Bonus Feats: Cleave, Combat Expertise, Improved Sunder, Improved Trip, Lunge, Power Attack, Vital Strike

Bonus Spells 1st entangle, 2nd barkskin, 3rd burst of nettles, 4th thorny entanglement

1st – Pine needles

At first level anyone who successfully attacks you with a unarmed or natural attack takes 1d2 piercing damage. At 8th level this increases to 1d4 piercing damage and counts a magic for the purposes of overcoming damage reduction.

4th – Bark Hide

Starting at 4th level you gain a +1 natural armor bonus. This increases by an additional +1 at 8th and every four levels after.

8th – Reaching Branches

Starting at eighth level your reach increases by 5ft. This increases to 10ft. at level 16.

12th – Deep Roots

At 12th level as a swift action you can grow a root from your foot to make a trip attempt against any enemy within 30ft. You and the target both must be on solid ground for the root to affect the target.

16th – Branching Limbs

At 16th level you grow two large branches from your back granting you two extra natural attacks that deal damage as though they were claws of your size category. These weapons are identical to claws in every way except they deal bludgeoning damage instead of slashing damage. These additional limbs are incapable of wielding manufactured weapons.

20th – Arboreal Titan

Whenever you enter a bloodrage your natural weapons deal damage as though they were one size category larger and count as adamantine for the purposes of overcoming damage reduction.