Greenguard Species

Organization / Work In Progress...

**Carapace:** Carapace species modify or grant permanent effects to the greenguard or their carapace.

**Flowers:** Flower Species are those that grant the greenguard limited use abilities or persistent effects not related to the greenguard's carapace or thorn.

**Fruit:** Fruit Species are those that cause an effect in a location other than the greenguard's location directly. Typically these species have individual and/or specific targets and instantaneous effects.

**Fungus:** Fungus is a thematic designation more than a mechanical one and these species may exhibit a wide variety of uses and effects.

**Seeds:** Seed species are those that cause growth of some sort in a location other than the greenguard's location. Typically such growth will have secondary effects within and around the area they occupy. Unless otherwise noted, patches created with seed species are not considered difficult terrain. A greenguard can use seed species a number of times per day equal to the number of seed species they possess, though they may select any seed species they possess.

**Symbiote:** Symbiote Species are those that affect the greenguard's Symbiote or grant additional abilities utilizing the greenguard's symbiote dice pool.

**Thorn:** Thorn species modify or grant permanent effects to the greenguard or their thorn.

## **Carapace Species**

**Adaptable Carapace (Carapace):** Your Carapace takes on forms suited to certain tasks. When you manifest a carapace, you may select any skill for which strength, dexterity or constitution is the key ability. For purposes of that skill, your armor check penalty is reduced to zero and you gain an equipment bonus to that skill equal to your Carapace bonus.

**Anchoring Tendrils (Carapace):** As a free action, you may cause powerful tendrils grow out of the bottom of the feet of your carapace, partially anchoring you to the ground and making it more difficult for others to move you against your will. These tendrils dig into any surface, but leave no trace of your passing. You gain a +10 bonus to your CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect that would move you from your current position (such as being swallowed whole) or knock you prone. The tendrils slow your movement, however; your speed is reduced by 10 feet (to a minimum of 5 feet). This species has no effect if you are moving without touching the ground (climbing, flying, swimming, and so on). You may dismiss the tendrils as a free action.

**Animate Shell (Carapace):** Prerq: Molting Trap.The shell left behind by your molting trap is capable of independent action.It shares your movement types but moves at half your speed. It may also grapple or make a slam attack for 1d6 damage using your BAB or CMB.

**Behemoth Carapace (Carapace):** Prereq: Ride 5 ranks. You may expand your carapace to act as a mount. Manifesting a behemoth is a move action the provokes attacks of opportunity. Treat a behemoth as a restrained heavy horse except as noted here. A behemoth has hit points equal to 1/2 the greenguard's maximum hit points. A greenguard riding a behemoth is always considered to be using a military saddle and may always take 10 on ride checks with the behemoth. A greenguard cannot dismount a behemoth but may dismiss it as a move action. If the greenguard would be knocked from the behemoth, it is automatically dismissed.

**Brambles (Carapace):** Your Carapace is treated as having armor spikes. The spikes benefit from your thorn enhancement bonus and any cultivars currently active on your thorn. Additionally once per day, you may cause a blast of Brambles in a 30 ft. burst dealing 3d6 piercing damage as well as 1d6 acid damage on the following round.

**Camouflage (Carapace):** Your Carapace automatically changed its color and integrated plants from your surroundings. This grants you a bonus to stealth in natural surroundings equal to your Carapace bonus.

**Caustic Brambles (Carapace, Advanced):** Prereq: Brambles. You may cause a burst of Brambles a number of times per day equal to your Carapace bonus. Additionally, the damage done by the initial burst is 1d6 per greenguard level you possess, the acid damage dealt in subsequent rounds is 1d6 per two greenguard levels you possess and lasts for 2 rounds rather than 1.

**Commensalism By AimlessPolymath (Carapace, Thorn):** You may add a single cultivar with a +1 equivalent bonus to your thorn or carapace without reducing it's enhancement bonus.

**Hive (Carapace):** Based on hive by AimlessPolymath. You have cultivated plants to attract and house a swarm of insects within your carapace. As a swift action, you may release and direct this swarm. Upon release, the swarm occupies a 5ft. square adjacent to your position. The swarm may immediately move after release and at the beginning of your turn each round. Any creature that enters or begins its turn in a square occupied by the swarm takes 1d6 damage. The swarm has a Speed of 30 and may remain active for a number of rounds equal to your Carapace bonus after which time it must return to the hive and rest for 1 minute before it can be released again.

