TEXT: Weekly Wonders
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
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  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License 
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  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
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  Designers
  Alex Riggs, Joshua Zaback
  Editor
  Rosa Gibbons
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  
  2
  Introduction
  Players have long wanted a chance to play as monsters, and 
  GMs are always on the lookout for new and creative ways 
  to torment their player characters. Pathfinder Roleplaying 
  Game: Horror Adventures provided new rules for corruptions 
  as a potential way to kill both of those birds with one stone, 
  giving players access to exciting and monstrous abilities, 
  while simultaneously tainting them and eroding their 
  humanity and sense of self. While the eleven corruptions 
  presented in Horror Adventures provide a wide array of 
  options to choose from, there are far more things that can 
  strip away humanity than those presented in that book.
  The plant corruption, introduced in this book, was largely 
  inspired by parasitic plant monsters and seeks to highlight 
  the alien mystery of carnivorous and parasitic plants. 
  The corruption focuses on a physical transformation that 
  wildly alters the body and twists the mind into a vessel 
  of cold, inhuman hatred and all-consuming hunger. The 
  manifestations grant you plant-related abilities, including 
  photosynthesis, poison, and bark skin. Meanwhile, the plant 
  corruption also twists your body, turning you into a gross 
  monstrosity, unsightly and hulking, with a mind focused on 
  violence and food.
  Plant Corruption
  You are infected with the spores or seeds from an evil plant, 
  its dark influence spreading through your body, twisting your 
  mind and polluting your soul. As your infection progresses, 
  the plant’s corruption replaces your thoughts and feelings 
  with its own twisted ideals.
  Catalyst
  Your corruption was contracted through a physical encounter 
  with an evil plant, in which its seeds or spores became 
  implanted in your body. As the foreign body takes root, it 
  begins to twist your body and mind, forcing you to struggle 
  constantly against its influence. 
  Progression
  The plant’s corrupting influence is both relentless and 
  natural, not being tied to any action. One week after first 
  contracting the infection, you must make a Fortitude save 
  (DC = 15 + your manifestation level) or the corruption 
  progresses. After this initial saving throw, you must make a 
  new Fortitude save (DC = 15 + your manifestation level) every 
  1d4 weeks, or your corruption progresses one stage. Each time 
  you succeed on one of these saving throws, the number of 
  weeks until you must make another saving throw is increased 
  by 1. This increase stacks with itself, in event of multiple 
  consecutive successful saving throws, but resets once you fail 
  a saving throw to resist the corruption’s advancement.
  Corruption Stage 1: The first time you fail, your blood turns 
  green and your metabolism slows, and at the same time, 
  your mind grows dull, filling with thoughts of hunger and 
  mindless hatred. Your alignment shifts one step closer to 
  neutral evil.
  Corruption Stage 2: The second time you fail, your skin 
  becomes a sickly yellow-green and takes on a leafy texture, 
  and you spontaneously sprout flowers in a variety of eye-
  wrenching colors. Your appetite grows as you constantly feel 
  the need to feast on animal flesh, preferably devoured while 
  the creature is still alive. All other thoughts dull and your 
  memory begins to fade, making it harder to recall who you 
  actually are, as feelings of isolation, hunger, and hatred begin 
  to replace everything you once were. Your alignment shifts to 
  neutral evil.
  Corruption Stage 3: The third time you fail, your mind is 
  fully devoured as your corruption consumes you, no longer 
  able to think except of the need to eat, and to corrupt others, 
  spreading your vile taint as it was spread to you. Whatever 
  once made you the person you were is gone. Your body twists 
  and warps, becoming a terrible plant creature under the 
  control of the GM. The type of plant creature you transform 
  into is determined by the GM, but typically, the creature has 
  a CR equal to your Hit Dice at the time you succumbed to 
  this corruption, a neutral evil alignment, and retains any gifts 
  granted by manifestations from this corruption, though it 
  does not retain any stains. 
  Removing the Corruption
  Because the plant corruption is largely a physical condition 
  caused by a bodily infection of black spores that corrupt 
  and twist the body while tainting and ultimately destroying 
  the mind, removing the plant corruption is a similarly 
  physical process. Caught early on, it may be removed with 
  simple, though dangerous and invasive, surgery, which may 
  prove more of a risk to the corrupted creature’s immediate 
  health than the plant corruption itself. As time goes on and 
  the corruption spreads throughout the body, it becomes 
  more and more difficult to remove the affliction, requiring 
  more advanced surgical techniques be employed. These are 
  largely beyond the skills of mortal doctors, and may require 
  the service of otherworldly surgeons, or the assistance of 
  powerful spellcasters capable of casting multiple heal and 
  regenerate spells to aid the process. In either case, such 
  surgeries usually require several hours to perform and 
  include a number of difficult procedures involving rare and 
  obscure reagents and anesthetics, which can greatly limit the 
  ability of the afflicted creature to recover. 
  Manifestations
  The following are manifestations of the plant corruption.
