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  AMAZING ANCESTRIES: THE TREEFOLK 
  (2
  ND EDITION REMARKABLE RACES) 
  A New Player Character Race for use with the 2nd Edition Pathfinder® Roleplaying Game 
   
  !
  Author 
  Emily Ember Kubisz 
   
  Interior Illustrators 
  Vasilis Zikos 
  Ryan Rhodes  
  Eugene Jaworski 
  Tim Adams 
    
  Cover Artist 
  Vasilis Zikos   
   
   
  Editors 
  Steven O'Neal 
  Paul Klein 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Jean & Magnus Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  ALP-AA2E7 
  OAKLING, REMARKABLE RACES, AMAZING ANCESTRIES © 2009-2019 Alluria Publishing. All rights reserved. 
   
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  learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo 
  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter. 
  Pathfinder Second Edition Bestiary © 2019, Paizo Inc. 
  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder to 
  learn more about Pathfinder. 
   
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  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
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  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
   
  
   
   
   
   
   
   
   
   
   
   
       Treefolk are unusual plant creatures 
  distantly related to treants, though much 
  further removed from the forces of 
  nature. While a fairly new race, their 
  origins are a mystery even to 
  themselves. The first treefolk crept from 
  the darkest forests en masse a little over 
  a dozen decades ago, with little memory 
  of or interest in where they came from.   
     A treefolk has a very direct and 
  logical view of nature; it is not all about 
  conservation, fuzzy animals, and pretty 
  flowers. To a treefolk, natureÊs law is 
  simple and unforgiving: kill or be killed. 
  From the lowly weed that siphons 
  nourishment from those above it to the 
  mighty oak whose branches starve 
  sunlight from those below it, they feel 
  nature has taught them many lessons.   
       Survival is of primary concern to a 
  treefolk, and they are seldom known to 
  be self-sacrificing or precocious. 
  Unlike most plant and tree-like 
  creatures, treefolk are not bound to the 
  forest in any way. Instead of getting a 
  feeling of comfort being close to nature, 
  many feel crowded and uneasy. Though 
  many find this race to be sinister and 
  alien, treefolk are not necessarily evil 
  and find no benefit in angering other 
  sentient beings.  They simply find it 
  difficult to relate to the concepts of 
  sympathy and sentiment; seeing no 
  advantage in preserving useless 
  historical relics, common non-sentient 
  plants and animals, or keeping anything 
  that cannot be put to good use. 
   
  
   
   
   
   
   
   
   
  TREEFOLK 
  Treefolk make good rangers and fighters, preferring a direct and final approach to most things. Often 
  their motto is “kill or be killed,” and they take threats very seriously. Although physically well suited 
  to the barbarian class, many treefolk find it difficult to get in touch with their “inner rage” and deem 
  such an act to be illogical. Treefolk can be found in most other classes, as all provide some sort of 
  benefit that would be appealing and useful. 
  ______________________________________________           ______________________________________________ 
   Many value a treefolk’s coldly logical outlook. 
  Others may take issue with the treefolk lack of 
  sentiment and are viewed as overly emotional by the 
  treefolk themselves. 
  If you want to play a character that is a 
  plant, takes a logical approach, is 
  industrious, and is really good 
  in forest settings, then the 
  treefolk is right for you. 
   
  YOU MIGHT… 
   
  Get annoyed with 
  other races for their 
  adherence to 
  sentiment or emotion. 
   
  Value logic as a tool of 
  survival. 
   
  Have a strong kinship 
  with trees, even though 
  you see them as 
  competitors. 
   
  OTHERS PROBABLY… 
   
  Might assume you are 
  particularly knowledgeable or fond 
  of nature and are unfamiliar with 
  civilization and society. 
   
  May find you cold-hearted.  
   
  Will appreciate your logical and direct 
  approach to problems.  
   
