Verdure Adaptations

## **Plant Adaptations**

Adaptations that expand upon or modify the Verdure's plant ability as well as adaptations that modify the plants themselves are found here.

Forms: When a plant is created using the Plant ability, it has a form. The default forms are Bludgeoning, Piercing and Slashing (referred to as "standard plants"). Some adaptations (marked "Plant Form"), allow plants to be created with different forms. Unless otherwise specified, a plant may have only one form, which must be chosen at the time it is created.

Unless otherwise noted, the save DC for any check called for by a Plant is equal to 10 + The Verdure's BMB + The Verdure's Charisma modifier.

**Spitter (Plant Form):**
You may choose to create a Spitter in place of the plant normally created with your Plant ability. Unlike standard plants, Spitters attack at range. A Spitter's attack has a range increment of 20 ft. (100 ft. maximum range) and may have a damage type of piercing or bludgeoning (chosen at the time of creation) only.

**Burster (Plant Form):**
You may choose to create a Burster in place of the plant normally created with your Plant ability. A Burster may not make an attack. Instead, whenever a creature comes within 5 ft. of a Burster, it pops open and releases a toxic gas. This gas fills a 15 ft. radius area around the Burster and persists for 1d6 rounds. Creatures exposed to the gas take acid damage equal to the Verdure's Plant Damage and must succeed at a Fortitude save or be sickened for 10 minutes. A Burster has no additional effects after it has released this gas but continues to occupy space until dismissed as a free action.

**Legion (Plant Form):**
You may enhance an existing plant, rather than summon a new plant. A plant that is enhanced in this way counts as a number of plants equal to 1 plus the number of times it has been enhanced. Increasing the number of plants a Legion counts as takes the same amount of time as summoning the additional plants would. A Legion Plant's statistics vary based on how many plants it is counted as according to the following table:
2 Plants: Large size, +2 to hit, Upgrade Damage Dice to d8, double hp
3 Plants: As above plus 2 attacks at full bonus, additional +1 to hit & Hardness increase to 10
4 Plants: As above plus triple hp, Upgrade Damage Dice to d10, huge size & Movement 20
5 Plants: As above plus third attack, forgo 3 regular attacks for double whirlwind attack, hardness 15 & Trample (Plant Damage).

**Web Spinner (Plant Form):**
You may create a Web Spinner with your Plant ability. Instead of a standard melee attack, Web Spinners throw webs. This is similar to an attack with a net but has a maximum range of 75 feet, with a range increment of 15 feet, and is effective against targets up to one size category larger than the web spinner. A creature that relies on wings to fly, cannot do so while entangled. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions. Attempts to burst a web by those caught in it take a –4 penalty.
Special: This form may be combined with the Large Plant Form adaptation.

**Fungal Plants (Plant):**
When creating a Plant, you may choose to make it a fungus, emphasizing its chemical traits over its physical ones. Fungi gain 2 extra hit points per verdure level, but have an AC of only 10 + BMB. They take a -3 penalty to attack rolls, but add +2 to the save DC of any of their abilities.

**Large (Plant Form):**
You may choose to have a Plant created with your Plant ability be large in size. A large plant occupies and threatens space as a large creature.
Special: Large is compatible with some other plant forms as designated in their descriptions. This is an exception to the standard rule that plants may have only 1 form.

**Mystic Attack (Plant):**
Plants created with your Plant ability gain a +1 Enhancement bonus to their attacks and their attacks are considered to be made with magical weapons for purposes of what creatures they can affect and for bypassing damage reduction.

**Bleed (Plant):**
Wounds caused by your plants continue to bleed causing 1/4 Plant Damage (minimum 1) to the affected creature at the beginning of its turn. This bleeding can be stopped by a successful Heal skill check or through the application of any magical healing. Only plants which deal piercing or slashing damage may be enhanced in this way.

**Combat Reflexes (Plant):**
Your Plants gain the benefit of the Combat Reflexes feat, even if they do not qualify for it. All plants draw from one pool equal to your Charisma modifier. If you also possess the Combat Reflexes feat, you may expend your own attacks of opportunity to allow your plants additional attacks of opportunity.

**Carnivorous (Plant Form):**
You may create a Carnivorous Plant with your Plant ability. A Carnivorous Plant has a mouth and may make bite attacks (Note that bite attacks deal all three types of damage - bludgeoning, piercing & slashing.)

