+2 Dexterity and +2 Wisdom
Delvians are quick and very wise compared to the galactic Average.Medium Sized Base Speed 30 feet
Delvians gain a +1 Medical party ability point and +1 Party ability slot for Medical.
Delvians gain +1 racial bonus on Chemistry and Biology checks.
This bonus increases by +1 per 5 levels but is capped at their Intelligence modifier.
Rooting (Ex):
At 10th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to armor damage reduction and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your level. This duration need not be consecutive, but it must be used in 1-minute increments.
Photosensitive/Photogasm
Delvians are sensitive to high magnitudes of light of any star with a higher magnitude than the delvian Sun (Type G magnitude +5) and also during Solar Flare activity,quasars, pulsars etc...
Abrupt exposure to bright light Fascinates delvians for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Efficient Energy Use -
When using a Nei power, Psionic power, Primal arts, Energy control, or Ritual arts: a Delvian Spellcaster Reduces the Control point cost for that power by minus 2 to a minimum of 1.
Disrupt Nutrient Flow:
A Delvian can disrupt the flow of nutrients to one limb once per day, causing that limb to shrink and thereby gaining a +10 species bonus on the next Escape Artist check, or check to resist a grapple. The limb will be useless until it is healed. After the Escape Artist/grapple check is made, each depleted arm acts as 10 points of Dexterity damage; each depleted leg acts as 15 points of Dexterity damage. Thus, they are healed as per ability damage.
Plant Based Biology: Poison
Delvians Gain +10 against poisons that normal affect animal based species affecting their race and +2 vs poisons targeting plant based biologies.
Plant Based Biology: Sleep
Plants may 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 chakra and health loss, but sleep is not required to survive or stay in good sanity.
Redundant Neural Cortex III
Only Suffers a Fraction Sanity loss due to learning Forbidden Knowledge. -75%
Unity
Unity, a Delvian can share a state of consciousness with other psionic creatures without making checks as long as the target is a willing subject. Unity can be shared with non-psionic creatures however this has the potential to cause damage to the non-psionic creature. A non-psionic creature must make a Will Save TN 15 or suffer 1 point of temporary Intelligence damage. This save must be made every round unless the Delvian spends 10 control to protect the non-psionic creature from needing to make the Will Save.
Need for Meat [Defect]
Delvians evolved from predatory plants, as such a Delvian needs to eat meat as part of their diet, or they will eventually die. A Delvian can only go an amount of time equal to 2 + their Constitution Bonus in weeks. If a Delvian fails to eat meat within this time frame the delvian starts to take 1 point of temporary Constitution damage for every day they spend suffering from this effect. Additionally the Delvian starts to go into a natural predatory state. The first stage in this process starts within the first 1d4 days after the Delvian goes past the maximum amount of time without eating meat. In this stage first the Delvian starts to molt releasing spores from their skin that can cause sever allergic reactions in other creatures, creatures suffering from allergic reactions to these spores must make a Fortitude Save TN 15 or be sickened, the save must be made every round the creature, or character is in the vicinity of the Delvian. The effected vicinity of the Delvian is 330 feet, or further in contained areas such as a starship where ventilation is relatively poor. The duration of this stage lasts for 12d4 hours. During this time the Delvian becomes increasingly irritable. The second stage begins immediately after the end of the first, the Delvian begins to have a much greater production of spores from small protruding shoots that start growing out of their skin in various places. The level of spores in the vicinity of the Delvian start to become lethal the vicinity in the second stage is still 330 feet, or further in contained areas such as a starship where ventilation is relatively poor. Exposure to lethal spore levels cause 1 point of temporary Constitution damage for every minute of exposure the effected creature may make a Fortitude Save to prevent the Constitution damage TN 20, however even if the creature makes the save, the creature is still sickened. Outside the vicinity of 330 feet after the spore levels become lethal another 330 feet radius past the lethal range causes reactions identical to the first stage. The second stage of this state continues until such time as the Delvian consumes meat or dies. The amount of meat a Delvian needs to consume to end this state is equal to the Delvians constitution score in lbs.