**Leviathan Carapace (Carapace):** You gain proficiency with Leviathan armor.

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A creature wearing Leviathan armor is treated as and takes up space as a creature one size larger. They gain a +4 size bonus to strength and constitution as well as a -2 size penalty to dexterity. A greenguard's thorn matches their increased size while wearing Leviathan armor. Masterwork quality benefits are included in the statistics given above.

**Molting Trap (Carapace):** As an immediate action in response to being hit with a melee attack, you may eject from your Carapace to avoid damage. You are pushed into an adjacent square of your choice while your Carapace remains and secretes a sticky sap to trap the attacker's weapon. A strength check with a DC equal to 10 plus the greenguard's wisdom modifier is required to pull the weapon free. The Carapace shell remains for 1d6 rounds of until it takes damage equal to twice your greenguard level.
You are unarmored after using this ability and must remanifest your Carapace as normal.

**Nimble Carapace (Carapace):** You create a carapace which protects you more efficiently. Your carapace has its weight reduced by 10 pounds, it's max dex bonus increased by 1, it's armor check penalty reduced by one, it's arcane spell failure chance reduced by 5% and which is considered 1 category lighter (minimum light).

**Poisonous Succulents (Carapace):** Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with poison. Affected creatures take 1 con damage on their turn for 6 rounds or until they succeed at 2 fortitude saves. These saves need not be consecutive.

**Supporting Carapace (Carapace):** Treat the total weight you carry as half of its value for purposes of determining encumberance.

**Vicious Brambles (Carapace):** Prerequisites: Brambles. Any creature that hits you with a melee or unarmed attack, takes 1d4 piercing damage.

**Wings (Carapace):** Your Carapace grows wings which grant you a fly speed of 60 with good maneuverability.

## **Flower Species**

**Mimic Blossom (Flower):** This flower perfectly imitates certain sounds or even specific voices. You may make a Bluff check opposed by the listener's Sense Motive check to recognize the mimicry, although if the listener isn't familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check.You get a +8 racial bonus on your Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic)you have listened to for at least 10 minutes. You cannot duplicate the effects of magical abilities (such as bardic performance or a harpy's captivating song), though you may be able to mimic the sound of those abilities. This ability does not allow you to speak or understand languages you do not know.

**Covetous Spellthief (Flower, Advanced):** Prereq: Spelleater Symbiote. Most often considered weeds and parasites within druid groves and magical gardens, the unique flowers have the ability to draw beneficial magic to themselves. A greenguard that cultivates and attunes to one of these flowers is able to do the same. Each day, the greenguard may activate this Species for a number of rounds equal to their greenguard level. These rounds need not be consecutive. Activating this Species is a standard action while dismissing it is a free action. While this Species is active, anytime a harmless (so noted by a spell’s saving throw description) spell of 3rd level or lower is cast within 25 ft. of the greenguard, she may choose to immediately gain the benefit of that spell as if it had also targeted her. The intended target still gains the effect of the spell. The greenguard is considered the caster of the additional spell effect though the If the effect allows for multiple targets other than the greenguard, she cannot use the stolen spell effect to target other creatures—this species only aids the greenguard. Once a spell has been stolen, the Covetous Spellthief automatically deactivates and must be reactivated with a standard action as normal.

**Interdiction Flower (Flower):** When active, this flower produces a field that impedes the use of spells of the summoning subschool and other effects that summon creatures within 50ft.

Any such spells, spell-like abilities, or similar summoning effects used within the area have a percent chance of failure equals 5% × your greenguard level, to a maximum 75% chance of failure. If the summoning effect already has a percent chance of failure (as is often the case with the summon spell-like ability of outsiders), these percentages stack. This does not affect summoners attempting to summon their eidolon, but it does affect summoners casting other summoning spells.

**Sun Wreath (Flower):** Activating these flowers fills the area in a 10 ft. radius around the greenguard with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per greenguard level (max 5d4), whether they succeed at the Reflex save or not. Activating this species is a free action.