**Swallower (Plant Form):**
Pre-req: Carnivorous Plant Form adaptation
You may create a Swallower with your Plant ability. Treat a Swallower as a Carnivore but with the following abilities
Grab: If the Swallower hits a creature with size equal to or smaller than the Swallower, it may initiate a grapple against that creature as a free action without provoking attacks of opportunity.
Swallow Whole: If a Swallower begins its turn with an opponent of the same size or smaller than the Swallower grappled, it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite damage. Each round thereafter, the swallowed creature takes acid damage equal to the Swallower's Bite Damage. A swallowed creature keeps the grappled condition, while the Swallower does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the Swallower’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a Swallower is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the Swallower cannot attempt to use its Swallow Whole ability again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the Swallower’s mouth, where it may be bitten or swallowed again.

**Energy Attack (Plant):**
Choose a type of energy (acid, cold, electricity, fire, or sonic). When creating a Plant with your Plant ability, you may designate the selected energy type as the damage type for that Plant and it is immune to damage from that type of energy.

**Poisonous (Plant):**
When a plant created with your Plant ability successfully damages a creature, the creature must succeed at a Fortitude save or take an additional 1d6 points of poison damage and be sickened for a number of rounds equal to the poison damage taken.

**Persistent Poison (Plant):**
Pre-req: Poisonous adaptation
The save DC for your plant's poison is increased by 2. Additionally, a creature affected by a plant's poison takes 2d6 poison damage the first round and must make a fortitude save or take 1d6 poison damage each successive round until their Fortitude save is successful. The sickened condition persists for 1d6 rounds after the successful save.

**Entangling Plants (Plant/Entangle):**
Pre-req: Any Entangle Adaptation
The area in a 10 ft. radius around each of your plants is affected as if by your Entangle ability.

**Instant Plants (Plant, Pinnacle):**
You may summon up to your plant limit using your Plant ability.

## **Entangle Adaptations**

Adaptations that affect, modify or change the verdure's entangle ability can be found here.

**Tenacious Entangle (Entangle):**
Use your BMB in place of the spell level for determining the save DC for your Entangle ability.

**Extra Entangle (Entangle):**
You gain 3 additional uses of your Entangle ability per day.

**Enlarge Entanglement (Entangle):**
The radius of entanlgement created by your Entangle ability increases by 20 ft.

**Entangling Stride (Entangle):**
As you move, you leave an area of entanglement in your wake. You may choose to have any square you enter come under the effect of your Entangle ability. This does not require any expenditure of your Entangle ability but the effect ends on your next turn. The square you currently occupy is always considered under the effect of your Entangle ability if you so choose.

**Aura of Entanglement (Entangle):**
Pre-req: Entangling Stride
The area in a 15 ft. radius around you is always considered under the effect of your Entangle ability if you so choose.

**Fertile Entanglement (Entangle):**
You may use your Entangle ability even in places without existing plantlife and where plants would normally not grow such as underground caverns and dungeon halls.

**Drag Down (Entangle):**
If an entangled creature within an area affected by your Entangle ability fails its second save, it becomes grappled. You may direct the entangled area to attempt a pin as a move action against a creature grappled by an area under the effect of your Entangle ability. Use your CMB & CMD to determine the outcome of grapple checks.

**Propelling Entanglement (Entangle):**
The plants within your areas of entanglement help propel you along. When moving within an area of entanglement, your speed increases by 10.

**Spell Garden (Blossom / Entangle):**
Pre-req: Improved Spell Blossom Class Feature
You expend a use of your Entangle ability as well as a use of your Improved Spell Blossom to create a Spell Garden. You select a single spell blossom you are able to create with your Improved Spell Blossom ability and infuse the Spell Garden with this effect. The area you may affect is the same as that which would be affected by your Entangle ability. Any creature that moves through any space within the Spell Garden must succeed at a reflex save at the same difficulty as your Entangle ability. If a creature fails its save, it is automatically targeted by the spell blossom effect selected when the spell garden was created. An affected creature gets a +2 bonus to its reflex save for each time it has been affected by the same spell garden.

**Greater Spell Garden (Blossom / Entangle):**
Pre-req: Spell Garden Adaptation, Greater Spell Blossom Class Feature
When creating a Spell Garden, you may expend a use of your Greater Spell Blossom ability in place of Improved Spell Blossom and infuse the spell garden with its effect.

