LIMBANT
The limbant is a combination of man and plant, a path few mortals choose to take. A limbant begins as a normal character and, through rigorous appeals to certain deities, begins to part from his mortal nature and takes on plant-like qualities, eventually appearing as a walking man-plant. In doing so, the limbant acquires extraordinary abilities and in the process becomes closer to the natural world.
  Hit Die: D8.

Requirements
  Knowledge (nature): 8 ranks.
  Profession (herbalist): 4 ranks.
  Wilderness Lore: 4 ranks.
  Special: The prospective limbant must make an appeal to an appropriate deity, and that appeal must be accepted, before the character can acquire the limbant prestige class. Appeals always necessitate some minor task to be completed. Failure requires 1d4 months of constant prayer and supplication, after which another minor task will be requested. This process is repeated until success is met. If the character succeeds, he must then find an isolated section of a forest or jungle and, covered in leaves and branches, rest for a full 24-hour period. Upon awakening, the character takes on the physical characteristics of a limbant (see Class Features below for more details).

Class Skills
  The limbant’s class skills (and the key ability for each) are Alchemy (Int), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Knowledge (nature), Profession (Wis), Wilderness Lore (Wis).

  Skill Points at Each Additional Level: 2 + Int Modifier.

Class Features
  All of the following are class features of the limbant prestige class:
  Weapon and Armor Proficiency: Limbants gain proficiency in all simple weapons. They do not gain proficiency with any type of armor or shield. 
  Limbant Anatomy (Ex): After the limbant’s 24-hour period of rest, he awakens to find his nature changed. His skin is bark-like or plant-like (player’s choice), but not as hard as actual bark nor as soft as flesh. In any event, the limbant’s new skin grants him a +1 natural bonus to his armor class per three limbant levels. The limbant adds his Constitution bonus to his armor class. The limbant cannot benefit from any sort of armor, and spells such as barkskin, or similar magic, will have no effect. The limbant gets a +2 bonus if he attempts to Hide in a forest or swamp.
  The limbant appears in the same general shape as he did before, except that his skin has turned into bark-like or plant-like matter. The back of the limbant’s head, hands and arms is tinged with some contrasting color (which enables him to absorb nutrients from the sunlight), usually green. He looses his hair, teeth, and sexual organs. His fingers are tapered; appearing much like gnarled branches or stems. From his feet and ankles grow tangles of short roots. 
  The newly created limbant becomes subject to plant-affecting spells, as well as the commanding attempts of clerics with access to the Plant domain. However, because he retains some human qualities, he gains a +3 bonus to his saving throws against such powers.
  Speak with Plants (Sp): The limbant is able to speak with plants at will. No components are required to use this spell-like ability.
  Photosynthesis (Ex): The limbant does not acquire nutrients in the same fashion as a normal character. The limbant, like other plants, receives nourishment from the light of the sun. Each day he goes without exposure to sunlight he suffers 1d2 points of damage. 
  The limbant satisfies his thirst by immersing himself in water for 10 minutes every two days. He can also satisfy his thirst by exposing himself to a light rain or soaking his feet in water. If he goes without water for two days, he begins to suffer 1d2 points of damage each day.
  Buoyancy (Ex): The limbant requires oxygen to survive, and is thus subject to drowning or suffocation as any normal character would be. Because the limbant’s skin is buoyant, he floats on water and cannot drowned unless he is held underwater.
  Command Plant Creatures (Su): The 2nd level limbant can rebuke plant creatures in the same fashion that an evil cleric rebukes or commands the undead. The limbant can command plant creatures a number of times per day equal to 3 + his Charisma modifier. If the limbant is (or becomes) a cleric with the Plant domain, the levels stack.
  Rooting (Ex): Beginning at 3rd level, the limbant can accelerate healing by way of rooting, which he may do once per week. To do so, he must bury his feet in the earth (not sand or snow). The limbant must remain stationary for 1d4 hours, taking no other actions. If uninterrupted, the limbant’s feet begin to grow roots and absorb nutrients from the soil. During this process the limbant gains 3d4 hit points. Upon reaching 6th and 9th levels, the limbant regains 4d4 and 5d4 hit points, respectively, by rooting. 
  Limbing (Ex): A 5th level limbant can grow an extra limb. The extra limb slowly sprouts from the limbant’s chest, and is fully functional. The attempt can be made but once per month, and necessitates that the limbant lie on the ground and covering himself with leaves, branches, and earth. The process takes one full day (24 hours), during which time the limbant is in a state of temporal stasis. If disturbed then the effort fails and the limbant must wait one month to try again.
  Otherwise, the limbant awakens after the 24-hour period with a new limb resembling whichever limb is his offhand. The benefits gained are as follows:

