The Tree Folk

Properties

Attributes: +2 Wisdom

Favored Skills: Empathy, 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.

Woodland Stride: A Woodland Strider may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment.

Barkskin: When the Tree Folk is on their full hit points for one full round starting on their turn, they grow a sturdy bark which provide their level + their wisdom or constitution 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 nature checks in forests. Furthermore, they can speak with plants as the spell.

Feats: Cultivation Plates, Primal Connection, Resin Patch, Solar Powered

Subraces

Subraces

Nymph(Tree Spirit) Volodni(Pine Folk)

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.

One with Nature: A Nymph can meld with a tree, stone, or other natural element, similar to how the spell meld into stone functions. They can remain melded as long as she wishes.

If a nymph has a primal spell-list such as the naturalists or rangers spell-list, they add spells of the wizards enchantment school spells of the same level to their spell list. They may use charisma to determine the DCs of primal and enchantment spells.

Lesser Racial Power (Level 2): A Nymph can inspire performers (not including themselves), this provides a circumstance bonus of +2 to crafting and acting checks, improves numerical aura-like effects by one and provides a +1 level bonus to non aura-like bardic music. To do so they must spend 30 minutes resting each day with the performer.

Moderate Racial Power (Level 4): When someone "breaks" the Nymphs barkskin, they must succeed a on a charisma based will save or are blinded for one minute.

Greater Racial Power (Level 6): 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 will saving throw or is blinded until healed.

Progression Options

Feats: Blooming Bark, Natural Charmer, 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 (Level 2): 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 (Level 4): The Volodni is not restricted wait for two consecutive turns to gain shield points from their barkskin ability.

Greater Racial Power (Level 6): 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.

Progression Options

Feats: King Of Roots