**Entangled Canopy (Entangle):**
You cause trees and bushes within the area affected by your Entangle ability to grow and close in. Creatures within the area affected by your Entangle ability are considered to have concealment against any other creature 10 or more feet away. This does not impede movement beyond the normal effects of your Entangle ability.

**Overgrowth (Entangle):**
As a standard action, you may designate a 15x15 area adjacent to an area affected by your Entangle ability to be come affected as if by your Entangle ability. This area is treated as part of the area next to which it is created and the effect ends when the Entangle effect on the area to which it is attached ends.

**Entangling Plants (Plant / Entangle):**
Pre-req: Any Entangle Adaptation
The area in a 10 ft. radius around each of your plants is affected as if by your Entangle ability.

**Entangled Dominion (Entangle / Dominion):**
Pre-req: Aura of Dominion Class Feature
If an area effected by your Entangle ability also falls within your Aura of Dominion, Save DCs versus the effects of the area of entanglement are increased by 2. This includes DCs from effects added by adaptations such as spell garden or the strength DC for forcing your way through Wall of Thorns.

**Controlled Entangle (Entangle / Dominion):**
Pre-req: Entangled Dominion Adaptation
If your Aura of Dominion overlaps an area affected by your Entangle ability, you may extend the effects of your Aura of Dominion into the area affected by Entangle. If the Entangle effect ends, this effect ends with it.

**Spontaneous Stride (Entangle, Pinnacle):**
The Verdure may move from any point within an area which has been affected by her Entangle spell-like ability to any other point within an affected area as a Swift action. These areas need not be continuous nor do they need to be created with the same instance of Entangle.

## **Fruit Adaptations**

Adaptations that expand upon or modify the verdure's bear fruit ability can be found here.

**Healing Fruit (Fruit):**
You may expend one use of your Bear Fruit ability to cause fruit to grow, which possesses healing properties. You may distribute a number of d8s worth of healing equal to your BMB among any number of Healing Fruits up to a maximum of your BMB. A creature eating this fruit is healed the designated number of d8s in hit points. Healing fruits become inactive after 1 minute. When your BMB reaches 5, each d8 instead becomes 2d6. When your BMB reaches 10, they become 2d8 to a maximum of 30d8 at level 20.

**Additional Bear Fruit (Fruit):**
You gain an additional use of Bear Fruit per day.

**Fortified Fruit (Fruit):**
You may expend one use of your Bear Fruit ability to cause a plant to bear a single Fortified Fruit. When creating Fortified Fruit, select 1 attribute (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma). A creature eating this fruit gains a +4 enhancement bonus to the selected attribute. This effect lasts for a number of minutes equal to the Verdure's BMB. If the Verdure's BMB is 11 or higher, they may have this ability create 1 fruit per verdure level. Fortified fruits become inactive after 1 minute.

**Merciful Fruit (Fruit):**
Pre-Req: Healing Fruit Adaptation
You may expend a use of your Bear Fruit ability to create a Merciful Fruit, which when consumed, removes one of the following conditions: Fatigued, Shaken, Sickened or Staggered. You must designate which condition will be removed by the fruit when you use this ability but may select a different condition each time you use this ability.

**Greater Merciful Fruit (Fruit):**
Pre-Req: Merciful Fruit Adaptation
You add Dazed and Diseased to the list of conditions for which you may make a Merciful Fruit.
At BMB 7 you may also add Confused, Exhausted, Frightened and Nauseated.

**Revealing Blossom (Fruit):**
You may expend one use of your Bear Fruit ability to cause a plant to grow a Purging Blossom. The blossom immediately expels a cloud of pollen which acts as the spell Glitterdust.

**Corpse Seed (Fruit):**
You may expend one use of your Bear Fruit ability to cause a plant to bear a Corpse Fruit. A Corpse Fruit appears as a shriveled and rotten version of the fruit normally produced by such a plant and is not edible. When the seed from inside a Corpse Fruit is planted inside a corpse, it revives as a Yellow Musk Zombie under your control. A Yellow Musk Zombie created with a Corpse Seed goes dormant after 24 hours but may be reactivated with another Corpse Seed.

