Juren are a race of intelligent, willow like humanoid plants. (16 total RP)
Plant (10 rp)
This type encompasses humanoid-shaped vegetable creatures. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.
A plant race has the following features:
Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet. (0 rp)
Normal Speed (0 RP)
The race has a base speed of 30 feet. (0 rp)+2 dex +2 wisdom -2 charisma. Juren are flexible and observant, but have trouble interacting with others.
Standard (0 RP)
Members of this race start with Common and sylvan. Members with a high intelligence can learn Elven, Terran, Gnome, Protean, Treant, and Vegepygmy.
Hydrated Vitality (3 rp)
Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural fresh water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Camoflague (1 rp)
Members of this race gain a +4 racial bonus on Stealth checks while within forested or other areas with heavy vegetation.
Toxic (1 rp)
Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Flexible (1 rp)
Juren gain a +1 racial bonus to reflex saves.