Standard Pathfinder 1e Racial Traits
Ability Score Modifiers: Bloomkin gain +2 Constitution, +2 Charisma, and –2 Intelligence.
Type: Bloomkin have the plant type, but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning effects that the plant type normally grants.
Size: Bloomkin are Medium creatures and have no bonuses or penalties due to size.
Base Speed: Bloomkin have a base speed of 30 feet.
Languages: Bloomkin begin play speaking Common and Sylvan. Bloomkin with high Intelligence scores can choose any bonus languages except secret languages such as Druidic.
Natural Armor: Bloomkin gain a +2 natural armor bonus to AC.
Natural Magic: A Bloomkin with Charisma 11 or higher can use detect poison, goodberry, and purify food and drink once per day each. Caster level equals the Bloomkin's level, and the save DC is 10 + spell level + Charisma modifier.
Seed (Ex): As a full-round action, a Bloomkin can expel its seed. If planted in fertile ground and left undisturbed for 2d6 days, it grows into a healthy duplicate. The duplicate may reallocate all skill ranks upon sprouting. The original gains 1 negative level when the seed is expelled and dies when the duplicate sprouts; the duplicate replaces the previous character.
Past-Life Knowledge (Ex): Bloomkin treat all Knowledge skills as class skills.
Light Dependent: A Bloomkin takes 1d4 points of Constitution damage each day it goes without exposure to sunlight.
Delicious (Ex): Bloomkin take a –2 penalty on Escape Artist checks and combat maneuver checks made to escape a grapple against a creature with a bite attack and the grab ability.
Race Points: 19 RP.
These are the Pathfinder 1e racial mechanics used for Bloomkin characters in Abadonya.