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{table=head]Level|BAB|Fort|Ref|Will|Abilities|Ability Boosts

1st|+0|+0|+2|+2|Body of Thorns, Weapon of Thorns|
2nd|+1|+0|+3|+3|Barked Skin, Subduing Strike +1d6|+1 Dex
3rd|+2|+1|+3|+3|Slumbering Shots|
4th|+3|+1|+4|+4|Weapon of Barbs, Subduing Strike +2d6|+1 Dex[/table]
The ability increases would be better not writen on the table(it's kinda ulgy)

Body of Thorns: A Thorn looses all other racial characteristics and becomes a creature of the Fey type with the following traits:
  • Small Size
  • Base Land Speed 20ft
  • Low-light Vision
  • Proficiency with all simple weapons, plus the longbow, longsword, rapier, shortbow, shortsword and whip.
  • Proficiency with light armour, bucklers and light shields
  • DR/cold iron equal to half its HD.
Profs should go just under the table,Dr should be in another ability

Weapon of Thorns (Ex): Thorns are trained to use special weapons and ammunition, crafted with many barbs to create a very thorn-like appearance. While wielding such a weapon a Thorn can freely deal either leathal or non-lethal damage and may inflict slashing or piercing damage in place of a weapon's standard damage type. Creatures without this ability take a -2 penalty while wielding a Weapon of Thorns weapon due to the added difficulty and gain no benefits from doing so.

When without such a weapon and within a natural environment a Thorn may use small power granted to them by the faerie courts and force the weapon to grow thorns in can take proper advantage of. This process takes five minutes and only changes the weapons appearance, it still benefits from any properties of the material used in its original construction or those imbued with magical enchantments. This is a supernatural ability.
How long does this last?And what's the point of this ability?

Subduing Strike (Ex): Continuing to advance in skill with their thorned weapons, Thorns of second level can deal an aditional 1d6 points of damage when striking non-leathaly. This increases to 2d6 points of non-leathal damage at fourth level.
I would never use this.Why exacly would i want to non leathly hit someone?Most of the creatures arent really things that you want to save,

Slumbering Shots (Ex): Taking cues from the pixies, Thorns of at least third (Level??) learn to make sleeping arrows. Any creature strick by one of this arrows must succeed on a Fortitude save with a DC of 10 + 1/2 HD + Wis Mod or be affected as though by a sleep spell, regardless of HD. If the creature has unhealed non-lethal damage or the attack itself deals non-lethal damage it recieved a -2 penalty to this save.

Gathering the necesary ingredients takes a DC 15 survival check in a natural environment and one hour's work for every 20 arrows worth. For every 5 points by which a Thorn beats the DC he can gather an adition 20 arrows worth of ingredients at no extra cost in time. Mixing takes another half-hour and then they can be applied to an arrow as a standard action and last until used.
This is a little overpowered,You can just make all you+your allies arrows have the sleep properity.At level 3 it can be quite powerfull.

Melee: Against an offguard opponent a Thorn can use that edge to strip away their defences. Against a target that would be denied its dexterity bonus to AC or that the Thorn flanks, he reduces any natural armour bonus they posses by one per sucessful attack. Their natural armour bonus returns to normal after recieving 5 points of healing for every one point of natural armour removed.
Unless,You dont really get flat footed enemies and 1 natural armor isnt that much.It also quite useless Vs humanoids.

Ranged: The barbs on thorned thrown weapons and pieces of ammunition cause them to get stuck in the wounds they make, removal of these takes a move action and deals damage equal the the weapon's base die. Alternately a standard action and DC 15 heal check can be used to remove one safely. Aditionally, the Thorn can form the barbs on pieces of ammunition as part of the same action used to draw them.
It's alright but in the battle you dont really take out arrows.