Plant Companions are the flora-based equivalent of Animal Companions, available to Flora Path Druids. They follow the same advancement rules as Animal Companions but possess plant-based abilities and characteristics.
Plant Companion Rules
- Follow all standard Animal Companion rules for commands, healing, death, and limitations
- Advancement: Same as Animal Companions - +5 to any skill each level, damage/DR upgrades at levels 7/12/17
- Intelligence: Plant-level intelligence - can understand complex commands but lack animal instincts
- Special Traits: Immune to poison and disease, don’t require food (photosynthesize in sunlight)
Offense Plant Companions
| Name | HD | Damage | Primary | Move | Specials |
|---|---|---|---|---|---|
| Thorn Stalker | d6 | 1d8 | Melee, Agility, Thievery | 6 hexes | Poison Strike, Stealth Roots, Thorn Camouflage |
| Vine Strangler | d6 | 1d8 | Melee, Athletics, Perception | 6 hexes | Root Network, Constricting Vines, Pack Tactics |
| Spike Thrower | d6 | 1d8 | Ranged, Endurance, Athletics | 6 hexes | Thorn Volley, Barbed Armor, Spike Regeneration |
Thorn Stalker
(Plant equivalent of Large Cat)
Size: Medium
Skills: Melee/Agility/Thievery (Primary 40), Endurance/Willpower/Perception/Insight/Athletics (Secondary 30)
Special Abilities:
- Poison Strike: Attacks inflict 1 Persistent Poison damage per round
- Stealth Roots: Advantage on Thievery checks when motionless for more than one round
- Thorn Camouflage: Can change coloration to match surroundings, +10 to Thievery in natural environments
Vine Strangler
(Plant equivalent of Wolf)
Size: Medium
Skills: Melee/Athletics/Perception (Primary 40), Agility/Endurance/Willpower/Insight/Thievery (Secondary 30)
Special Abilities:
- Root Network: Can sense vibrations through ground within 10 hexes when stationary
- Constricting Vines: Successful attacks can grapple target as free action (once per round)
- Root Bond: When within 3 hexes of trainer, both gain +5 to attack same target
Spike Thrower
(Plant equivalent of Wolverine)
Size: Medium
Skills: Ranged/Endurance/Athletics (Primary 40), Melee/Agility/Willpower/Perception/Insight (Secondary 30)
Special Abilities:
- Thorn Volley: Can make ranged attacks up to 8 hexes with thorns
- Barbed Armor: Enemies that hit with melee attacks take 1d4 damage from defensive spines
- Spike Regeneration: Regrows spent thorns; unlimited ammunition for ranged attacks
Defense Plant Companions
| Name | HD | Damage | Primary | Move | Specials |
|---|---|---|---|---|---|
| Bark Guardian | d8 | 1d6 | Melee, Endurance, Athletics | 5 hexes | Vine Tools, Branch Reach, Living Fortress |
| Root Anchor | d8 | 1d6 | Melee, Endurance, Willpower | 4 hexes | Immovable, Earth Bond, Protective Canopy |
| Thorn Shield | d8 | 1d6 | Melee, Endurance, Athletics | 6 hexes | Spine Wall, Charging Thorns, Defensive Growth |
Bark Guardian
(Plant equivalent of Ape)
Size: Medium
Skills: Melee/Endurance/Athletics/Willpower/Perception (Primary 40), Agility/Insight/Thievery (Secondary 30)
Special Abilities:
- Hardened Bark: Can spend 1 AP to gain +2 DR until start of next turn, but movement is halved while active (cannot be used if already active)
- Branch Reach: Can melee attack enemies 2 hexes away at Disadvantage
- Living Fortress: Can root in place to gain +3 DR and provide cover for adjacent allies
Root Anchor
(Plant equivalent of Bear)
Size: Medium
Skills: Melee/Endurance/Willpower/Athletics/Agility (Primary 40), Perception/Insight/Thievery (Secondary 30)
Special Abilities:
- Immovable: Immune to forced movement when rooted (can root/unroot as 1 AP action)
- Earth Bond: +2 damage when fighting on natural ground
- Protective Canopy: Can extend branches to grant +1 DR to all adjacent allies
Thorn Shield
(Plant equivalent of Boar)
Size: Medium
Skills: Melee/Endurance/Athletics/Willpower/Perception (Primary 40), Agility/Insight/Thievery (Secondary 30)
Special Abilities:
- Spine Wall: Can extend defensive thorns to block one attack per round (functions as Block reaction for trainer)
- Charging Thorns: +1 damage die when moving at least 3 hexes before attacking
- Defensive Growth: When below half HP, grows additional spines granting +1 DR
Utility Plant Companions
| Name | HD | Damage | Primary | Move | Specials |
|---|---|---|---|---|---|
| Moss Creeper | d6 | 1d6 | Athletics, Agility, Thievery, Perception, Insight | 6 hexes | Squeeze, Spore Trail, Camouflage Moss |
| Spore Drifter | d6 | 1d6 | Perception, Insight, Thievery, Agility, Willpower | 8 hexes | Spore Communication, Aerial Scout, Toxin Cloud |
| Vine Whip | d6 | 1d6 | Athletics, Perception, Agility, Endurance, Thievery | 6 hexes | Constricting Coils, Reach Manipulation, Poison Sap |
Moss Creeper
(Plant equivalent of Fox)
Size: Small
Skills: Athletics/Agility/Thievery/Perception/Insight (Primary 40), Endurance/Willpower/Melee (Secondary 30)
Special Abilities:
- Squeeze: Can move through spaces as small as 6 inches without penalty
- Spore Trail: Can leave invisible spore trail that only trainer can detect for 24 hours
- Camouflage Moss: Can change color and texture to match surroundings perfectly when motionless
Spore Drifter
(Plant equivalent of Raven)
Size: Small
Skills: Perception/Insight/Thievery/Agility/Willpower (Primary 40), Endurance/Athletics/Melee (Secondary 30)
Special Abilities:
- Spore Communication: Can send simple messages via spores to trainer within 1 mile
- Aerial Scout: Can drift on air currents, moving vertically up to 20 feet and gliding horizontally
- Toxin Cloud: Once per day, release spores that cause Confusion for 3 rounds in 2-hex area
Vine Whip
(Plant equivalent of Snake)
Size: Medium
Skills: Athletics/Perception/Agility/Endurance/Thievery (Primary 40), Melee/Willpower/Insight (Secondary 30)
Special Abilities:
- Constricting Coils: Grappled targets take 1d4 damage at start of their turn
- Reach Manipulation: Can manipulate objects and attack at range 2 with vine appendages
- Poison Sap: Attacks inflict 1 Persistent Poison damage per round; can coat weapons with sap (3 uses per day)