Dhatura (duh-TOO-ruh) are a nocturnal race of intelligent plants indigenous to the deepest jungles. They are usually found in close-knit matriarchal tribes where the eldest female rules. Dhatura resemble dark-skinned elves with light-colored hair, and are sometimes mistaken for drow. However, a second glance will reveal that a dhatura has “ears” composed of leaves and “hair” constituted of large petals varying from white to lavender in color and edged in all the colors of the rainbow. Most dhatura who go adventuring suffer from a insurmountable wanderlust. Despite their appearance, dhatura get along well with elves and gnomes.
Dhatura Racial Traits (15 RP)
+2 Dexterity, +2 Wisdom, –2 Intelligence: Dhatura are sprightly and enlightened, but not very clever.
Plant (10 RP): Dhatura have the plant type. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep effects, and stunning. Plants do not sleep, unless they want to gain some beneficial effect from this activity.
Medium: Dhatura are Medium creatures and thus receive no bonuses or penalties due to their size.
Normal Speed: Dhatura have a base speed of 30 feet.
Low-Light Vision: Dhatura can see twice as far as humans in conditions of dim light.
Darkvision (2 RP): Dhatura can see in the dark up to 60 feet.
Stability (1 RP): Dhatura receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stalker (1 RP): Perception and Stealth are always class skills for dhatura.
Swift as Shadows (3 RP): Dhatura reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Toxic (1 RP): A number of times per a day equal to her Constitution modifier (minimum 1/day), a dhatura can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the dhatura to be injured when she uses this ability). Applying venom in this way is a swift action.
Dhatura Venom: Injury; save Fort DC 10 + 1/2 the dhatura’s Hit Dice + the dhatura’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Fire Vulnerability (–2 RP): Dhatura take half again as much damage (+50%) from fire, regardless of whether a saving throw is allowed or if the save is a success or failure.
Moonlight Dependant (–2 RP): Dhatura take 1d4 points of Constitution damage each day they go without exposure to moon or starlight.
Languages (1 RP): Dhatura begin play speaking Common and Sylvan. Dhatura with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).