  PHYSICAL DESCRIPTION 
      Treefolk have long, tree-like 
  appendages with two arms that 
  end in three to six spindly 
  fingers and a thumb. Their legs 
  end in rooty clumps. The 
  treefolk’s bark-covered torso is 
  much like a tree trunk; round 
  and uniform. From their backs 
  and shoulders sprout branches 
  that meander off several feet 
  above their total height 
  (making them appear even 
  taller). The heads of the 
  treefolk are simple wooden orbs. However, their faces 
  are composed of an intricate pattern of leaves that 
  form an impressive mane. The leaf mane hides the 
  treefolk’s thin neck and generally makes its head 
  appear quite a bit larger than it is. A treefolk’s face is a 
  rather plastic and emotionless mockery of 
  humanity. They also have solid dark blue 
  expressionless eyes. Many find the 
  face of a treefolk even more 
  unnerving than that of an obitu. 
  Treefolk have a male and 
  female gender; females 
  being slightly more 
  slender and having 
  muscle-nodules that 
  resemble breasts. 
  Their apparently 
  intentional 
  resemblance to 
  mammalian races is 
  something of a 
  mystery to sages who 
  study them. Many feel this is because 
  they may have dryad ancestry. 
       Treefolk smell of leaves and fresh-cut wood, 
  making them fairly difficult to track by scent in 
  woodland environments. Their voices are 
  reminiscent of sawing wood; harsh and grinding 
  with a hint of creaking wood when they shout or 
  yell.   
   
  SOCIETY 
        Treefolk are plants that lack the same internal 
  organs common to other organisms. A cross-section 
  of treefolk flesh reveals a sponge-like inner structure 
  that maintains many functions at once. Treefolk 
  have no bones, hearts, brains, lungs, or other such 
  internal features as non-plant creatures know them.  
  Treefolk grow from seeds and the seedlings look 
  much like any other tree sapling and do not 
  develop their distinguishing and mobile 
  features until they are nearly an adult, 
  about 2 decades later.  
   
  
   
   
   
   
   
   
  Hit Points 
  8 
   
  Size 
  Medium 
   
  Speed 
  30 feet 
   
  Ability Boosts 
  Strength 
  Wisdom 
  Free 
   
  Ability Flaw 
  Charisma 
   
  Languages 
  Common 
  Additional languages equal to 
  your Intelligence modifier (if 
  it’s positive). Choose from 
  Dwarven, Goblin, Gnomish, 
  Halfling, Sylvan and any other 
  languages to which you have 
  access (such as the tongues 
  common in your region). 
   
  Traits 
  Treefolk 
  Plant 
   
  Plant Nourishment 
  You gain nourishment in the 
  same way that trees normally 
  do, through a combination of 
  photosynthesis, absorbing 
  minerals with your roots, and 
  scavenging decaying matter. 
  You typically do not need to 
  pay for food. If you normally 
  rely on photosynthesis and 
  go without sunlight for 1 
  week, you begin to starve. 
  You can derive nourishment 
  from specially formulated 
  bottles of sunlight instead of 
  natural sunlight, but these 
  bottles cost 10 times as much 
  as standard rations (or 40 sp).  
  Seedlings are often and deliberately planted near civilized areas so that they 
  may observe and learn. When they “spring to life” they often have a great deal of 
  information about the area they were planted in—the fruit of 20 years of 
  uninterrupted and unfiltered observation. While a bit unsure of their movements 
  and slightly awkward in speech, the newly mobile treefolk have many years to 
  learn, as they live for centuries. 
  When faced with the cause of survival, treefolk are relentless— often shocking 
  others with chillingly logical maneuvers which rarely give remorse or sympathy 
  a second thought. Unlike most nature-folk, the treefolk are not conservationists. 
  Some would call them cruel and heartless; though they seldom do anything for 
  the sake of pleasure or sport. One aspect that redeems the treefolk is its clear logic 
  and wisdom. While in it for strictly selfish reasons—something they are quite 
  upfront about—they also believe in sharing the benefits. This will drive treefolk 
  to perform many seemingly charitable services, thus improving the overall bad 
  reputation of their race. 
   
  ALIGNMENT & RELIGION 
        It is important to note that despite their frigidly rational tendencies, 
  treefolk are not evil creatures. They do not take pleasure in killing, nor do 
  most feel that deception and corruption are logical paths. While they lack 
  sympathy, they also lack malice. This puts them coarsely on the neutral path. 
        While not typically religious, they occasionally take up a religion related 
  to civilization or progress. Unlike most sentient plant creatures, they do not 
  normally revere gods of nature or plants. 
   
