We’re right in the middle of Plant Week here at Necromancers of the Northwest, and if you were hoping for a series of feats about farming and planting gardens, then you’re out of luck. Instead, we’ve got a number of feats involving plant creatures.
Bear Fruit [Monster]
You are capable of producing nourishing and healing fruit from your body.
Benefit: As a standard action, you can cause your body to grow a piece of magical fruit, akin to a goodberry, but more concentrated. Any creature (including you) that consumes this fruit (a move action), immediately heals a number of hit points equal to 2d6 + your Hit Dice. You can use this ability once per day, plus an additional time per day for every three Hit Dice you possess.
You can draw upon sunlight in order to heal yourself.
Benefit: Whenever you are in an area of bright light, you gain fast healing 2.
Take Root [Monster]
You can extend tendrils into the ground in order to anchor yourself.
Benefit: As a move action, you can extend roots into the ground. While rooted in this way, you are unable to move from your square, but can otherwise act normally. You gain a +10 bonus to CMD for the purposes of overrun and trip combat maneuvers, as well as any effect that would cause you to leave your current square. Additionally, while rooted in this way you gain a +2 enhancement bonus to your Strength, Dexterity, and Constitution scores. You can uproot yourself as a full-round action.
But what if, rather than being a plant yourself, you’re looking for some feats that will let you combat plants? Look no further.
You know how to alter poisons so that they are effective against plant creatures.
Prerequisite: Craft (alchemy) 1 rank.
Benefit: You can alter poisons so that they are able to affect plants, rather than their usual victims. Altering a poison in this way requires 1 hour, but does not require a skill check or any additional resources. A poison that has been altered in this way is able to affect plant creatures, even if they are normally immune to poison, but has no effect on non-plant creatures. Additionally, if you are capable of casting spells with the poison descriptor, when you cast such a spell, you may choose to alter it in a similar fashion, allowing it to affect plant creatures. If you do, the spell still affects non-plant creatures normally, but the saving throw DC for the spell (for both plant and non-plant creatures) is reduced by 4.
Weed Whacker (Combat)
You are an expert at landing devastating blows on plant creatures.
Prerequisite: Base attack bonus +1.
Benefit: You gain a +2 bonus on damage rolls made against plant creatures. Additionally, increase the critical multiplier of any weapon you wield by 1 for the purposes of any attacks made against plant creatures.