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An anthropomorphic figure of brown and grey timber, with green growths for a hair, and delicate layer of moss across body.
CR 4; XP 1,200
N Medium Plant
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 45 (7d8+14)
Fort +7, Ref +5, Will +5
DR 5/slashing; Immune plant traits
Speed 30 ft., climb 20 ft.
Melee 2 stone handaxes +8 (1d6+4, 20/×3), or slam +8 (1d4+3)
Ranged living dart +8 (1d4+4 plus entangle) or stone javelin +8 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks living dart
Str 18, Dex 16, Con 14, Int 13, Wis 17, Cha 11
Base Atk +5; CMB +9; CMD 22
Feats Double Slice, Stone-Crafter, Two-Weapon Fighting, Weapon Focus (hand axe)
Skills Climb +12, Perception +13, Stealth +13 (+21 in forests and thick vegetation), Survival +13; Racial Modifier +8 Stealth in forested areas and thick vegetation
SQ sunlight nutrition
Environment cold and temperate forests
Organization single, pair, or a hunting party (3–6)
Living Dart (Ex) A timber brave can grow and splinter a pieces of own body forming living dart. It can be used to make a ranged attack like a regular dart and is consumed on use, sprouting a tangle of tendrils and entangling the creature hit. A successful Reflex saving throw (DC 15) prevents being entangled. The creature can free oneself or be freed by another creature with a successful full round action and a Strength or Dexterity check (DC 15). A timber brave can grow and store up to six living darts per day, each taking 1 hour of time to grow. The saving throw DC is Constitution-based.
Sunlight Nutrition (Ex) Timber braves feed by spending daytime rooted in earth and bathing in sunlight. The more fertile the earth, the less time they need to spend rooted; they often fertilize their favored resting patches with animal carcasses. They don't eat otherwise. They drink water normally, though they can voluntarily absorb liquids through their skin.
Timber braves are woodland dwellers, sexless plant folk spending their days bathing in sunlight, with their feet submerged in fertile earth or tending to young saplings growing in sun glades. During the night however, they form hunting parties roaming their woods, hunting animals and occasional trespasser and use their bodies to fertilize their living grounds.
Every few dozen years, a group of timber braves will clear a patch of forest creating a glade where they can plant and tend to their saplings. They often hunt more intensely at that time, to provide as much fertilizer to their young as possible.
Timber Elders (CR 6) have advanced template, 2 extra HD, Improved Two-Weapon Fighting feat, and a handful of Wisdom-based spell-like abilities. They can use shillelagh and speak with plants at will, and bless plant, commune with nature, goodberry, and tree stride once per day. A group of three timber elders can cast cast awaken (plants only) or liveoak once per month, though a single timber elder may sacrifice own life to use either of those spells, dying when the casting is finished or disrupted in any way. They usually carry quarterstaves instead of hand axes, and have Weapon Focus (quarterstaff) to match.
You are skilled at making stone age weapons, clothing, and tools.
Prerequisite: Survival 1 rank
Benefit: You can use Survival skill in place of Craft checks to made weapons and tools out of bone, stone, and wood, and clothing and armor out of leather and plant fibers. You can usually make basic tools and simple weapons in mere hours, assuming the right materials are available. Weapons, tools, and clothing made with in this way are unsuitable for sale, though you might barter them for materials or food with groups using similar technology.