**Golden Apple (Fruit, Pinnacle):**
Once per day, you may use your Bear Fruit ability to create a golden apple from either the tree of life or the tree of knowledge. The effects of the apple end after 24 hours and a single creature can only be affected by one Golden Apple in a 24 hour period, regardless of which type.
Tree of Life: Any creature that consumes a Golden Apple of Life is affected as if by the Greater Age Resistance spell. Should they die during that time, they are also immediately affected as if by the Breath of Life spell; however, instead of its normal healing, the spell carries the effect of a maximized Heal spell, and can restore those affected by death effects.
Tree of Knowledge: Any creature that consumed a Golden Apple of Knowledge is granted a sixth sense. One time while under the effect of a Golden Apple of Knowledge, the affected creature may gain a +25 insight bonus on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, they can apply the insight bonus to their AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; the affected creature can even activate it on another character's turn. The affected creature must choose to use this ability before they make the roll it is to modify. Once used, the effect ends.

## **Companion Adaptations**

Adaptations that affect, modify or change the verdure's plant companion can be found here.

**Talented Companion (Companion):**
Your companion gains a bonus feat.

**Plant Bearer (Companion):**
You may target your companion with your Plant ability. The plant functions normally except that it occupies the same space as your companion and moves along with the companion.

**Evolved Companion (Companion):**
You may apply a 1-point eidelon evolution to your companion. You may select this adaptation multiple times but you must select a different 1-point evolution each time.

**Companion Stride (Companion):**
Pre-req: Entangling Stride
Your Companion gains the benefit of the Entangling Stride Adaptation.

**Hive (Companion):**
Your companion is host to a hive of insects that bite and sting those in its immediate vicinity. Treat this as an aura that extends 5 ft around the companion. Foes within the affected area must make a Fortitude save each round or gain the sickened condition. The difficulty of this save is 10 + Your effective Druid Level. The sickened condition persists as long as they remain within the aura and for 1 additional round after leaving.

**Improved Hive (Companion):**
The radius of your companions Hive ability increases from 5 feet to 10. In addition to the normal effects, foes within the affected area of the companion's hive also take 1d6 damage for every 4 HD the companion possesses.

**Life Link (Companion):**
As long as her companion is within 60 feet of the Verdure, she may choose to evenly split hit point damage received by her companion or herself (including that dealt by special abilities) between them. The Verdure may make this choice each time damage would be dealt to her or her companion. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. Similarly, the Verdure may choose to evenly split any hit points healed by an effect or ability targeting herself or her companion.

**Roots (Companion):**
As a standard action, your companion may activate this ability, sending tendrils into the ground. The companion may not move while this ability is in effect. While this ability is active, the companion may make a single attack at its highest BAB against each opponent within 10 ft. The companion may also make attacks of opportunity against opponents within 10 ft. of it.

**Twin Companion (Companion, Pinnacle):**
Your companion splits in two, creating a permanent, perfect clone of itself with statistics and abilities identical to itself. Any adaptations that modify your companion affect the twin as well.

## **Dominion Adaptations**

Adaptations that expand upon or modify the verdure's aura of dominion ability can be found here.

**Bolstering Dominion:**
Any creature with the plant type within your dominion that you control as well as Plants summoned by your Plant ability gain a +1 bonus on all attack rolls, damage rolls, and saving throws. Additionally, you may summon a plant using your Plant ability anywhere within your dominion even if it is outside the normal range.

**Destructive Dominion (Dominion):**
Once per round as a free action you may designate any number of unattended manufactured objects and structures within your Dominion to take 1 point of damage per Verdure level you possess. This damage bypasses hardness.

**Dominating Tendrils (Dominion):**
As a swift action, you may designate an unoccupied 5ft. x 5ft. area (1 "square") within your aura of dominion to grow dominating tendrils. When unoccupied, these spaces do not appear any different than the rest of your dominion. However if occupied, tendril-like vines rise up and grasp the target, holding them in place. An affected creature gains the grappled condition and may attempt to break free by attempting a CMD check or Escape Artist check with a DC equal to 10 + Your BMB + Your Charisma Modifier.

**Lashing Vines (Dominion):**
Vines spring forth from the ground to punish enemies that dare enter your dominion. As a standard action, you may make a single melee attack at your full BAB against any target within your Aura of Dominion. This attack deals damage equal to your Plant Damage.

**Parasitic Dominion (Dominion):**
As a standard action, any number of living creatures you designate within your Dominion take 1d4 points of damage. You heal 1 hp for each hit point drained in this way up to your Verdure level plus your charisma modifier.

