No need to go thread-mining for my Plant genotype. Here it is:
PLANT GENOTYPE
Abilities: +2 Constitution, −2 Wisdom, −2 Charisma. Plants are tough survivors, but often seem aloof and lack the ability to effectively interact with non-plants.
Size: The ability score modifiers for plant characters depend on size. Plant player characters may be Small or Medium-size. Certainly larger and smaller sentient plant species exist, but they are not available as player characters. In addition to the usual effects of size, each size carries the following modifiers:
Small plants have a −2 modifier to Strength and a +2 modifier to Dexterity. The base movement for Small plants is 30 feet per round. Due to their small size, they also have a +2 genotype bonus on Balance and Hide checks.
Medium plants have no adjustments to their ability scores and have a base speed of 30 feet per round.
Immunities: Plants are immune to sleep, stunning and paralysis. They are not subject to critical hits or death by massive damage.
Tough Skin: Plants have tough fibrous or bark-like skin which provides a +2 natural bonus to Defense.
Damage Reduction: DR 5/ballistic, piercing and slashing. Plants are naturally resistant to impacts.
Green Growth: A plant heals at a slightly more rapid rate than mammals. A plant heals 1 extra hit point per day (i.e. 1 hit point per day per level, +1).
Vulnerability: Plants take 50% more damage from fire than normal. In instances where a saving throw is allowed for half damage, the plant takes 50% more damage on a failure and normal damage on a success.
Alien Biology: Plants cannot be healed through use of the Treat Injury skill. Knowledge (Earth and Life Sciences) can be used in lieu of Treat Injury to tend the wounds of a plant.
Alien Psychology: Any non-plant attempting to use Bluff, Intimidate, or Diplomacy on a plant has a −2 penalty to the check. The plant suffers the same penalty when attempting to use those skills on non-plants.
Chlorophyll: A plant that spends more than 1 day without sunlight must succeed on a DC 20 Fortitude save or be fatigued. If the fatigued state lasts for more than its Constitution modifier in days (minimum 1 day), it takes 1 point of Constitution damage per day after that. Once returned to normal sunlight, the fatigued state ends after 1 hour per day it was fatigued.
Plants don’t need to eat, but they do need to spend at least 1 hour a day with their root-like feet buried in at least 1 foot of fresh soil with nutrients. If a plant is unable to root itself for the required time, it suffers the effects of starvation. Plants can go twice as long without water as humans before suffering the effects of thirst. (See Starvation and Thirst on page 213 of the d20 Modern Core Rulebook).
If the soil is inadequate, plants can supplement their diet with plant food. They add it to their water when good soil is unavailable. Plant food, despite being somewhat commonly available, is nowhere near as commonly available as animal rations. Communities with sizable plant populations would obviously have it in ready supply. It has a purchase DC of 6 for a 3 day supply in these areas. In areas with few plants its DC goes up to about 14. In some areas it is entirely unavailable.
Foliage: A plant has a +8 racial bonus to Hide checks in natural foliage as long as it remains motionless.
Skills and Feats: A plant isn’t as adaptable or quick to learn as a human. A plant character has 1 less feat and 4 fewer skill points at 1st level, and 1 less skill point each level after that.