The Veridian Legionnaires are the soldiers of the Kyr Eldar (and are used to a lesser extent by other Elven Nations). Typically they are obedient creatures, and have no desires of their own save to carry out the orders of their masters. However, occasionally, one attains a sense of self and free will. Called “Calenthi”, which translates to “The Free Green”, these deviations are typically recruited, enslaved, or destroyed by Kyr Eldar. Some few manage to escape to the wider world, and find their own destinies.
The physical forms of the Calenthi are humanoid, but their bodies are composed of vegetation. Wood and Bamboo serves as bone, vines and reeds are their muscles, their organs are strange pods and roots, and their skin is densely wrapped leaves. Their faces have only thin slits for mouths and dark recesses in the face hold their eyes.
The Calenthi are strongly diurnal, receiving most of their energy and sustenance directly from exposure to sunlight. They supplement the energy with a modest diet of meats and vegetables. Calenthi have a minimal sense of taste, and can eat materials most races would find unpalatable, including carrion and composted vegetation.
The Calenthi have no way to propagate naturally. They are all grown from seed pods that are exposed to secret elven alchemy and planted in the soil of several hidden orchards. It typically takes only 5 years for a seed pod to mature. Calenthi show unusual independence early in their development, which only intensifies as they grow older. If this behavior is identified, their Elven masters will either groom the Calenthi as elite warriors, or have them destroyed if their independence proves troublesome.
Alignment & Religion
Calenthi are open minded and curious, and can be of any alignment ( with most being Neutral to some degree). They typically don’t adopt the religions of other, but speak of a force they call “The Deep Green”. Seemingly all Calenthi are aware of this force, even if they do not actively worship it.
The Calenthi were created to be soldiers. Their instincts draw them to martial classes, with fighters and rangers being most common. But some of the Calenthi have a natural connection to the forces of nature, so many become Clerics of Nature or Druids instead.
The Calenthi have no culture to speak of. They have little sense of family, being grown rather than born, and are too few to form anything larger than small bands. That being said, they often have a strange kinship with Druids and others who have a reverence for nature. Most are raised in Elven society, and adopt elven traditions almost reflexively.
The Calenthi have an odd relationship with the elves. Though independent, Calenthi are drawn to the elven culture, and frequently struggle to not automatically defer to Elves. Many Calenthi will move as far away from Elves as possible in order to fully feel free, and other may become hostile against elves, seeing them as oppressors. With all other races, their opinions and attitudes are based entirely on personal experience.
+ 2 Constitution, + 2 Wisdom, –2 Charisma; The Calenthi are remarkably resilient and deeply observant, but have a difficult time asserting their individuality.
Medium Size Plant (Calenthi)
Normal Speed: Calenthi have a base speed of 30 feet.
Low Light Vision: Calenthi can see twice as far as a human in poor lighting.
Camouflage Calenthi receive a +4 racial bonus to Stealth when in a Forest environment.
Delicious (ex) The blood of a Calenthi is a sticky brown sap that is sweet to the taste despite being poisonous. Calenthi take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
Light Dependent: Calenthi are dependent on sunlight. A Calethi needs at least 4 hours of exposure to sunlight each day to remain healthy, otherwise they lose the benefits of Photoregeneration and Photosyntesis (and have to eat as much as a human of similar size). A Calenthi deprived of sunlight take 1d4 points of Constitution damage each day they go with out at least an hours worth of exposure to sunlight.
Natural Armor The Calenthi’s dense vegetative tissue resists damage. Calenthi recieve a + 2 Natural armor bonus.
Photoregeneration (ex): Calenthi who are allowed to rest in sunlight with at least a gallon of water to consume heal twice their level plus their Con bonus in hit points per day. In darkness, they regain hit points normally. Calenthi can regrow severed limbs (but not heads.) It takes approximately 1 month to regrow a limb, during which time Calenthi can do nothing more than rest and perform light activity. Complete bed rest cuts this time in half.
Photosynthesis (ex):Calenthi gain much of their sustenance from sunlight, and consume only one-quarter the rations of a human of similar size. They gain sustenance from eating animal or vegetable matter, usually in small quantities.
Stalker +2 Perception, +2 Survival
Viridian Venom the blood and secretions of a Calenthi are poisonous. A number of times per day equal to its Constitution modifier (minimum 1/day), A Calenthi can coat a weapon it wields with a poisonous secretion. Applying the secretion is a swift action.
Viridian Venom: Injury; Save Fort DC (10 + 1/2 Hit Dice + Constitution modifier;), frequency 1/round for 6 rounds, effect 1Con, cure 1 save
Aging Effects: Adult 5 Middle Age 100 Old 150 Venerable 200 Maximum 200+ 3d% years
Languages: Calenthi begin play speaking the Elvish, Sylvan and one other Common language from their native Region. Calenthi with high intelligence scores can choose from the following; Draconic, Dwarven, Orc or other common language from their native Region.
Native Regions: Realm, Sun Countries, Western Islands
Alternative Racial Traits
•Calenthi Berries (sp) 1/day – The Calenthi with a Wisdom score of 11 or better may cast Goodberry as spell – like ability. The caster level for this effect is equal to the calenthi’s level. The bright red berries are grown from the Calenthi’s own body, and are tartly sweet with a flavor similar to juniper. Calenthi with this ability have a Natural Armor bonus of +1. This replaces the standard Natural Armor racial trait.
•Flowering (ex): 1/day—a Calenthi with this trait can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Constitution saving throw (DC 10 + 1/2 the user’s character level + the user’s Constitution modifier). This is considered a poison effect for the purpose of resistances and immunities. This replaces the Camouflage racial trait.
•Needles(ex): Common to those grown by the Carad Eldar, Calenthi with this trait grow sharp cactus-like needles from their flesh. Any creature attacking a Calenthi with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a Calenthi takes 1d3 points of piercing damage each round it does so. This replaces the Natural Armor racial trait.
•Treespeaker (su):Calenthi with this trait have the ability to converse with plants as if subject to a continual speak with plants spell. This replaces the Stalker racial trait.
•Wooden: Calenthi with this trait have flesh that is as hard and dense as tree bark. The Calenthi gains DR/2 slashing. This replaces the Viridian Venom racial trait.
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