  Bark Skin
  Your skin hardens, morphing into the texture of bark.
  Gift: You gain a +2 natural armor bonus to AC. At 
  manifestation level 5th, this bonus increases by a further +2.
  Stain: Your appearance is hideous to behold, imposing a -2 
  penalty on all Bluff and Diplomacy checks. Additionally you 
  become vulnerable to fire damage, suffering 50% more fire 
  damage than you normally would, as well as suffering a -2 
  penalty against fire spells and effects.
  
  3
  Growth
  Your corruption causes your body to stretch and twist itself in 
  a wild and uncontrolled growth.
  Prerequisite: Manifestation level 8th.
  Gift: Your size increases by 1 step, granting you a +4 size 
  bonus to Strength and Constitution and a –2 size penalty to 
  Dexterity. You also gain a +1 natural armor bonus to AC. Your 
  new size determines adjustments to your AC, attack rolls, Fly 
  checks, Stealth checks, and to your CMB and CMD, as normal 
  for a creature of your new size.
  Stain: In addition to the –2 size penalty to AC mentioned 
  above, your increased size requires more mental power to 
  control, causing you to suffer a –4 penalty to any combination 
  of mental ability scores of your choosing (for instance, you 
  could choose to suffer a –2 penalty to Intelligence, –1 penalty 
  to Wisdom, and –1 penalty to Charisma; or you could choose 
  to suffer a –4 penalty to Wisdom).
  Infectious Spores 
  The taint in your body manifests in the creation and delivery 
  of dread black spores that can corrupt the bodies and minds 
  of other creatures into warped monstrosities such as yourself.
  Prerequisite: Manifestation level 5th.
  Gift: You can cast poison as a spell-like ability once per day. 
  The target of this ability must also make a Fortitude save (DC 
  = 10 + your manifestation level + your Constitution modifier) 
  or contract the plant corruption. However, plant creatures 
  affected by this ability gain the black spore plant template, 
  instead (see the black spore plant template on the next page).
  Stain: In embracing the black spore taint that fuels your 
  transformation, you move closer to succumbing to the change 
  yourself, suffering a -4 penalty on saving throws made to 
  resist advancing to the next stage of the corruption.
  Numb Mind
  Your mind begins to integrate with your body, losing mental 
  potency but reducing the abilities of others to control your 
  actions or access your ever more primitive thoughts.
  Prerequisite: Manifestation level 5th.
  Gift: You are constantly protected from attempts to 
  determine your thoughts and alignment as though you were 
  under the effects of a ring of mind shielding. You also gain a 
  bonus on all Will saves against mind-affecting effects equal to 
  1/2 your manifestation level.
  Stain: You suffer a -2 penalty to your Intelligence and 
  Charisma scores, and must roll all Intelligence-based skill 
  checks twice, taking the worse result.
  Oaken Skin
  The barky growths that cover your skin become hardened 
  into a smooth wooden armor.
  Prerequisites: Manifestation level 3rd, bark skin.
  Gift: You gain an amount of damage reduction equal your 
  manifestation level, which can be overcome by slashing 
  weapons. You also gain 25% immunity to critical hits and 
  precision-based damage, as if you were wearing armor with 
  the light fortification special ability. 
  Stain: You suffer a -4 penalty on Dexterity checks and 
  Dexterity-based skill checks and suffer 50% more damage 
  than you normally would from sources that deal slashing 
  damage. Critical hits and precision-based attacks that deal 
  slashing damage ignore your 25% immunity to critical hits 
  and precision damage.
  Photosynthetic
  You derive power from the sun, but begin to wither and rot 
  when in darkness. 
  Gift: If you spend at least 1 hour in direct sunlight, you 
  are treated as having consumed enough food and water to 
  sustain you for 24 hours. Additionally, so long as you remain 
  within direct sunlight, you gain an enhancement bonus to 
  Strength and Constitution equal to 1/2 your manifestation 
  level (minimum 1). Finally, as long as you spend at least 8 
  hours in direct sunlight during a single day, you recover twice 
  as many hit points and twice as much ability damage as a full 
  night’s rest.
  Stain: If you go 24 hours without spending at least an hour 
  in sunlight, you become exhausted and suffer 1d6 points of 
  nonlethal damage. Each hour after that that you go without 
  receiving sunlight, you suffer another 1d6 points of nonlethal 
  damage.
  Plant Friend
  Plants recognize you as one of their own, but other creatures 
  may find your aura unsettling
  Gift: Your movement speed is not reduced by overgrowth 
  and you gain immunity to the effects of the entangle spell and 
  similar effects. Plant creatures have their starting attitude 
  towards you increased by 1 step.
  Stain: Animals have their starting attitude towards you 
  reduced by 2 steps, and you suffer a -2 penalty on all Bluff and 
  Diplomacy checks made against humanoids.
  Speak with Plants
  You have the ability to communicate with plants and hear 
  them whisper to you constantly. 