  NAMES  
        Treefolk enjoy descriptive names that usually include an endearing or 
  impressive feature of a tree.  
         MALE NAMES: Brawnheart, Burlyroot, Deathshade, Doomtree, Fastleaf, 
  Grimfoot, Hard-head, Iron-bark, Nimble-limb, Oakhammer, Stone-eyes, Strong-
  branch, Swiftbeam  
        FEMALE NAMES: Deeproot, Flitterleaves, Greenbud, Keen-eyes, Mudfoot, Red-
  thorn, Silverleaf, Snowbark, Tangle-branch, Townsprout, Willowheart, Wise-root, 
  Woodsong 
   
  TREEFOLK HERITAGES 
  Choose one of the following treefolk heritages at 1st level. 
   
  GINGKOKIN 
  Ginkgokin have a rare heritage originating from the far-east and have leaves and 
  features that resemble gingko trees. They are especially suited to urban and 
  polluted environments. You gain a +2 circumstance bonus to saving throws 
  against afflictions, against gaining the sickened condition, and to remove the 
  sickened condition. In addition, you gain poison resistance equal to half your 
  level (minimum 1), and each of your successful saving throws against a poison 
  affliction reduces its stage by 2, or by 1 for a virulent poison. You must be in 
  direct sunlight to gain access to any of these bonuses.  
   
  RED OAKLING 
   One of the two most common treefolk heritages (the other being white oaklings), 
  the red oakling has pointed oak leaves and is slightly broader yet shorter than its 
  white oakling cousins.  This broadness, combined with the ability to root your 
  feet, grants you a +2 circumstance bonus to your Fortitude or Reflex DC against 
  attempts to Shove or Trip you. This bonus also applies to saving throws against  
  spells or effects that attempt to knock you prone. In addition, if any effect would 
  force you to move 10 feet or more, you are moved only half the distance. 
  
   
   
   
   
   
   
   
  SPRUCELING 
  A heritage originating from the frozen north, you have 
  conifer-type branches and leaves. You gain cold 
  resistance equal to your level. Environmental cold effects 
  are two steps less extreme for you, and you can go 10 
  times as long as normal before you are affected by 
  starvation or thirst. However, you gain weakness 5 to 
  fire, as your branches and sap are quite flammable. 
   
  WHITE OAKLING 
  One of the two most common treefolk heritages (the 
  other being red oaklings), the white oakling has rounded 
  oak leaves and is slightly taller and tougher than its red 
  oakling cousins.  You gain 12 Hit Points from your 
  ancestry instead of 8. When you regain Hit Points 
  overnight, add your level to the Hit Points regained. 
   
  WILLOWKIN 
  The rarest heritage of treefolk, the willowkin have a 
  decidedly wilder appearance replete with willow leaves 
  and twisting branches.  Your shaggy, plant-like 
  appearance allows you to blend into forest or jungle 
  surroundings, granting you a +2 circumstance bonus to 
  Stealth checks for as long as you remain in such terrain. 
  In addition, you ignore difficult terrain from trees, 
  foliage, and undergrowth. 
   
  ANCESTRY  FEATS                                        
  At 1st level, you gain one ancestry feat, and you gain 
  an additional ancestry feat every 4 levels thereafter (at 
  5th, 9th, 13th, and 17th level). As a treefolk, you select 
  from among the following ancestry feats. 
   
   1ST LEVEL 
   
  EXTENDED REACH                                                FEAT 1 
  TREEFOLK 
  You can stretch your already long arms and extend 
  your reach. When you wield a melee weapon that 
  requires two hands, doesn’t have reach, and deals at 
  least 1d6 damage, you can change between a typical 
  two-handed grip and an extended two-handed grasp 
  using an Interact action. Weapons wielded in your 
  extended grasp gain reach of 10 feet. This grasp is less 
  stable and powerful than a typical grip, reducing the 
  weapon’s damage die by 1 step. 
   
  ONE WITH WOOD                                                FEAT 1 
  TREEFOLK 
  You are especially adept with wooden weapons. You 
  gain a +2 circumstance bonus to attack rolls when 
  using a weapon that is made of mostly wood (club, 
  quarterstaff, greatclub, longbow, shortbow, etc.) 
   