•	The limbant can attack with three weapons. The normal penalties apply, and the limb is considered another offhand.
•	The limbant receives a +3 on his attack rolls when he is engaged in wrestling or grappling.
•	When the limbant makes a Swim or Climb check he gains a +4 bonus. Additionally, he adds 50% of his movement when swimming.
•	Obvious benefits include the ability to perform strenuous tasks more easily, such as carrying three, instead of two, heavy objects.
•	When using certain skills, such as the Craft skill, the time required to create an object, or the amount created, should be reduced and improved, respectively, by one third.

The limbant’s extra limb only remains for 1d4 days, and falls off after that time period.
  Spells: Beginning at 2nd level (or 1st level if the templar has a Wisdom bonus), a limbant gains the ability to cast a small number of divine spells. To cast a spell, the limbant must have a Wisdom of at least 10 + the spell’s level, so a limbant with a Wisdom of 10 or lower cannot cast these spells. Limbant bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.
  Whispering Wind (Sp): Upon reaching 6th level, the limbant can use whispering wind once per day. This ability will only work in a forest or swamp.
  Liveoak (Sp): Upon reaching 8th level, the limbant may cast liveoak once per month. 
  Stiff Limbs (Ex): The limbant suffers a –1 penalty to all skills affected by the Armor Check Penalty. The limbant gains no bonus for high dexterity (though penalties for low dexterity still accrue).
  Vulnerability to Fire (Ex): The limbant suffers 1 extra point of damage per die of fire damage suffered. Additionally, opponents gain a +4 bonus to their attack roll when attacking the limbant with fire.
  Vulnerability to Extreme Climates (Ex): The limbant must make a Constitution check against a DC of 15 when the temperature falls below freezing or rises above 100 degrees. If the limbant fails his check, he suffers 1d4 hit points. The check is made once per day.

Limbant Spell List
  Limbants choose their spells from the following list:
  1st level–create water, cure light wounds, detect snares and pits, endure elements, entangle, goodberry, light, shillelagh.
  2nd level–resist elements, soften earth and stone, tree shape, warp wood, wood shape.
  3rd level–diminish plants, plant growth, protection from elements, quench, spike growth.
  4th level–antiplant shell, awaken (plants only), control plants, tree stride, wall of thorns.

The Limbant
	Base	
Class	Attack	Fort	Ref	Will					Spells per Day
Level	Bonus	Save	Save	Save	Special			1st	2nd	3rd	4th	
1st	+0	+2	+0	+2	Limbant anatomy (+1 AC), speak with plants, photosynthesis, buoyancy 	0	-	-	-	
2nd	+1	+3	+0	+3	Command plant creatures	1	-	-	-	
3rd	+2	+3	+1	+3	Rooting (regains 3d4 hp)	1	0	-	-	
4th	+3	+4	+1	+4	Limbant anatomy (+2 AC)	1	1	-	-	
5th	+3	+4	+1	+4	Limbing	1	1	0	-	
6th	+4	+5	+2	+5	Whispering wind, 1/day; rooting (regains 4d4 hp)	1	1	1	-	
7th	+5	+5	+2	+5	Limbant anatomy (+3 AC)	2	1	1	0	
8th	+6	+6	+2	+6	Liveoak, 1/month	2	1	1	1	
9th	+6	+6	+3	+6	Rooting (regains 5d4 hp)	2	2	1	1	
10th	+7	+7	+3	+7	Limbant anatomy (+4 AC)	2	2	2	1