**Olfactory Bulb (Flower):** You gain the scent special quality.

**Dragon Lily (Flower, Advanced):** These large blossoms get their name from their ability to expel blasts of energy similar to dragons breath. While they come in many colors, most have been bred to match the chromatic dragon type whose breath weapon they most closely emulate. Once per day, the Lily can expel a blast of energy (acid, fire, electricity or cold) in a 60 ft line or a 30 ft cone. The energy type and blast shape must be chosen when this Species is selected and may not be changed. The blast deals 1d6 damage per greenguard level you possess. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

## **Fruit Species**

**Grenade Fruit (Fruit) [Praemium acidum]:** Picking, activating and throwing a grenade fruit requires a standard action that provokes an attack of opportunity. Thrown fruits have a range of 20 feet and use the Throw Splash Weapon special attack. Grenade fruits are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a grenade fruit inflicts 1d6 points of acid damage + additional damage equal to the greenguard's Wisdom modifier. The damage of a grenade fruit increases by 1d6 points at every even-numbered level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a grenade fruit Is always equal to the fruit's minimum damage (so if the fruit would deal 2d6+4 points of acid damage on a direct hit, its splash damage would be 6 points of acid damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the greenguard’s level + the greenguard’s Wisdom modifier.

**Suicide Bombers (Fruit):** Prereq: Grenade Fruit. You cause animate fruits to develop and immediately detach themselves from their host plant. These fruits make their way towards whatever target you designate and upon reaching that target, they detonate as a grenade fruit (treat this as a melee attack using your BAB). A bomber must move every round they are active. If a bomber is unable to move on your turn, it detonated in its current position. If multiple bombers are active, they may move independently but all must move. A bomber is not considered to threaten any square except the one it occupies.

**Sun Wreath Fruit (Fruit):** On impact, a sun wreath fruit bursts and fills the area in a 10 ft. radius with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage pergreenguard level (max 5d4), whether they succeed at the Reflex save or not. Activating this species is a free action.

## **Fungus Species**

**Enervating Slime Mold (Fungus, Advanced):** Prereq: Greenguard level 15. Once per day as a standard action, you may release an enervating slime mold. This aggressive and deadly fungus immediately pulses forward in a 60 ft. line consuming all living things in its path. The slime mold kills every living creature of 17 or fewer HD in the line, starting with the creature closest to you, to a maximum of 1d4 HD of creatures per greenguard level. No creature of 18 or more HD can be affected.

If a creature succeeds at its saving throw or has too many HD, it doesn’t count against the HD the slime mold can kill. The slime mold continues to affect creatures as it rolls away from you until you either run out of HD to affect or reach the limit of the slime mold's area. If the slime mold does not kill any creatures, it violently explodes in the final square of the 60-foot line, dealing 10d6 points of damage + 1 point per greenguard level to any creature in that square with no saving throw. If several creatures occupy the same square, roll randomly to determine which is affected.

**Grease Mold (Fungus):** When a grease mold hits the ground, it quickly spreads to fill a 10 ft. square. Creatures that enter an area covered with grease mold must make a successful Reflex save or fall. A creature can walk within or through the area at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

**Fertilizing Mycorrhizae (Fungus):** Prereq: Minimum 1 Seed species. As a move action, you may cause any patch created with one of your seed species to increase its radius by 10 feet.

**Basidirond Cap (Fungus):** As a standard action once per minute, you can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

```
  **d6 Hallucination**
  1. You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
  2. Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
  3. An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
  4. You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
  5. You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
  6. You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

```

**Basidirond Spores (Fungus, Thorn):** Prereq: Basidirond Cap. As long as your basidirond cap spore cloud ability is charged, any creature struck by your thorn is coated with spores. The creature struck must make a Fortitude save or these spores take root in its flesh, and particularly in its lungs.

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  Basidirond spores: Disease—inhaled; save Fort; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

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## **Seed Species**

**Grenade Fruit Seed (Seed):** Prereq: Grenade Fruit. When a grenade fruit seed hits the ground, it causes a grenade fruit hedge to grow up to 1 ft. thick, 10 ft. high and 20 ft. wide. This hedge provides total cover to all Large or smaller creatures and objects and is covered with unstable immature grenade fruits. The hedge has an AC of 9, hardness 0, and 5 hit points per greenguard level you possess. Picking one of the immature fruits deals 1 hit point of damage to the hedge. These fruits are not ripe enough to act as grenade fruits and have no special properties. When the hedge reaches 0 hit points, or when you dismiss it, the hedge explodes violently, sending sharp chunks of wood and thorns as well as a spray of acid out along both sides. Any creature that is adjacent to a grenade fruit hedge when it explodes takes 2d6 points of slashing damage and 1d6 points of acid damage per 3 greenguard levels (maximum 6d6). A successful Reflex save halves the total damage done.