  PROTECTIVE SAP                                            FEAT 1 
  TREEFOLK 
  You automatically become covered in hardened sap 
  when bleeding excessively. 
  Trigger You gain the drained condition. 
  Effect You gain resistance 2 to bludgeoning and 
  piercing damage and weakness 3 to fire. This effect 
  persists until the drained condition is removed. 
   
  SEED LAUNCH                                         FEAT 1 
  TREEFOLK 
  Your body produces a nearly endless supply of acorns 
  (oaklings), fruits (gingkokin), pinecones (spruceling) 
  or catkins (willowkin). You gain a seed ranged 
  unarmed attack that affects as follows: 
  Acorns 1d6 bludgeoning damage. 
  Ginkgo Fruit 1d4 bludgeoning damage. On a critical 
  hit, target gains sickened 1 from the rancid smell of 
  these fruits.  
  Pinecones  1d4 piercing damage. On a critical hit, 
  target takes –10-foot status penalty to its Speeds for 
  1 minute due to sticky sap. 
  Catkin 1d4 bludgeoning damage. On a critical hit, 
  target is blinded by fluff for one round.  
  These Strikes have the manipulate trait. With the 
  exception of acorns, these attacks do not add critical 
  specialization effects. 
   
  THORNY                                                                   FEAT 1 
  TREEFOLK 
  You are covered in tiny thorns. Creatures that hit you 
  with unarmed attacks take 1 piercing damage each 
  time they do. 
   
  WOODEN HEARTED                                           FEAT 1 
  TREEFOLK 
  You are especially adept at controlling your emotions. 
  You gain a +2 circumstance bonus to saving throws 
  against emotion effects. In addition, when you roll a 
  success on a saving throw against an emotion effect, 
  you get a critical success instead. 
   
   
  
   
   
   
   
   
   
   
  TREEFOLK ADVENTURERS 
  Treefolk adventure for 
  personal gain of some sort; 
  usually something tangible, 
  such as wealth or powerful 
  magic.   Sometimes, a 
  treefolk can be found on a 
  quest for knowledge or to 
  strengthen connections with 
  an important ally.   It is very 
  rare to find a treefolk 
  adventuring for fame, glory, 
  or vengeance as they do not 
  often value these things. 
  Likewise, they only bond 
  with a strong group of 
  adventurers, leaving the 
  weak to perish.  
   5TH  LEVEL 
   
  SAPLING FORM                                                                                         FEAT 5 
  POLYMORPH 
  PRIMAL 
  TRANSMUTATION 
  TREEFOLK 
  You can temporarily take the form of a Medium-sized sapling (of the type of 
  tree relating to your heritage) without diminishing your senses. This 
  otherwise has the effect of tree shape, except that your size remains Medium. 
   
  SPEAK WITH TREES                                                                                         FEAT 5 
  TREEFOLK 
  You have a strong connection with trees. You can ask questions of, receive 
  answers from, and use the Diplomacy skill with trees of all varieties. 
   
  SUN HEAL                                                                                                          FEAT 5 
  TREEFOLK 
  Frequency Once per day per level, sunlight permitting. 
  If you rest outdoors for 1 hour during the day, you regain Hit Points equal to 
  your Constitution modifier × half your level. You gain this benefit in addition 
  to any healing from Treat Wounds. 
   
   9TH  LEVEL 
   
  FOREST ADVANTAGE                                                                                  FEAT 9 
  TREEFOLK 
  You can take advantage of the forest terrain to bypass foes’ defenses.  
  Non-treefolk creatures in forest terrain are flat‑footed  
  to you. 
   
   13TH LEVEL 
   
  ADVANCED SUN HEAL                               FEAT 13 
  TREEFOLK 
  Prerequisites Sun Heal 
  When in natural, non-magical, direct sunlight, you gain  
  Regeneration 1 which restores 1 Hit Point to you at the start of  
  each of your turns. While you have regeneration, you can’t die  
  from damage and your dying value can’t exceed 3, though if  
  your wounded value becomes 4 or higher, you stay  
  unconscious until your wounds are treated. If you take acid  
  or fire damage, your regeneration deactivates until after the  
  end of your next turn. 
   
