There is much debate as to the origin of the Arbonal race. Many claim that they are the creations of wizards, like many other creatures of the world. Other voices, older voices, claim that they are products of the natural world, a response by The Wild to the encroaching threats of civilization.

Arbonal look like Elves, tall, thin, graceful, complete with pointed ears. Unlike elves, they are made mostly of living plant matter. Like a creature that is becoming a tree, or a tree whose trunk is flesh a blood, an Arbonal is both animal and plant. They feed as other creatures due, and breed like mammals, but the require both soil and sun as well. Their toes split and split again, looking more like roots then toes. All about their heads and shoulders, small branches split off from their main body, growing a hair-like covering of thick leaves. Their skin is thick, and becomes like bark as they reach maturity, difficult to pierce.

Arbonals, strangely enough, mostly frequent large cities. They are said to be able to hear the voice of The Wild in the the untammed places, and thus they shun them. Their physical strength and resilience make them commonly seen body guards and warriors for hire.


  • Physical Attributes: +2 Strength, +2 Wisdom. Despite their frail appearance, Arbonals have a strength born of wodden sinews, their blows raining down with the force of a battering ram. Given their long lives and connection with the natural world, they are wise like the elves they so closely resemble.
  • Skill Bonus: +2 Nature, +2 Heal
  • Wooden Skin: An Arbonal's thick, wooden hide makes them very difficult to damage with arrows or bullets. They are completely immune to all damage caused by ranged attack made with Arrows, Bullets, or other small piercing weapons. Any other effects, including Ongoing Damage, still apply.
  • Plant Subtype. Aroboral's count as both Plant and Humanoid for determining the type of effects and spells that will work on them.
  • Rooted: An Arbonal can take a Move Action to root himself to soil or loose rock. As long as there are gaps large enough for a pinky finger, they can find purchase. Once Rooted, an Arbonal will reduce any forced movement by 1 Square. Furthermore, if they are on an incline, they can use their hands as normal without being forced to make a climb check to stay on the surface they are climbing.
  • Regrowth: An Arbonal can enter a trance where they become very much like a tree. This trance requires a short rest. While in this trance, an Arbonal will regain health at a much greater rate. Any Healing Surges spent while in this trance add the Arbonal's Wisdom modifier to the amount healed. This value is doubled if the Arbonal is rooted in rich earth, with a source of fresh water in direct sunlight. During this Trance, the Arobonal is considered helpless. He has allowed his plant nature to become dominant.


Full Bloom
Your leaves are spectacularly full and vibrant. You gain a +2 Feat bonus to all Hide Checks in Natural Surroundings. Furthermore, if an adjacent ally is being attacked by an enemy that is closer to you then to your ally, you grant that ally concealment. Your foliage blocks clear lines of sight to the space around you.

Deep Roots
Your roots dig deep into the earth, finding pockets of nutrients in the harshest of soil. If you are Rooted, you gain your Wisdom modifier in extra Hit Points from any Healing Surges you spend. This value does not double as in Regrowth. By taking a Minor Action, you can extend this benefit to any adjacent allies until the start of your next turn.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.