**Soul Fruit Seed (Seed, Advanced):** Prereq: Greenguard level 15. When a soul fruit seed is placed on a newly dead body, it causes a soul fruit tree to grow and immediately bear a single black soul fruit, which contains the trapped soul from the body in which it was planted. Soul Fruit trees are small but stout, growing only to a height of 1 to 2 feet but with thick, gnarled trunks and branches. The subject must have been dead no more than 1 round per greenguard level. The soul, once trapped in the fruit cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by opening the fruit and planting all three seeds found within, can one free the soul (which is then still dead).

Note: Soul Fruit seeds can still grow in corpses whose souls have left. If a seed is planted in a corpse dead longer than 1 minute per greenguard level or longer than 1 minute at all by a non-greenguard, a soul tree will still grow but not instantly. Mundane soul trees take 7 years to grow to maturity and bear a single fruit in the first full moon after they mature. These fruits do not contain souls but do contain 3 more seeds. A corpse must still have most of its flesh for the tree to grow. \*\*\* Need a way to free soul before tree matures in mundane version.

**Patch Stride (Seed):** Prereq: Tree Stride class feature. You may use your tree stride ability to move between any patches created by your seed species.

**Night Poppy Seed (Seed):** When a night poppy seed hits the ground, it causes a night poppy patch to grow and cover a 5 ft. square. When a creature enters a night poppy patch, they are affected as if targeted by the sleep spell. If you have at least 6 greenguard levels, they are affected as if targeted by deep slumber instead.

**Reeking Verbena Seed (Seed):** When a reeking verbena seed hits the ground, it causes a small reeking verbena patch to grow and cover a 5 ft. square. Any creature that enters a reeking verbena patch must make a fortitude save or become nauseated. If nauseated, the creature must also succeed at a DC 12 Acrobatics check or fall prone.

**Trepidation Milfoil Seed (Seed, Aquatic):** When a trepidation milfoil seed is released or dropped into water, it causes a trepidation milfoil cluster to grow and fill a 5 ft. cube underwater. Any creature that enters a trepidation milfoil cluster must succeed at a Will save or become deathly afraid of drowning. If the target is swimming or otherwise submerged in water, it must spend all of its efforts attempting to escape from the water. As long as an affected target remains in water, it takes 1d6 points of nonlethal damage each round as it thrashes about and swallows water. Even out of water, targets cannot imbibe potions or willingly interact with any fluids for the duration of this effect, which lasts for 1 round per greenguard level.

**Tombroot Seed (Seed, Advanced):** Prereq: Cage Seed, Greenguard Level 15. When a tombroot seed hits the ground, it causes a tombroot plant to grow in the same square. This is not readily apparent though due to the fact that the tombroot grows under ground. When a creature enters a square above a tombroot, the roots erupt from the ground, wrap around the victim placing them in a state of suspended animation and dragging them deep beneath the earth unless they succeed at a Will save. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed.

**Constrictus Seed (Seed):** When a constrictus seed hits the ground, it causes a constrictus patch to grow and fill a 5 ft. square. When a creature enters a constrictus patch, the vines of the constrictus plants erupt upward paralyzing and crushing the creature. Each round the target must make a will save or be paralyzed for the round and take 1d6+6 bludgeoning damage.

**Lightdrinker Seed (Seed):** When a lightdrinker seed hits the ground, it causes a lightdrinker patch to grow and fill a 5 ft. square. The lightdrinkers cause the illumination level in a 20 ft. radius to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness.

**Carnivorous Lightdrinker Seed (Seed, Advanced):** Prereq: Lightdrinker Seed, greenguard level 15. When a carnivorous lightdrinker seed hits the ground, it causes a carnivorous lightdrinker patch to grow and fill a 5 ft. square. The carnivorous variety of these plants have a ravenous hunger for light, which is much stronger than their cousins and causes the area in a 20 ft. radius to become pitch black as deeper darkness. Their hunger is not constrained to light though. Any creatures beginning their turn within the areaare gnawed and slashed by the plants inside, dealing 3d6 points of bite damage and 2 points of Constitution damage per round. Once a creature leaves the area, it continues to take 1d6 points of bleed damage each round until it receives magical healing or enters an area of bright light. Spell Resistance can prevent damage from the carnivorous lightdrinkers but not against the darkness they create.

