The Tree Folk

Properties

Attributes: +2 Wisdom

Favored Skills: Concentration, Insight, Knowledge Nature

Size: Medium

Type: Humanoid Plant

Movement: 9m

Features

Humanoid Plant:

Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

Although plants not need to sleep, a humanoid plant must rest for 8 hours before preparing spells or refreshing similar abilities.

Barkskin: When the Tree Folk is on his full hit points for two consecutive turns, they grow a sturdy bark which provide his level + his wisdom modifier points of shield points (just like temporary but they are lost first and do not apply any DR).

Forest Born: The Tree Folk receives a +4 on stealth and survival checks in forests. Furthermore, they can speak with plants as the spell.

Feats: Cultivation Plates, Resin Patch, Solar Powered

Subraces

Nymph(Tree Spirit)

Attributes: -2 Constitution, +2 Charisma

Blinding Beauty: Creatures that come within 9m of a Nymph are dazzled until move away. Creatures that travel with the Nymph or have repeated contact for a while familiarize with the Nymphs beauty and do not suffer the effect.

Lesser Racial Power: A Nymph can choose to become the muse of some performer (not including themselves), providing the performer a +2 rank bonus to performance checks and a +1 level bonus to bardic music.

Moderate Racial Power: A Nymph can meld with any tree, similar to how the spell meld into stone functions. They can remain melded with a tree as long as she wishes.

Greater Racial Power: The Nymph add another use to their ultimate ability: Blinding Beauty: After activating this ability as a swift action, all creatures that are affected by the Nymphs blinding beauty ability must succeed a charisma based fortitude saving throw or is blinded until healed.

Feats: Natural Make-Up

Volodni(Pine Folk)

Attributes: -2 Dexterity, +2 Constitution

Deeply Rooted Principles: While the Volodni refrains from wearing metal arms, armor, they receive a +2 bonus to saves against mind effects and saves against forced movement, as trip or bull rush. This bonus increases to +4 if the Volodni has heavy armor proficiency

Lesser Racial Power: Volodni receive 5 points of cold resistance.

Moderate Racial Power: The Volodnis abilities that prohibit opponent from moving without completely disabling them, such as the trip maneuver or the slow spell, have a 2 point higher DC.

Greater Racial Power: If you have full hitpoints, you can regrow your barkskin as a free swift action.

Feats: King Of Roots