  
   
   
   
   
   
   
   
   
   
   
  Magic Mistletoe is created by coaxing common 
  forms of mistletoe, a parasitic plant that grows on oak 
  trees, towards beneficial uses through arcane and 
  alchemical processes. The process itself is a closely 
  guarded secret among druids and forest fey folk, 
  though it is known to takes decades to get a good 
  batch of seedlings and that extensive knowledge of 
  herbalism and horticulture is required. 
   When obtained, magic mistletoe is either a tiny 
  seedling or off of a deceased plant creature. Adult 
  varieties which are not cultivated on a sentient plant 
  lose their special properties and become normal 
  mistletoe.  
  When cultivated on a sentient plant, a symbiotic 
  relationship is formed. The mistletoe derives 
  nourishment and protection from its host and the host 
  can benefit from a variety of effects depending on the 
  type of mistletoe. The host plant must sacrifice 1 hp 
  from its hit point pool permanently to gain the 
  mistletoe’s advantage. A sentient plant can only 
  maintain 1 magic mistletoe every 6 levels. The 
  mistletoe plant must be intentionally burned off 
  (specifically targeted by a fire effect) in order to 
  permanently remove it. Removing the mistletoe does 
  not return the hit points sacrificed to it, and it also 
  leaves a nasty scar. The only exception is when a new 
  mistletoe of the same variety is being immediately 
  introduced. This typically happens when the treefolk 
  finds a specimen of higher level. The new mistletoe 
  replaces the old mistletoe with no hit point cost. 
  Originally designed for treants and dryads, magic 
  mistletoes are of little use to the average adventurer. 
  However, these little plants were introduced to the 
  treefolk since they emerged from the forest, and have 
  been favorites ever since. 
  It should be noted that these are living plants with 
  arcane properties and not technically magic items. 
  While they share many properties with magic items, 
  magic mistletoe are in a category all their own. 
   
  !
   
   
  BRAINWORT                                                    ITEM 4+ 
  UNCOMMON 
  MAGICAL 
  PLANT 
  NECROMANCY 
  Usage implanted; Bulk — 
  This bushy-leafed variety of mistletoe sprouts from 
  the top of one’s head, regardless of where it is initially 
  planted. Its pink berries are mildly toxic. When the 
  juice of one berry (consumes one berry) is applied to a 
  weapon or ammunition, the next time that weapon 
  deals damage, the target is also subject to poison.  
  This poison deals 1d3 points of poison damage per 
  round for 5 rounds. Poisoned creatures can make a 
  Fortitude save each round to negate the damage and 
  end the affliction. Subsequent attacks with that 
  weapon are not poisoned. Berries melt and the toxin 
  fades after one day, regardless of preservation. 
  Type common brainwort; Level 4; Price 300 gp 
  Poison DC is 13 and it produces 3 berries per day. 
  Type uncommon brainwort; Level 7; Price 1,200 gp 
  The poison DC increases to 16 and it produces 6 
  berries per day. 
  Type rare brainwort; Level 13; Price 4,800 gp 
  The poison DC increases to 22 and it produces 12 
  berries per day. 
   
  GLOWBERRY MISTLETOE                                  ITEM 4 
  UNCOMMON 
  EVOCATION 
  MAGICAL 
  PLANT 
  Price 100 gp 
  Usage implanted; Bulk — 
  This leafy shrub thrives on whatever part of one’s 
  body it is planted on, growing in a large bushy 
  patch. It produces and sheds several tiny greenish-
  white berries daily (20 berries total on average). As 
  an immediate action, the bearer of this plant can 
  light or extinguish the glowberries. They 
  collectively can provide as much light as a torch. 
  When one or more berries are removed while lit, 
  they independently shed light equivalent to a single 
  candle, though can no longer be extinguished at 
  will (although the berries can still be smashed into 
  darkness). Lit glowberries fade within one minute 
  after being picked. 
   
  
   
   
   
   
   
   
  HEALER’S MISTLETOE                                  ITEM 7+ 
  UNCOMMON 
  HEALING 
  MAGICAL 
  PLANT 
  Usage implanted; Bulk — 
  This small leafy shrub thrives on whatever part of 
  one’s body it is planted on. It produces ice-blue 
  berries daily, which have minor healing effects.  A 
  living creature that eats the berry with an Interact 
  action regains 5 Hit Points. The common variety 
  produces 4 berries per day.  
  Type healer’s mistletoe; Level 7; Price 400 gp 
  Type rare healer’s mistletoe; Level 13; Price 3,200 gp 
  The plant produces 8 berries per day that heal 10 
  hit points of damage each. 
   