  Gift: You may speak telepathically to plant creatures within 
  100 feet. Additionally, you can cast the spell speak with plants 
  3 times per day as a spell-like ability.
  Stain: The whispers of plants fill your head, imposing 
  a penalty on all concentration checks equal to your 
  manifestation level. Each round that you maintain 
  concentration on a spell, if you would not otherwise need 
  to succeed on a concentration check that round, you must 
  succeed on a concentration check (DC = 10 + twice the spell’s 
  level) in order to maintain concentration. If you fail this 
  check, the spell immediately ends.
  
  4
  Venom Immunity
  Your blood turns to a thick sap, incapable of transmitting 
  most forms of poisons. However, your unusual anatomy 
  makes you more difficult to heal.
  Gift: You become immune to all poisons and nonmagical 
  diseases.
  Stain: You are more difficult to heal, receiving only half the 
  normal number of hit points whenever you recover hit points 
  from a magical source, unless that source originated from a 
  druid with at least as many class levels as you have Hit Dice.
  Vine Tendrils
  Vine-like tentacles sprout from your back, and they seem to 
  have a mind of their own when the smell of blood is in the air.
  Gift: You gain 2 tentacle secondary natural attacks that deal 
  1d4 points of damage for a Medium creature, as well as the 
  grab special attack with these tentacles. At manifestation 
  level 5th, your tentacle attacks deal 1d6 points of damage, 
  and at manifestation level 8th, you gain the constrict attack, 
  which deals 1d8 plus 1-1/2 times your Strength modifier points 
  of damage with your tentacle attack.
  Stain: Whenever you begin your turn within 5 feet of a 
  creature whose current hit point total is 50% or fewer of 
  its maximum hit points, you must make a Will save or be 
  compelled to attack that creature with your tentacle attack.
  New Template: Black Spore Plant
  Black spore plants are plant creatures which have been 
  suffused with evil, with the ability to spread this corruption 
  to other creatures, both plant and animal.
  Creating a Black Spore Plant
  “Black spore plant” in an acquired template that can be 
  applied to any creature of the plant type. 
  Challenge Rating: Same as the base creature +2.
  Alignment: The creature’s alignment changes to be neutral 
  evil.
  AC: The creature gains a +2 natural armor bonus to AC.
  Defensive Abilities: A black spore plant retains all defensive 
  abilities of the base creature, and gains immunity to disease 
  and poison, as well as the following defensive ability.
  Filled with Hatred (Su): Though not exclusively mindless, 
  black spore plants cannot conceive of anything other 
  than the base passions of hatred and hunger. As such, it 
  is immune to mind-affecting effects, except those cast by 
  evil creatures.
  Special Attacks: The black pore plant retains all special 
  attack of the base creature and gains the following special 
  attacks.
  Black Spore (Ex): Whenever a creature suffers at least 3 
  points of Constitution damage from a black spore plant, 
  he must succeed on a Fortitude save (DC = 10 + 1/2 the 
  black spore plant’s Hit Dice + the black spore plant’s 
  Constitution modifier) or contract the black spore. A 
  creature that contracts a black spore suffers a -2 penalty 
  to Dexterity for 24 hours, after which time he must 
  succeed on a Will save (DC = 10 + 1/2 the black spore 
  plant’s Hit Dice + the black spore plant’s Constitution 
  modifier) or gain the plant corruption, or, if the target 
  was a plant creature, gain the black spore plant template. 
  Blood Drain (Ex): A black spore plant can drain the 
  blood of those it grabs in order to damage them and 
  restore its own health. Any round the black spore plant 
  begins a turn in control of a grapple, it deals 1 point of 
  Constitution damage to the creature it is grappling. For 
  every point of Constitution damage dealt in this way, the 
  black spore plant regains 5 hit points. Creatures that do 
  not have blood (such as most elementals) are immune to 
  this effect. 
  Grab (Ex): The black spore plant gains the grab universal 
  monster ability for each of its natural attacks.
  Ability Scores: Str +2, Dex –2, Con +6, Int –4, Cha –4.
  Ecology
  It is a matter of some debate among scholars whether 
  black spores plants are created by evil plants, or whether 
  the affliction itself made the plants evil (a trick it certainly 
  is capable of performing). If the former is true, some are 
  led to wonder what plant created the infection and what 
  its motivations are, with some suspicion lying with other 
  corrupting plant creatures, such as the yellow musk creeper. 
  Regardless of its origin, black spore plants are highly feared 
  for their hateful and all-consuming hunger, as well as for 
  their ability to perpetuate their evil by spreading their 
  taint to other creatures. Though it was originally thought 
  the contagion was limited to other plants, recent evidence 
  suggests that it can infect humanoids and animals as well, 
  causing some to fear that the creatures will soon overwhelm 
  all the world with their evil and savagery.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
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  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
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  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
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  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
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  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Weekly Wonders: The Plant Corruption Copyright 2016, Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback
   
  END OF LICENSE 
  
  Turn Your Enemies to Mulch!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Weekly Wonders - The Plant Corruption.pdf