The Tree Folk

Properties

Attributes: +2 Wisdom

Favored Skills: Concentration, Insight, Knowledge Nature

Size: Medium

Type: Humanoid Plant

Movement: 9m

Features

Humanoid Plant:

Humanoid plants have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.

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). The shield points refresh at the start of the Tree Folks turn, as long as the condition is met.

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 armor, their racial bonus to saves increases by 1 per level of armor proficiency (light is 1, medium is 2 and heavy is 3).

Lesser 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.

Moderate Racial Power: The Volodni is not restricted wait for two consecutive turns to gain shield points from their barkskin ability.

Greater Racial Power: The Volodni may root and uproot themselves as a move action. When the Volodni is rooted, they gain their humanoid plant bonus against abilities that try to trip or move the Volodni and against critical confirmation rolls. While the Volodni is rooted, they cannot move.

Feats: King Of Roots