A druid using this variant loses the ability to wildshape and instead may take on one or more plant aspects. As with wild shape, a 4th level an arboreal-druid may assume aspect form once per day, and gains one additional use of the ability for every two level gained up. At 20th level an arboreal-druid may assume aspect forms at will.
At 4th level, a druid may take on one aspect from those described below. At 8th level, the druid can take on up to two aspects simultaneously. At 11th level, she can take up on to three aspects simultaneously, and at 15th level the limit increases to its maximum of four simultaneous aspects. (Some aspects can only be combined with certain other aspects, as indicated in their descriptions.) Taking on one or more aspects is a standard action (which does not provoke attacks of opportunity), and the effect lasts for 1 hour per druid level. Each set of aspects taken on counts as one daily use of the druid's aspect ability, dismissing one or more aspects (as a move action) is free, but to change which aspects are selected requires an additional use of her plant aspect ability. Multiple versions of the same aspect don't stack.
Some aspects, as noted in their descriptions, have a minimum druid level as a prerequisite.
A druid may take on one aspect per day for every daily use of wild shape she is entitled to. For instance, a 5th-level druid could normally use wild shape once per day, so she could assume an aspect once per day. A 10th-level druid could take on four aspects per day and can choose to take on two aspects simultaneously (which would use up two of the druid's daily uses).
Unless otherwise noted in an aspect's description, a druid who assumes an aspect of nature retains her own type and subtype(s), keeps her extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered proficient with any natural attacks granted by the aspect.
The druid's form becomes graceful and flexible, like a blade of grass dancing in the wind.
The druid gains a +8 bonus to Dexterity but takes a -4 penalty to Strength.
Prerequisite: Druid level 8th.
The druid's skin turns deep green and she develops the ability to subsist without air underwater like kelp.
The druids body becomes a cloud of spores (as the gaseous form spell, except that she can fly at a speed of 100 feet with perfect maneuverability and doesn't lose her supernatural abilities while in this form). While in this form, the druid has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The druid cannot cast spells while this aspect is in effect. She can't combine this aspect with any other aspect except for agility and endurance.
Prerequisite: Druid level 16th.
The Druid grows thick sheets of bark over her skin.
The bark grants a +2 natural armor bonus (replacing any existing natural armor bonus the character may have). This bonus increases by 1 for every three druid levels above 3rd, to a maximum of +5 at level 12th.
The druid's muscles and organs harden into animate wood like that of a treant making her resistant to critical hits like a plant creature (-1 critical multiplier, half dice for sneak attacks). The druid gains immunity to poison, sleep, paralysis, and stunning.
Prerequisite: Druid level 9th.
The druid sprouts roots, branches and a thin covering of leaves to derive energy from the sun.
While exposed to direct sunlight, you may stand immobile and root into soil to heal yourself. For every full hour you spend rooted in sunlight you recover hit points equal to your druid level.
Greenery has additional effects, you suffer a -10 to hide checks, but recieve a +10 bonus to disguise skill checks made to disguise yourself as a shrub. Furthermore your opponents in combat suffer a %20 miss chance due to the foliage surrounding you.
by sprouting the wings of a maple pod or the parachute of a dandilion you can become aloft on the air.
This form may be adopted as an immediate action, rather than a standard action.
You may slow your fall as per a featherfall spell and take no falling damage. You may also let the wind catch you and carry you away. You must move the same direction the wind is blowing. Take the wind speed (in miles per hour) and multiply it by 1.5 to determine the number of squares you travel down wind per round.
Roots Breaking Stone
You take on the indominable strength of oak roots gradually shattering everything in their path
The druid gains a +8 bonus to Strength but takes a -4 penalty to Dexterity, and a -5 ft penalty to movement.
Prerequisite: Druid level 7th.
By emulating some of the most poisonous varieties of plants such as deadly nightshade and poison oak you make yourself quite dangerous to those who touch or try to ingest you.
If any creature that grapples with you, makes unarmed strikes against you, or is hit by your unarmed strike (or natural weapons) they must make a DC 15 fort save or become sickened (and very itchy).
Any creature foolish enough to swallow you whole is treated as though poisoned:
Level 14 poison, injested; Save Fortitude DC 20
Frequency 1 round (7); Effect 3 Con damage; Cure 1 save
Medicinal (draft-to be approved by Tim)
In a similar fashion to the poisonous aspect, you make yourself alike to many beneficial plants, such as willow, aloe, and chamomile. You can produce a substances that has one of the following effects: cure 1 hit point, cure 1 ability damage, remove fatigue, remove nausea, or slow the progress of disease by providing a +4 bonus to the fortitude save or the Heal check of an attending healer.
Your body, and any wooden weapon you wield become covered in thorns which you may use to attack of defend yourself.
You are treated as though you had spiked armor, these spikes, and your weapons enjoy a weapon enhancement bonus equal to your druid level divided by 4, maximum +5 at level 20
Sprout Clone (draft—to be approved by Tim)
While in plant shape, you sprout a runner (like a strawberry) or rhizome/root system up to 15 feet long and as thin as a couple inches from which you grow a clone of yourself, to which you can transfer your life essence. Once you have transferred to the clone of your plant shape, your original form becomes a soulless plant. You may transfer back to your original plant as long as the physical connection remains intact. Once the physical connection is cut, it cannot be remade. You are free to revert to your true form from the cloned plant shape as normal.
Prerequisite: Druid level 9th.
At 8th level, a druid can assume the form of a specific Small or Medium plant creature. When taking the form of a plant creature, the druid’s aspect functions as plant shape I.
At 10th level, a druid can change into a Large plant creature. When taking the form of a plant, the druid’s aspect now functions as plant shape II.
At 12th level, a druid can change into a Huge plant creature. When taking the form of a plant, the druid’s aspect now functions as plant shape III.
Using plant shape counts as two aspects at once. Thus at level 11 you may assume one aspect in addition to your plant shape.