Birchwood Treefolk


This tree-like race has been around just about from the beginning of the world’s existence. Long before Humans, Halflings, Orcs, or even Elves, these Humanoids roamed the forests, keeping them safe. The Treefolk are formidable foes when their forests are threatened, but usually leave others alone. Lucky for many races that rarely do Treefolk leave the forests.

- Personality: Birchwood Treefolk are slow to jest and even slower to decide on things. Because they live such long lives, they feel no rush except to rid the forest of those who would harm it. Quite often, a conversation between 2 Treefolk will last for about a week: the same conversation 2 Humans might have in passing at a bar.

- Physical Description: Birchwood stand about 6 ½ to 7 ft. tall and can weigh upwards of 800 lbs. They’re the most Human-like variety of Treefolk: tall and lanky, but very ‘muscular’. Their eyes glow with a greenish tint that can be seen in the dark from at least a mile away. Their ‘skin’ is the same color and texture as birch trees, and just as tough. They are considered adults at 150 years, middle age at 357, old at 538, and venerable at 724 with a maximum life span of 1,260 years.

- Relations: Treefolk have had a long history on this earth: a long time to develop enemies and friends alike. They were, after all, here before the Elves. They get along great with most Elves, except for the evil Drow, because they share a love for the woods. They can tolerate most anyone else. Orcs, Goblinoids, and other races friendly to Orcs are severely hated by Treefolk because they exploit the forest with reckless abandon. Half-Orcs are in a pickle for most Treefolk, except the most intelligent ones, can’t distinguish a Half-Orc from a full-blooded one.

- Alignment: Treefolk are as neutral as the forests they dwell in. They do what’s in the best interest of their forest, good or ill. Their law is the law of nature, and it must be obeyed.

- Birchwood Treefolk Lands: Most any forest will have some concentration of Treefolk. Mostly they’re found where it rains a lot. They’re most often found alone once they become of age and before they start their own families. The only other reasons why one might find many together are they’re just passing by, or they’re having a meeting, most likely for war. A tribe is extremely rare and is most likely an alliance to defend a certain spot of land in which two or more families have protected for many years.

- Religion: Stationary Treefolk only worship nature deities. If one worships a non-nature deity, they’re usually outcast and become adventurers.

- Language: Birchwood speak their own language as well as the language of their closest friends, the Treants, each going by an ancient script. Very rarely will anything be written down (mainly because paper is made from trees). Treefolk have excellent memories, and a great oral tradition. Any Treefolk can recount the history of the Earth itself, though you wouldn’t live long enough to hear it all.

- Names: Birchen is very hard for non-Treefolk to learn, much less understand in general. The names of Treefolk are equally difficult. A traveling Treefolk most likely take a name from the Elven, Halfling, Gnome, or Common tongue. That way, they can have a name that all can understand.

- Adventurers: Outcast members of this race are by far the most common adventurers of this race. Others may feel a need to protect not only their own forest, but also other forests around the world. Some become zealots, trying to protect all forests that are in danger or otherwise disturbed.

Birchwood Treefolk Racial Traits

• +2 Constitution, -2 Dexterity. Treefolk are tough, but they don’t have a great deal of flexibility.

• Medium-size: no bonus or penalty due to size.

• Base speed is 25 feet.

• Darkvision: Treefolk can see perfectly up to 60 ft. with no light. They retain the ability to distinguish color under these conditions.

• Though Treefolk revere the forest almost as sacred ground, they understand the value that the forest can have as a means of crafting. This affinity with wood gives them a +2 racial bonus to all Appraise and Craft checks made with wood.

• Woodcunning: This ability grants a Treefolk a +2 racial bonus on Search checks to notice unusual woodwork, such as sliding walls, woodwork traps, new construction (even built to match the old), unsafe wood surfaces, shaky wood ceilings, and the like. Something that isn’t wood, but is disguised as wood, also counts as unusual woodwork. A Treefolk who merely comes within 10 ft. of unusual woodwork can make a Search check as if actively searching, and a Treefolk can intuit their whereabouts in a forest as naturally as a Human can sense which way is up.

• +2 racial bonus to all rolls made to resist damage and effects from cold and water attacks, and have a -2 racial penalty against all rolls made to resist damage and effects from heat and fire attacks. Damage from cold attacks is half on a failed save, and 0 on a successful save. Damage from fire attacks is double on a failed save, and normal on a successful save.

• +1 against mind influences.

• +2 racial bonus against fear.

• Automatic languages: Treefolk know Birchen, Entish, and Common. Bonus languages: Draconic, Elven, Gnoll, Gnome, Halfling, Sylvan, and Terran.

• Favored Class: Forest Guardian (self created core class).

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