**Glimmerleaf Seed (Seed):** When a glimmerleaf seed hits the ground, it causes a glimmerleaf patch to grow and fill a 5 ft. square. The bioluminescent leaves of the plants produce light equivalent to a torch, shedding normal light in a 20-foot radius and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light).

**Blooming Glimmerleaf (Seed):** Prereq: Glimmerleaf Seed. As a standard action, you may cause any number of Glimmerleaf patches created by you to bloom, each producing a cloud of sticky glowing pollen in a 10 ft. radius. Any creature in the area is coated with luminescent pollen, which makes them shed light equivalent to a candle. Affected creatures take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

**Grasping Knotvine Seed (Seed):** When a grasping knotvine seed hits the ground, it causes a grasping knotvine patch to grow and fill an area with a radius of 40 ft. Creatures that enter or begin their turn in a square occupied by grasping knotvines must succeed at a reflex save or gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The entire area occupied by the knotvine patch is considered difficult terrain.

**Pertinacious Knotvine Seed (Seed):** Prereq: Grasping Knotvine Seed. This variety of knotvine is a tenacious weed, which continues to grasp at those who have moved through them even after those creatures have left the patch. At the end of a creatures turn that began within a knotvine patch but ended outside of it, a small knotvine patch grows and fills a 5 ft. square occupied by that creature. This secondary patch is treated as a standard grasping knotvine patch.

**Rime Bonnet Seed (Seed):** When a rime bonnet seed hits the ground, it causes a rime bonnet patch to grow and fill a 5 ft. square. The small, glass-like rime bonnets produce intense cold in a 5 ft. radius dealing 2d6 points of cold damage to all creatures within the area. Creatures damaged by this initial burst of cold must succeed at a Fortitude save or become staggered for 1 round. Any creature that enters or begins its turn within the area takes 1d6 points of cold damage (Fortitude saving throw for half) but does not become staggered even on a failed saving throw.

**Blightwort Seed (Seed):** Based on decomposition by AimlessPolymath. When a blightwort seed hits the ground, it causes a blightwort patch to grow and fill a 20 ft. radius area. Unattended objects and corporeal undead within this area are covered with growth and immediately begin to be decomposed, taking 4d6 damage each round, bypassing hardness. This process continues for a number of rounds equal to the greenguard's level. After this time, the decay slows and the damage dealt is reduced to 1 point per day until the blightwort is destroyed.

## **Symbiote Species**

**Acute Symbiote (Symbiote):** Whenever you roll a maximum value on an expended symbiote die, you may roll it again and add both values to the result.

**Akashic Node (Symbiote):** You gain a bonus to all knowledge skills in which you have at least 1 rank equal to your current symbiote dice pool.

**Detachable Vines (Symbiote):** Prereq: Vine Symbiote. Benefit: Your vines are able to detach and move independently. They gain a move speed of 10. They have the same armor class as you and benefit from any thorn cultivars you have entwined. They share your hit points and attacks they make count towards the number of attacks you may make in a round.

**Symbiote Pod (Symbiote):** You may expend a symbiote die to create a symbiote pod. A symbiote pod is a single die version of your symbiote which you may grant to a willing target. That target gains the 1d6 version of your symbiote and a symbiote dice pool of 1d6 as long as they bear the symbiote pod. If the bearer of a symbiote pod expends the symbiote die, the pod withers and they lose all associated benefits. A greenguard may absorb a symbiote pod to add its dice pool to theirs, not to exceed the greenguard's maximum symbiote dice pool.

**Symbiote Rejuvenator (Symbiote):** When expending symbiote dice, any die on which a 1 is rolled is added back into your symbiote dice pool.

**Secondary Symbiote (Symbiote):** You gain a second symbiote. Select a symbiote you do not possess. You gain the 1d6 benefits and may expend dice to activate its 1d6 abilities. All symbiotes you possess use the same symbiote dice pool.

**Improved Secondary Symbiote (Symbiote):** Choose a symbiote gained via secondary symbiote. You gain access to the 2d6 abilities of that symbiote.

**Greater Secondary Symbiote (Symbiote):** Choose a symbiote for which you have Improved Secondary Symbiote. You gain access to the 3d6 abilities of that symbiote.

