water, Detect Magic, Read Magic
STATISTICS
Str 18, Dex 14, Con 24, Int 14, Wis 24, Cha 22
Base Atk +10; CMB +14; CMD 26
Skills Craft(Arborsculpture) +10, Handle Animal +9, heal +18, Profession(sage) +18, Spellcraft +6, Survival +11
Languages Ghoran
SQ
Seed: full round action to expel the see from its abdomen. If planted in fertile ground for 2d6 days, the Ghoran regenerates and can reallocate all its skill points, the original takes 1 negative level on expulsion and dies when the duplicate animates.
Light Dependent: take 1d4 Con damage each day without sunlight.
Delicious: -2 to Escape Artist and Combat Maneuver checks to escape grapple against creatures with both Bite and Grab.
Summon Familiar.
Gear Flaming Flaming Burst x2 Lantern Staff, Belt of Physical Perfection +6, Otherworldly Kimono: +4 on CL checks, 1/day maze a single creature, DC 20 Int to escape, automatically released after 10 minutes, Headband of Mental Superiority +6, Amulet of Natural Armor +5, Bracers of Armor +8, Ring of Protection +5
Suture Vine - Wint
N Tiny Plant
Init +1; Senses Low-Light Vision, Blood Sense; Perception +1
DEFENSE
AC 23, touch 13, flat-footed 22
HP 108 (20d8)
Fort +8, Ref +7, Will +13
Spell Resistance 25
OFFENSE
Speed 15ft, climb 15 ft
Melee vine +11 (1d2-4)
Space 2.5ft; Reach 0ft
STATISTICS
Str 3, Dex 12, Con 10, Int -, Wis 13, Cha 5
Base Atk +10; CMB +9; CMD 15
Feats Weapon Finesse, Alertness, Improved Evasion
Skills Climb +4
SQ Seal Wound, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind, scry on familiar
Ghoran Adept 5
NG Medium Plant
Init -1; Senses Perception +4
DEFENSE
AC 14, touch 14, flat-footed 14
HP 45
Fort +5, Ref +0, Will +8
OFFENSE
Speed 30ft
Melee Flaming Lantern Staff +3 (1d6+1d6fire+1/x2)
Spell-Like Abilities (CL 5; Concentration +9)
1/day - Detect Poison, Goodberry, Purify Food and Drink
Adept Spells Prepared (CL 5; Concentration +9)
2nd (2/day) DC 16 - Cure Moderate Wounds, Scorching Ray
1st (3/day) DC 15 - Burning Hands, Cure Light Wounds, Preserve
0th (3/day) DC 14 - Create Water, Detect Magic, Read Magic
STATISTICS
Str 12, Dex 8, Con 18, Int 8, Wis 18, Cha 16
Base Atk +2; CMB +3; CMD 12
Skills Craft(Arborsculpture) +3, Handle Animal +6, heal +11, Profession(gatherer) +8, Spellcraft +3, Survival +8
Languages Ghoran
SQ
Seed: full round action to expel the seed from its abdomen. If planted in fertile ground for 2d6 days, the Ghoran regenerates and can reallocate all its skill points, the original takes 1 negative level on expulsion and dies when the duplicate animates.
Past Life Knowledge: all Knowledge skills are class skills.
Light Dependent: take 1d4 Con damage each day without sunlight.
Delicious: -2 to Escape Artist and Combat Maneuver checks to escape grapple against creatures with both Bite and Grab.
Summon Familiar.
Gear Flaming Lantern Staff, Amulet of Natural Armor +1, Bracers of Armor +1, ring of protection +1, if outside town bag of holding I, ioun torch, hammock, hemp rope, trail rations x10, tobacco, canteen, boline, ball, masterwork fortune-teller's cards, 849 Rubber Sheets
N Tiny Plant
Init +1; Senses Low-Light Vision, Blood Sense, Perception +1
DEFENSE
AC 16, touch 13, flat-footed 15
HP 22 (5d8)
Fort +2, Ref +1, Will +1
Spell Resistance 25
OFFENSE
Speed 15ft, climb 15 ft
Melee vine +3 (1d2-4)
Space 2.5ft; Reach 0ft
STATISTICS
Str 3, Dex 12, Con 10, Int -, Wis 13, Cha 5
Base Atk +0; CMB -1; CMD 5
Feats Weapon Finesse, Alertness, Improved Evasion
Skills Climb +4