**Safe Space (Dominion):**
Pre-req: Greater Spell Blossom Class Feature with Wall of Thorns as a selected option.
As a full-round action while maintaining your aura, you may cause its edges to coalesce into a 5-foot thick wall of thorns. This wall remains as long as the space it occupies continues to be affected by your aura even if the radius of your aura changes in the meantime. You may designate parts of the edges to be unaffected by this if you so choose.

**Sculpted Dominion (Dominion):**
You may reshape your dominion, only to trap intruders within. You may designate any number of squares within your Dominion to be excluded from its area, as long as the remaining area remains as a contiguous area containing you. Additionally as a swift action, you can designate the area affected by your Aura of Dominion to remain stationary rather than change as you move so long as you remain within its boundaries. If you leave the area affected by your Aura of Dominion, its effects immediately end. You may reactivate your aura as a free action.

**Verdant Sight (Dominion):**
Pre-req: Woodland Sight Class Feature
You gain blindsight which operates within the bounds of your dominion.

**Grasping Vines (Dominion):**
As a move action, choose an unoccupied square within your Dominion. Lashing vines erupt from it, pulling a chosen creature within 10 feet into the chosen space. You must make a touch attack roll to hit with the vines, followed by a CMB check against the target to pull them. If you succeed, the target is immediately pulled into the chosen square.

**Entangled Dominion (Entangle / Dominion):**
Pre-req: Aura of Dominion Class Feature
If an area effected by your Entangle ability also falls within your Aura of Dominion, Save DCs versus the effects of the area of entanglement are increased by 2. This includes DCs from effects added by entangle adaptations such as spell garden or the strength DC for forcing your way through Wall of Thorns.

**Controlled Entangle (Entangle / Dominion):**
Pre-req: Entangled Dominion Adaptation
If your Aura of Dominion overlaps an area affected by your Entangle ability, you may extend the effects of your Aura of Dominion into the area affected by Entangle. If the Entangle effect ends, this effect ends with it.

**Merge (Dominion, Pinnacle):**
You gain the ability to merge with the area affected by your Aura of Dominion, leaving behind a signature mark at the center of your dominion. This mark is unique to each Verdure but may be difficult to differentiate from the regularly present plant life (Perception DC equal to 10 + Verdure Level + Charisma Modifier to notice). When using Merge, you literally become one with your dominion. As a move action you may merge into your dominion and may stay merged until you choose to rematerialize or your mark is dispelled. You may rematerialize at the center of your dominion as a move action. While merged, you may still use any of your senses or abilities as though you were in any square your dominion. If the mark at the center of your domain is dispelled, you are forcefully ejected and take 1d6 points of damage per round you were merged. For purposes of dispelling, treat the mark as the source of the Merge effect with a spell level equal to 1/2 your Verdure level and a caster level equal to your Verdure level.

## **Blossom Adaptations**

Adaptations that expand upon or modify the verdure's spell Blossom ability, including the improved and greater versions, can be found here.

**Late Bloomer (Blossom):**
Pre-req: Improved Spell Blossom Class Feature
When creating a spell blossom, you may specify 1–5 rounds. That many rounds after the activation of the spell blossom, its spell effect is triggered.Only Spell Blossoms which replicate area, personal, and touch spells can be affected by this adaptation. You may treat the verdure's level as 1 higher per round delayed for purposes of level dependent effects, including save difficulties.

Any decisions you would make about the delayed effect, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell effect is triggered. Any effects resolved by those affected by the spell, including saving throws, are decided when the delay period ends.

A delayed Spell Blossom can be dispelled normally during the delay and can be detected normally with spells or abilities that can detect spell effects.

**Hive Blossoms (Blossom):**
Pre-req: Improved Spell Blossom Class Feature
Add the following spells to those usable with Improved Spell Blossom: Summon Nature's Ally 3 (vermin only), Summon Swarm (spiders only), Control Vermin, Insect scouts, and Repel Vermin.

* If you possess the Greater Spell Blossom Class Feature, you may also add Giant vermin and Cape of Wasps to the list of spells for which Blossoms can be created with that ability.

**Expanded Spell Blossom (Blossom):**
Pre-req: Improved Spell Blossom Class Feature
Select 5 spells from the Improved Spell Blossom list that you do not already know and add them to the list of spells with which you can use Improved Spell Blossom.
Special: If you possess the Greater Spell Blossom Class Feature, you may use this feat to add spells from that abilities list to your list of spells with which you can use that ability. This feat may be taken multiple times.