  WATERBERRY MISTLETOE                           ITEM 5+ 
  UNCOMMON 
  ABJURATION 
  MAGICAL 
  PLANT 
  Usage implanted; Bulk — 
  This small-leafed variety of mistletoe sprouts up all 
  over one's body, regardless of where it is planted. The 
  pale white berries of this mistletoe burst when 
  exposed to intense heat, thus preventing some of the 
  damage associated with fire-based attacks. It provides 
  some resistance to fire, as long as it has berries. When 
  the bearer takes fire damage, one berry bursts to 
  prevent one point of fire damage per point of fire 
  damage incurred, up to the amount of berries that are 
  left on the plant. For example, when the bearer starts 
  his day with a common waterberry mistltoe (which 
  produces 10 berries) and takes 4 points of fire damage, 
  4 berries burst preventing all of the damage. Then, 
  later that day, when the same individual takes 12 
  points of fire damage, the remaining berries burst and 
  the bearer takes only 6 points of damage. Berries burst 
  after one day or instantly upon being picked, 
  regardless of preservation.  
  Type common waterberry; Level 5; Price 500 gp 
  Type uncommon waterberry ; Level 9; Price 1,400 gp 
  The plant produces 20 berries per day. 
  Type rare waterberry; Level 13; Price 5,000 gp 
  The plant produces 50 berries per day. 
   
   
   
   
   
  MAGIC MISTLETOE IN YOUR GAME 
       Any sentient plant-based creature 
  can use magic mistletoe. Game 
  Masters may add them to their 
  treants for a dash of flavor or 
  something new. Perhaps a local 
  coven of druids or dryads cultivates 
  them and uses them for their own 
  needs as well. 
       The plant can also be transplanted 
  from a fallen (dead) creature to a 
  living creature, with a successful 
  Knowledge (nature) skill check (DC 
  25). A failure indicates that the 
  mistletoe was destroyed. The plant 
  cannot be transplanted from one 
  living host to another. 
   
   
   
  
   
   
   
   
   
   
   
   
   
   
  WILLOWKIN WARRIOR 
  It’s difficult to tell what this shaggy willowkin is up 
  to. Is he angry? Does he want to talk? All that can be 
  certain is that he is carrying a fancy glowing spear 
  and headed your direction.  
   
  WILLOWKIN WARRIOR                     CREATURE  11 
  CN 
  MEDIUM 
  PLANT 
  TREEFOLK 
  Perception +24 
  Languages Common, Sylvan 
  Skills Acrobatics +20, Athletics +19, Intimidation +15, 
  Medicine +19, Nature +18, Stealth +20, 
  Survival +22, +2 circumstance bonus to Stealth 
  checks in forest or jungle terrain 
  Str +4, Dex +5, Con +4, Int +0, Wis +3, Cha +0 
  Items +1 frost spear, +1 scale mail, lesser healing 
  potion   
  AC 29; Fort +20, Ref +23, Will +19 
  HP 195 
  Speed 30 feet, ignores difficult 
  terrain from trees, foliage, 
  and undergrowth 
  Protective Sap ; Trigger 
  Willowkin gains the drained 
  condition; Effect Willowkin 
  gains resistance 2 to 
  bludgeoning and piercing 
  damage and weakness 3 to 
  fire. This effect 
  persists until 
  the drained 
  condition is 
  removed. 
  Melee  spear +21 
  (magical), 
      Damage 1d6+8 piercing + 
  1d6    
       cold 
  Ranged  spear +22 
  (thrown, magical, range 
  increment 30 feet), 
  Damage 1d6+8 
  piercing +1d6 cold 
  TIMBER WIGHT 
  Among the treefolk, death is often considered an inconvenience. In 
  their emotionless pursuit of personal gain, quite a few treefolk 
  experiment with necromancy to prolong their lives. The timber 
  wight is the horrible end result. 
   
