The arboreans are humanoid shaped plants with two arms and legs. Their bodies are covered in bark, and atop their heads are large canopies of leaves, similar in appearance to long hair. Their leaves change with the seasons, just like a tree. They are generally peaceful and stoic and prefer living alone in nature.
+2 Dex, +2 Con, -2 Str
Small: As a Small creature, an arborean gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Space/Reach: 5 feet/5 feet.
An arboreanís base land speed is 30 feet
Natural Weapon: Slam (1d4)
Photosynthesis (Ex): An arborean does not eat or drink as normal. Instead, she must plant her roots in fertile soil and bask in the sun for one hour each day for sustenance. While planted, an arborean cannot move. Planting and unplanting each take a full round action. She may still speak, manifest powers, expel spores, or use other skills and abilities that do not require movement.
Spores (Ex): An arborean can expel spores from her body that can either sicken or stun foes for 1d4+1 rounds. This is a standard action with a 20 foot radius spread originating from the arborean. Those affected are entitled a Fortitude save to negate the effect with a DC of 10 + 1/2 the arboreanís HD + the arboreanís Constitution modifier. This ability can be used once per hour.
+2 Natural Armor
+2 Racial bonus on Listen and Survival checks
Favored Class: Druid
Level Adjustment: +0
Unlike other races, arboreans do not age in the normal manner. They advance through categories that modify their statistics as below. The standard arborean depicted above is the Springling. Arboreans have no maximum age and can live indefinitely. However, they do not advance beyond Winterling, no matter how long they live.
Sproutling Springling Summerling Autumnling Winterling Age 0 to 29 years 30 to 79 years 80 to 149 years 150 to 299 years 300+ years Size Tiny Small Medium Large Huge Ability Scores +4 Dex, +2 Con, -4 Str, -2 Wis +2 Dex, +2 Con, -2 Str +2 Con, +2 Wis +4 Str, +2 Con, +2 Wis, -2 Dex +6 Str, +2 Con, +4 Wis, -4 Dex Natural Weapons N/A Slam (1d4) Slam (1d6) 2 Slams (1d8) 2 Slams (1d10) Natural Armor +1 +2 +4 +7 +11
Fungeans are mostly found underground. Their smaller bodies are pale white, and their heads are topped with large mushrooms.
Ability Scores: Increase Dexterity by +2 and decrease Strength by -2 in all ages.
Size: Decrease size category by one in all ages.
Darkvision: Gain Darkvision out to 60 feet.
Photosynthesis (Ex): A fungean does require sunlight to survive. In addition, she receives Fast Healing 1 while her roots are planted.
Spores (Ex): The spores can inflict poison (1d4 Str/1d4 Con) or put target's to sleep instead of sicken or stun. The ability otherwise functions the same.
Natural Armor: Decrease by -4 in all ages (minimum 0).
Found in barren deserts, the cacteans are survivors. They have green and spiked bodies. Most do not have anything on their heads, but they rarely possess flowers.
Photosynthesis (Ex): The soil a Cactean plants her roots in need not be fertile.
Spikes (Ex): Whenever a cactean is hit by unarmed strikes, natural weapons, or melee touch attacks, the opponent takes 1d4 piercing damage. In addition, the cactean's Slam attacks do bludgeoning and piercing damage and are increased by one die step in all ages. This ability replaces Spores.
Natural Armor: Decrease by -2 in all ages (minimum 0).
Skills: +2 Racial bonus on Heal and Listen checks. +4 Racial bonus on Survival checks. Survival is always a class skill for a cactean.
Sequoeans are similar in appearance to arboreans except they tower above their deciduous cousins. Their heads are full of sharp pine needles rather than leaves that stay green year round.
Ability Scores: Increase Strength by +4 and decrease Dexterity by -2 in all ages.
Size: Increase size category by one in all ages.
Sap (Ex): Sequoeans excrete a sticky sap that clings to anything. As a melee touch attack, a sequoean can attempt to cover an opponent. If successful, the opponent acts as slowed until they clean themselves off. Cleaning off the sap takes 1d4+1 rounds and provokes attacks of opportunity. This ability can be used once per hour and replaces Spores.
Natural Armor: Increase by +2 in all ages.