First, a minor nitpick. Personally, I would shrink the image a little bit ({img width=800}), so that at the bottom of the post there isn't the side-to-side scroll bar. ...Although, that may just be because my screen isn't all that large. Meh, it's up to you.
According to the SRD, here are "Plant Traits:"
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Plants breathe and eat, but do not sleep.
Some of the abilities you give in
Plantlike aren't in that list, and you never actually gain the Plant subtype. I would probably turn
Plantlike into a 3-step ability, at the end of which, you gain the Plant subtype (see
this class for an example of how this could be done). Everything else (i.e. Regeneration, Nat. Armor, Energy Resistance, Ability Boosts), should be pulled out as separate abilities.
Woodshaping isn't really well defined. Why not just give the spell
Wood Shape as a Spell-like Ability (or a Supernatural ability, since that's what this class
is)? If you want, you could do that, and then at a higher level, say that when a Wood Shaper uses
Wood Shape, they are able to get fine detail, and moving parts always work, or something like that.
You don't say anything about only being able to use wooden weapons / armor. Is that deliberate?
For
Second Skin, I might make the part about Armor Bonus applying to touch AC a higher level ability. To me, that seems pretty powerful to be giving out to a 7th level character.
Splinter bolts: Your weapons are always growing splinters. This has no effect on the weapon but causes a multitude of effects. You can use splinter bolt a number of times each encounter equal to your class level, as a swift action each round you can replenish one use of splinter bolt. For one use you can throw a splinter bolt as a standard action at someone with a ranged attack roll medium range dealing 1d6 per class level to them times three on a critical. Every three level after you can throw an additional bolt as part of the standard action. This ability is an extradinary ability and all other abilities associated with this one are too unless otherwise stated.
I don't think this is the correct terminology to be using here, and I'm not sure what you want it to be. May I suggest 20'/class level?
Nature's club: Nature wants you to be part of its club and you want it to be your club as this is good for both parties. Weapons you create and weild deal damage as a weapons two sizes larger than they are.
Typo there. Also, I would make this ability two steps as well.
Entwining Bolt needs a save DC.
Carved Companions is very unclear. I'm not even sure where to start.
Woodland speed: You gain a 20ft bonus on all your movement speeds base or otherwise and ignore mundane difficult terrain, and uphill slopes. Magical hinderances still slow you.
You should probably say that this only applies in wooded areas.
The forest answers: The questions you ask wooden objects always get answered, except when they get annoyed by you asking too many questions. In effect you gain the ability to cast Commune with nature and Find the path as spell-like abilities twice per day each. Commune with nature works with all wooden objects within the radius of the spell, in addition to its normal abilities.
Don't say "in effect." Just say, "You gain the ability..."
Tree swing: You can spend one use of you splinter bolts to transform one of you weapon to a giant log for the round. It counts as a reach weapon with all its normal bonuses and deals class level d8+(3*str) with its normal crit ranges. As a standard action you can attack all you want creatures within reach, if able you can use all feats that give you additional attacks with this ability, such as cleave, improve trip and the like.
What are normal crit ranges for a "log"? You should probably also specify that if you're Large size or larger, you can still attack everyone inside your radius, not just those at the edge of your reach.
For
Wood porting, take a good look at
Tree Stride, and also the Wood Woad ability, for your wording.
For
Log Roll, the damage is a little unclear.
Naturally hidden: In a forest, within 20ft of a wooden object small size and up or target of your splinter bolts you can hide as part of a move action, even while being observed. you gain a +5 circumstance bonus to hide and move silently.
Try this wording instead:
Naturally Hidden: While in a wooded area, and within 20' of any wooden object of Small size or larger, you may make a Hide check as a move action, even while being observed. In addition, you gain a +5 Circumstance bonus to Hide and Move Silently checks.
I'm also not sure what you mean when you say "target of your splinter bolts."
Branching out needs some clarification.
The Forest Knows All should probably read as: "Once per day per two class levels, you may treat one skill in which you have no ranks as if you had max ranks for one skill check." Or something like that.
And suddenly a forest needs a duration.
Nature's V.I.P.: Fey, animals, and plants now always friendly to you. In addition you gain telepathy 1 mile with these creatures, through this telapathy you can make one suggestion (as the Spell) per day, per creature to talk to. This ability bypasses the normal immunity plants have to charms/complusions. The DC for this ability is 10+class level+Cha modifier
The part about Fey, Animals, and Plants always being friendly is, I think, too OP. Maybe they move one step closer to friendly. At the very least, there needs to be a save.
Also, a general note to watch your grammar and capitalization. It may seem small/nitpicky, but it makes a HUGE difference for readability.