**Symbiotic Refreshment (Symbiote):** Once per day as a full round action when your symbiote dice pool is below its maximum, you may add a single die to it.
Cage Seed (Seed): The greenguard may create a cage seed as a move action. When a cage seed hits the ground, it causes a wall of thorns to spring up around it in a 10 ft. radius.

**Tenacious Symbiote (Symbiote):** Your effective symbiote dice pool is considered one higher for purposes of determining which passive symbiote benefits you recieve. Your effective symbiote dice pool may not exceed your maximum symbiote dice pool.

## **Thorn Species**

**Commensalism By AimlessPolymath (Carapace, Thorn):** You may add a single cultivar with a +1 equivalent bonus to your thorn or carapace without reducing it's enhancement bonus.

**Extending Thorn (Thorn):** Your reach with your thorn is increased by 5 feet.

**Tangling Thorn (Thorn):** Once per round after making a successful attack with your thorn, you may make a trip attempt against the target of that attack as a free action.

**Savage Thorn (Thorn):** Wounds delivered by your thorn are particularly brutal and continue to bleed afterward. Creatures damaged by your thorn take bleed damage at the beginning of your turn equal to your maximum symbiote dice pool.

**Hive Mark (Thorn):** Prereq: Hive. You may deliver a pheromone with your thorn designating a target as an enemy of the hive. You must declare this ability before the attack. If the attack is successful, the target is marked. Each round on your turn, the target takes damage equal to your hive damage. You may have only one mark active at a time.

**Sickening Thorn (Thorn):** Targets struck by your thorn must make a fortitude save or become nauseated for 1 round.

**Venomous Thorn (Thorn):** Your thorn secretes a powerful poison. A target struck by your thorn must make a fortitude save or become poisoned, taking 1 con damage for 6 rounds or until it succeeds at two saves. These saves need not be consecutive.

**Violet Fungus Rot (Thorn, Fungus):** You may forego extra damage that would normally be dealt to a creature struck by a critical hit from your thorn. Instead, that creature must succeed at a Fortitude save or the flesh around the point of contact immediately begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage.

**Enfeebling Venom (Thorn):** Prereq: Venemous Thorn. Targets affected by your thorn's venom take 1 str damage in addition to its normal effects.

**Exotic Thorn (Thorn):** Select a single weapon with which you are not proficient. You gain proficiency with the selected weapon.

**Siphoning Thorn (Thorn, Advanced):** Prereq: Spell Eater Symbiote. When you strike a creature with your thorn, a magical effect benefiting that creature might transfer to you. When you hit the creature with your thorn, it attempts to end one ongoing spell that has been cast on that creature, as if via a targeted dispel magic. If you know the specific spell effect you wish to target, you can name that spell effect to target that specific spell; otherwise this ability begins with the highest-level spell in effect and works its way down through all spells affecting the target until it dispels one or runs out of effects, as per dispel magic.

If this ability successfully ends a spell effect on the target, the remaining duration of that spell effect is transferred to you. That spell effect plays out for the rest of its duration as if you had been the original target. If the spell allows a saving throw to resist the effect, you gain a saving throw as if the spell were just being cast upon you, although this does not “reset” the spell’s duration.

**Banishing Thorn (Thorn, Advanced):** When you successfully deal damage to an extraplanar creature with your thorn, that creature must succeed at a Will save or be banished back to its home plane.

**Extending Thorn (Thorn):** Your reach with your thorn is increased by 5 feet.

**Tangling Thorn (Thorn):** Once per round after making a successful attack with your thorn, you may make a trip attempt against the target of that attack as a free action.

**Thornberry Seed (Seed / Thorn):** When a Thornberry seed hits the ground, it causes a small Thornberry patch to grow and cover a 5 ft. square. This Thornberry patch is sympathetically tied to the greenguard's thorn allowing the greenguard to make an attack with her thorn as if she were in the square occupied by the thornberry patch. The greenguard is considered to threaten the squares around a thornberry patch as if she were standing in the square occupied by the thornberry patch.

**Thornberry Propagation (Thorn):** Prereq: Thornberry Seed. As a standard action, you may cause an area with a 30 ft. radius around your position to become a Thornberry patch.

**Thornberry Parabiosis (Thorn, Advanced):** Prereq: Thornberry Seed. You may treat any patch created with one of your seed species as if it were also a Thornberry patch.