  TIMBER WIGHT                                        CREATURE  9 
  NE 
  MEDIUM 
  UNDEAD 
  Perception +20; darkvision  
  Languages Common, Necril, Sylvan  
  Skills Deception +18, Intimidation +20, Occultism +15, 
  Religion +20, Stealth +13  
  Str +5, Dex +2, Con +4, Int +0, Wis +5, Cha +5  
  Items +1 striking staff  
  AC 27; Fort +19, Ref +15, Will +20; +1 status to all saves vs. 
  positive  
  HP 165, negative healing; regeneration 20 (deactivated by 
  acid or fire); Immunities death effects, disease, paralyzed, 
  poison, unconscious; Weaknesses fire 10  
  Undead Mastery (aura, divine, necromancy) 100 feet. 
  Commanded or allied undead in the aura that have a 
  lower level than the timber wight gain a +1 
  circumstance bonus to attack rolls, damage rolls, 
  AC, saves, and skill checks.  
  Attack of Opportunity  The timber wight can 
  use Attack of Opportunity when a creature within 
  its reach uses a concentrate action, in addition to 
  its normal trigger. It can disrupt triggering 
  concentrate actions, and it disrupts actions on 
  any hit, not just a critical hit.  
  Speed 30 feet  
  Melee [one-action] fist +20 (agile), Damage 
  1d10+11 bludgeoning  
  Melee [one-action] staff +21 (magical, reach 
  10 feet), Damage 1d8+11 bludgeoning  
  Primal Innate Spells DC 26; 5th tree stride; 
  4th dimension door (at will), gaseous form, 
  solid fog; 1st fear (at will) 
  Splinter Spray  (disease, poison) The 
  timber wight emits a spray of splinters 
  from their body, dealing 1d8 piercing 
  and 1d8 poison damage to all adjacent 
  creatures. Each creature damaged this 
  way must succeed at a DC 28 
  Fortitude save or take 2d8 persistent 
  piercing damage as the splinters 
  penetrate its skin and grow into 
  thick, green vines. The vines cease 
  growing after 10 rounds, and they 
  wither away in 1d4 days if not 
  shaved off before then. The vines 
  can be destroyed if the creature is 
  affected by a remove disease spell 
  or similar is applied to the vines. 
  Once the timber wight uses 
  Splinter Spray, the ability can’t 
  be used for 1d6 rounds.  
   
   
   
  
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  TREEFOLK IN YOUR GAME 
       Treefolk in this document are 
  presented as a fairly new ancestry in the 
  world. Their origin is a mystery, even to 
  them. This allows them to be placed in 
  virtually any campaign setting with little 
  work. As is, they require almost no 
  adjustment to your world to begin play 
  immediately. One downside to this 
  “newness” is that they lack tradition, 
  language, and history common to other 
  PC ancestries. This has several 
  ramifications including no cultural 
  traditions and not many items tailored 
  especially for their species. However, 
  there are many boons as well. Treefolk 
  player characters can be bold pioneers, 
  inventing their own paths, their own 
  history, and their own unique customs. 
  Optionally, the Game Master can create a 
  more detailed back story for the treefolk. 
  Perhaps they are an ancient race of 
  dryads who starkly split from the wilds to 
  pursue earthly gain. Or maybe they are 
  simply highly evolved plants from a 
  forgotten time, resurrected accidentally 
  by some quirk of nature.  Another 
  possibility is that treefolk were the result 
  of an experiment gone awry—an attempt 
  to blend man and plant.   
      Whatever the case, the treefolk will 
  make a welcomed addition to any game 
  as a representative of the plant kingdom, 
  an unusual option for the player seeking 
  something different, a challenge for the 
  player who has played everything, or just 
  a good match for those that like to cast 
  aside humanity for a little while and see 
  things from a different angle. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have 
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  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work 
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  associated products contributed to the Open Game License by the Contributor (g) "Use", 
  "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the 
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  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this 
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  13 Termination: This License will terminate automatically if You fail to comply with all 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009-19,  Alluria  Publishing; Author: Emily E. Kubisz 
  
   
   
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Alluria Publishing/PF2 ALP-AA2E7 Alluria Publishing - Amazing Ancestries - The Treefolk.pdf