Volodni

At the end of a terrible war, a great lord led his people into the great forests of the former ancient empire to seek refuge from the roving demons and magical plagues ravaging the lands. Some power of the old woods, whether an elder treant or something greater, confronted the refugees and denied them safety unless they forswore their demon-summoning ways and took on the forests' blood for their own. The lord agreed on the spot, and thus the refugees gave up their humanity for safety, becoming the Volodni. In shape they still resemble humans, but their skin is the deep olive green of a pine needle, and is woody and tough. They bear sap for blood, and their hair grows in long, thick locks scaled like bark on a young tree. Their eyes are gleaming black and they tend to be tall and wiry. They tend to be cold and dispassionate, believing the ends serve the means, and go about their tasks with the patience of the forest itself. To the "pine folk" as they are sometimes known, the forest is everything.

Volodni Ability Adjustments: +2 Con, +2 Wis, -2 Int, -2 Cha.
Favored Class (Druid): A multiclass volodni's druid class does not count when determining whether he suffers an XP penalty for multiclassing.

Special Abilities:

- 30' base speed
- Low-Light Vision: Allows them to see better than normal in the dark.
- Resist Cold: Innate cold resistance of 5.
- Skill Affinity (Hide Forest): +4 racial bonus to Hide when in the forest.
- Resist Piercing: Innate 50% piercing resistance.
- Plant Immunities: Immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
- Plant: Volodni count as Plants for the purpose of spells.

(The following may or may not be in use, depending on the module switch settings)
Level Adjustment: +2
Racial Hit Dice/Class: NA

Racial Feats
Low-light Vision
Resist Cold Energy
Plant Immunities
Partial Piercing Immunity
Plant
Skill Affinity (Hide in Forest)