**Improved Thornberry Link (Thorn, Advanced):** Prereq: Thornberry Seed. You may make a single attack at your full base attack bonus from a square occupied by a Thornberry patch but not occupied by you in addition to your normal attacks for the round.
Touch Me Not Seed (Seed): When a touch me not seed hits the ground, it causes a small touch me not patch to grow and cover a 5 ft. square. When a creature enters a touch me not patch, the touch me nots explode dealing acid damage equal to the greenguard's maximum symbiote dice pool. A successful reflex save halves this damage.

## **Miscellaneous Species**

**Hybrid Cultivar:** You are able to create cultivars, which carry two enchantment rather than one.

**Sensory Plant Pod:** These small succulents are able to reproduce both sexually and asexually. The asexual clones maintain a strong bond and are able to share senses with one another. By cultivating and attuning to these plants, the greenguard is able to place a pod in a strategic place and remotely tap into its senses its surroundings remotely. While using the senses of a pod, the greenguard loses use of her own senses temporarily. She loses only those senses which she is remotely accessing and may choose to access only sight or sound in order to retain the other sense herself. A sensory pod withers after a number of minutes equal to the greenguard's class level.

**Sensory Plant Clone (Advanced):** The Greenguard is able to cultivate a proper clone of the sensory plant, which no longer withers over time. A greenguard with this Species may have 1 active clone for every 3 greenguard levels they possess.

**Improved Sensory Plant Attunement:** The greenguard is able to retain her own senses while accessing the senses of A sensory plant pod or clone.

**Advanced Sensory Plant Attunement:** The Greenguard is able to simultaneously access the senses of multiple sensory plant Species or clones.

**Articulated Sensory Plant (Advanced):** Prereq: Sensory Plant Clone.The Greenguard is able to communicate through her sensory pods. When she wishes, the pod takes on a crude likeness of the greenguard's face and speaks with her voice allowing those in the presence of a pod to communicate with the greenguard both ways.

**Motile Sensory Plant (Advanced):** Prereq: Sensory Plant Clone. Your sensory plants are capable of independent movement. They gain a base speed and climb speed of 10 ft.

**Plant Trainer:** You gain the Train Plants feat even if you do not meet the prerequisites. http://www.d20pfsrd.com/feats/general-feats/train-plants/

**Minion Cultivation:** Prereq: Train Plants feat. You gain the Grow Plant Creature feat even if you do not meet the prerequisites. You must still meet the requirements for any creatures created with the feat. https://www.d20pfsrd.com/feats/item-creation-feats/grow-plant-creature-item-creation/

**Pheromone Emanation (By AimlessPolymath):** As a swift action, you can begin emitting pheromones which affect all those within 30 ft with a specified effect for . Alternatively, as a standard action, you can release a directed burst in a 40 foot cone, affecting creatures for 1d4 rounds. In either case, choose one of the following effects; those in the area who fail a Fortitude save are afflicted for the given duration. An adjacent creature can take a standard action to snap them out of it. Note that while the pheromone burst is visible to others, passive emission is not.

```
  - Calm Emotions, as the spell
  - Rage: The creature can do nothing but attempt to harm the Greenguard with whatever tools are available.
  - Sooth: Creatures gain a +4 bonus to Diplomacy checks against affected creatures.

```

**Entomb (By AimlessPolymath):** When you forcibly move a creature into a solid surface covered with or made of plant matter, you may cause it to grow and twist around them, imprisoning them within- a Reflex save negates this, allowing them to break free. Otherwise, they become unable to move from their square, must remain prone if they are prone, cannot make use of their limbs, and have cover from the outside world. They may escape this hold in ways which could escape a grapple, against an effective static grapple check of 14 + your level. If the surface you pushed them into is solid plant matter to a depth sufficient to contain their body, on a subsequent turn, you may push them further as a standard action while adjacent, immediately and automatically entombing them within the surface. At this point, they may only escape by making a Strength check with a DC of 10 + the hardness of the material + your Wisdom modifier, at which point they immediately exit to the nearest empty square. Note that many things qualify as forcible movement, including bull rushes, trip and overrun attempts which knock the target prone (these move them downward), movement made while grappling the target, and falling. If you did not perform the forcible movement yourself, you must ready a standard action to capture them in this way.