After reviewing my initial racial creature had to adjust them to a higher HD - the base plant defenses made them very powerful for a playable-type race at lower levels.
Thorne-Kin
Abilities: Wis +2, Con +2
Medium Size
Speed 30
Special Abilities: Darkvision, Speak with plant 1/HD every day
Feats Unarmed Strike or Weapon Focus (Club, Mace or Short Sword)
Racial Skill: +2 Climb, +2 Stealth, +6 Knowledge (nature)
Special: no need for food; need normal human half water requirements and sunlight
Weakness: 2 hour per day must bask in sun;
Weakness: Speed is reduced by 10 ft during the night or when underground in excess of 12 hours
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Languages: Common and Sylvan
Classes: Ranger and Druid are preferred classes
Alignment: NG or True N
Skills: Climb, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature, geography), Perception, Sense Motive, Stealth, Survival,
Level Increase: +4 Skill points, feats every other level, +1 AC every other level, +2 to any ability score every third level (3rd/6th/9th)
The Thorne are a plant humanoid race found in every forest on the realm but most common in areas that have a strong elven presence. They are medium sized green-skinned humanoid plant, but fully aware and capable of movement.
Most live quiet simple lives, tending not to get involved in political or commercial affairs. They reside in forests, and try to help their neighbours, especially to help keep balance in the area. Tend towards a passive lifestyle, uninterested in wealth or fame. Most Thorne think of all plants as kin, some are active and some more passive, though none are more important than anyone else. They come to their protection from over-eager lumberjacks. See the animal or avian inhabitants of their region as neighbours.
They do not tend to wear clothing in their rural habitat but may do so in urban areas to better fit in. Few use metal armor and shields, but they may use their feats to gain proficiency. They consume magical potions and use items created from plants, but will always make sure the plant was in its 'final cycle time' meaning if the plant was sentient (by their standards) it was willing to give of itself
as it didnèt have much time left. Some Thornes shy away from any object made from their related-kin but this is a minority. They fully understand the natural cycle and understand their least kin are consumed on a regular basis but since their cycle is short, this is normal and acceptable.
Thornes rarely come together in groups of more than ten except in times of danger. They realize they need to have their eyes and ears everywhere in order to better protect their kin. Have good relationships with elves, halflings, rangers but above all druids. Most quietly worship the gods, usually either the Lady of the Forest (Holon, N) or the Shining Light (Quanna, LG) most often both.
4 HD: Skin of the forest, +1/ HD to stealth checks; Woodland Stride,
5 HD: Thorne Skin (+1 dmg for touch attack, +2 Grapple checks); Improved Grapple
6 HD: Animal friendship and Speak with Animals (1+1/charisma bonus/day)
7 HD Plantspeech - non-verbal communication with any plant in a 500 ft radius (1 /day)
8 HD Thorne Skin (2-4 dmg for touch attack, +6 Grapple checks); Woodland Protector
9 HD Woodland Defenses
10 HD Throw Thornes (2-7 dmg / 50 foot area, 3+constitution bonus / day)
11 HD Hardened Thorne Skin (5-8 for touch attack; +12 to grapple)
12 HD Commune with Forest (500 mile radius; 1 /week ); +15 Skill points, Gain +3 to any 2 ability scores
Most Thorne that advance do so using this HD advancement table. If they take standard character classes before 12 HD, they cannot take new natural HD levels.
Skin of the forest: Their coloration matches the natural foliage of a forest, giving them a +1 bonus / HD to their stealth checks
Thorne Skin: Similar to many natural flowers, their entire body grows small defensive thorns. They cause damage by coming into contact with predators. This also gives bonuses to grapple checks.
Woodland Protector: Can infuse a small spark of their sentience to a plant defender. Must take 2 months to grow and teach the golem. Appear as a vaguely humanoid walking plant. Most are stationary, most do not travel with their Thorne, but stay in a primary lair. This is the base woodland protector, some get help from other Thornes or allies to grow larger and stronger versions.
AC 15 (+3 Natural, +2 Dex)
Move 30
HD 5 HD
Attack +6 / 2-8 dmg (Fist)
Str 15 Con 15 Dex 15 Int 5 Wis 10 Cha 5Special Defenses: Regenerate 1 hp / hour
Woodland Defenses: Gain +3 on AC and saving throws when in natural foliage, as the plants help protect their kin. Gain this benefit (2+ charisma bonus/day)
Throw Thornes: Have a 50 feet range, doing 2-7 damage