The Pianta--Shine Get!

"You saved me! Thanks a bundle!"-a derpy pineapple man

Piantas thrive in the tropical weather, in places with beaches, white sand, and palm trees. Although they prefered to be called piantas, outsiders sometimes refer to them as Pineapple Men, or more insensitively "Potatoes with Noses."

Piantas are squat humanoids with large, bulbous honkers. Their skin tones come in any color a Skittle does. These folk are unable to grow hair (with the exception of mustaches, which both the men and women are known to sport). Instead, each pianta has a symbiotic relationship with a small plant on its head, lovingly called a tree hat. A happy tree hat equals a happy pianta. Their typical garb is minimalistic, to allow maximum contact with sunshine, morning dew, and sea waves. They weigh about as much as a dwarf and age as humans.

Piantas feel emotions ten times more strongly than their human counterparts. While a halfling might stop to appreciate a sunny day, a pianta might break into dance or fall to the ground crying in awe at nature's beauty. This works for negative emotions too. Stepping on an elf's toe might result in a dirty look, but do so to a pianta and you're liable to have a child-like temper tantrum on your hands.

Like elves, treants, and fey, piantas feel a connection to the natural places of the world. Unlike these others races, however, piantas do not see civilization as a determent to them. They are drawn to create cities of plaster and canals in the world's beautiful vistas. As a result, pianta villages are often frequent tourist hotspots.

Welcome to our beautiful city! Don't spoil it, or we'll slap your shit.

Pianta Race Traits (Pathfinder)
  • Ability Score: Piantas are strong and willful, but their strong personalities often come off as short-tempered or petty. They gain +2 Strength, +2 Wisdom, and -2 Charisma.
  • Size: Piantas are Medium creatures.
  • Type: Piantas are humanoids with the pianta subtype.
  • Base Speed: Piantas have a base speed of 20 feet.
  • Languages: Piantas begin play speaking Common and Pianta. Piantas with high Intelligence scroes can chose from the following: Aquan, Auran, Elven, Halfling, Ignan, Sylvan, or Terran.
  • Emotional: Piantas recieve a -4 penalty to saving throws against spells or spell-like abilities with the (emotion) descriptor. In addition, whenever a pianta has any type of morale bonus, it receives a +2 racial bonus to all saving throws.
  • Plant: As a full-round action, a pianta can plant itself into any type of loose ground (dirt, bog, sand=ok; stone, wood, metal=no). While planted, a pianta can take no actions except to dig itself up (a swift action), but gains the benefits of cover.
  • Chuckster: Piantas are very good at throwing things. They receive Throw Anything as a bonus feat at first level.
  • Sun, Wave, and Leaf: Piantas' connection with the natural world allows them to easily grasp certain types of magic. Sorcerer piantas with the aquatic, celestial, or verdant bloodlines treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Cleric piantas with the water, sun, or plant domains use their domain powers and spells at +1 caster level. This trait does not give piantas early access to level-based powers; it only affects powers that they could already use without this trait.
Pianta Race Traits (Swords and Wizardry)
  • Emotional: When making a saving throw against an emotion-based effect, a pianta must roll twice and take the worst result.
  • Plant: A pianta may spend an action to bury itself in soft ground (dirt, bog, sand=ok; stone, wood, metal=no). While planted, a pianta can do nothing except unplant itself, but enemies treat its AC as 2 lower (or 2 higher if using ascending AC).
  • Chuckster: Piantas receive +1 on attack rolls with thrown weapons.
 Pianta Race Traits (5th Edition--Sure, I'll give it a go)
  • Ability Score Increase: Your Strength score increases by 2 and your Wisdom by 1.
  • Size: Your size is Medium.
  • Speed: You have a walking speed of 25 feet.
  • Plant: You can spend an action to plant yourself into the ground. While in the ground, you can do nothing but unplant yourself (a move), but people attacking you have disadvantage.
  • Chuckster: You have proficiency with all thrown weapons.
  • Natural Ties: You have proficiency in the Nature skill.
  • Emotional: You have disadvantage on any saving throw against an effect that manipulates your emotions. As long as your character can find something to be happy about, you can gain advantage on any one roll once per day.


In case you haven't guessed, I've been playing a lot of Super Mario Sunshine lately.

Post a Comment