**Spell Garden (Blossom / Entangle):**
Pre-req: Improved Spell Blossom Class Feature
You expend a use of your Entangle ability as well as a use of your Improved Spell Blossom to create a Spell Garden. You select a single spell blossom you are able to create with your Improved Spell Blossom ability and infuse the Spell Garden with this effect. The area you may affect is the same as that which would be affected by your Entangle ability. Any creature that moves through any space within the Spell Garden must succeed at a reflex save at the same difficulty as your Entangle ability. If a creature fails its save, it is automatically targeted by the spell blossom effect selected when the spell garden was created. An affected creature gets a +2 bonus to its reflex save for each time it has been affected by the same spell garden.

**Greater Spell Garden (Blossom / Entangle):**
Pre-req: Spell Garden Adaptation, Greater Spell Blossom Class Feature
When creating a Spell Garden, you may expend a use of your Greater Spell Blossom ability in place of Improved Spell Blossom and infuse the spell garden with its effect.

**Spell Bouquet (Blossom, Pinnacle):**
Once per day, you may expend a use of your Greater Spell Blossom ability to create a Spell Bouquet containing a number of spell blossoms up to your charisma modifier which may be selected from any of the spell blossom effects you know from any of your spell blossom abilities. However, any given spell blossom may only be selected once. The bouquet may be activated in the same manner as a spell blossom but it triggers all of its effects simultaneously. if it targets a creature, they must make separate saves for each spell blossom effect that calls for a save.

## **Pinnacle Adaptations**

Note: These Pinnacle adaptations also appear in their respective adaptation lists but are repeated here for ease of reference.

**Instant Plants (Plant, Pinnacle):**
You may summon up to your plant limit using your Plant ability.

**Spontaneous Stride (Entangle, Pinnacle):**
The Verdure may move from any point within an area which has been affected by her Entangle spell-like ability to any other point within an affected area as a Swift action. These areas need not be continuous nor do they need to be created with the same instance of Entangle.

**Spell Bouquet (Blossom, Pinnacle):**
Once per day, you may expend a use of your Greater Spell Blossom ability to create a Spell Bouquet containing a number of spell blossoms up to your charisma modifier which may be selected from any of the spell blossom effects you know from any of your spell blossom abilities. However, any given spell blossom may only be selected once. The bouquet may be activated in the same manner as a spell blossom but it triggers all of its effects simultaneously. if it targets a creature, they must make separate saves for each spell blossom effect that calls for a save.

**Twin Companion (Companion, Pinnacle):**
Your companion splits in two, creating a permanent, perfect clone of itself with statistics and abilities identical to itself. Any adaptations that modify your companion affect the twin as well.

**Golden Apple (Fruit, Pinnacle):**
Once per day, you may use your Bear Fruit ability to create a golden apple from either the tree of life or the tree of knowledge. The effects of the apple end after 24 hours and a single creature can only be affected by one Golden Apple in a 24 hour period, regardless of which type.
Tree of Life: Any creature that consumes a Golden Apple of Life is affected as if by the Greater Age Resistance spell. Should they die during that time, they are also immediately affected as if by the Breath of Life spell; however, instead of its normal healing, the spell carries the effect of a maximized Heal spell, and can restore those affected by death effects.
Tree of Knowledge: Any creature that consumed a Golden Apple of Knowledge is granted a sixth sense. One time while under the effect of a Golden Apple of Knowledge, the affected creature may gain a +25 insight bonus on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. Alternatively, they can apply the insight bonus to their AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; the affected creature can even activate it on another character's turn. The affected creature must choose to use this ability before they make the roll it is to modify. Once used, the effect ends.

**Merge (Dominion, Pinnacle):**
You gain the ability to merge with the area affected by your Aura of Dominion, leaving behind a signature mark at the center of your dominion. This mark is unique to each Verdure but may be difficult to differentiate from the regularly present plant life (Perception DC equal to 10 + Verdure Level + Charisma Modifier to notice). When using Merge, you literally become one with your dominion. As a move action you may merge into your dominion and may stay merged until you choose to rematerialize or your mark is dispelled. You may rematerialize at the center of your dominion as a move action. While merged, you may still use any of your senses or abilities as though you were in any square your dominion. If the mark at the center of your domain is dispelled, you are forcefully ejected and take 1d6 points of damage per round you were merged. For purposes of dispelling, treat the mark as the source of the Merge effect with a spell level equal to 1/2 your Verdure level and a caster level equal to your Verdure level.