Deep in the forest, a race of tree-like humanoids thrive. As mysterious as they are rare, seedlings are friends to elves and fey alike. Some say seedlings are the young of treants. Others say they are wood spirits given physical form.
Most seedlings found outside a forest are either members of a clan or family seeking new territory or orphans. These clanless orphans are most likely to take up the adventuring path, either to avenge their lost kin or to find a new clan. Wanderlust is rare among seedlings but not entirely unprecedented. Many seedlings find the druid’s path a good fit to their natural abilities, although there are many rangers among them, and also specialized fighters known as switchers. These martial adepts specialize in using a specialized whip made from the branches that grow out of the top of their hair.
Seedling Racial Traits
+2 Constitution, +2 Wisdom, -2 Dexterity: Seedlings are shrewd and hardy but they are physically less flexible than humans due to their bark-like skin.
Medium: Seedings are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Seedlings have a base speed of 30 feet.
Low-Light Vision: Seedlings can see twice as far as humans in conditions of dim light. Seedlings make their home in the twilight beneath the thick, intertwined canopy of primordial forests, and they are used to seeing with limited sunlight.
Natural Armor Bonus: Their plant-like nature has gifted seedlings with a fibrous, stiff skin much like bark. This grants them a +1 natural armor bonus.
Photosynthesis: While seedlings need to eat and breathe, their leaves and nettles can photosynthesize their own food and oxygen, allowing seedlings to go longer without sustenance. They receive a +2 racial bonus on Constitution checks to resist suffocation, drowning, and starvation.
Planting: As a standard action, seedlings can extend their feet into the earth below them, rooting themselves to a single point. This spell-like ability functions similar to a tree shape spell with the following changes: the size of the tree is Medium instead of Large, and the seedling can only assume the shape of a tree sapling resembling her own appearance. For example, an oak seedling can assume the shape of an oak sapling but not a pine or maple sapling. While in this form, the seedling gains tremorsense out to 30 feet. A seedling may maintain a planting for up to 24 hours.
Plant-Resistance: Seedlings receive a +2 bonus on saving throws versus mind-affecting effects and paralysis.
Plantkin: Seedlings have the following spell-like ability: 1/day—speak with plants. The caster level for this effect is equal to the seedling’s level.
Languages: Seedlings begin play speaking Common, Seedling and Sylvan. Those with high intelligence can choose the following as bonus languages: Draconic, Elven, Gnome, Goblin, Orc, and Treant.