Wood Wanderers (3.5e Race)
From D&D Wiki
 Wood Wanderers
Possibly the most peaceful and altruistic variety of human that ever existed, wood wanderers rarely fight, even when attacked, preferring to use magic that allows them to defeat or pass opponents without harm to either. Out of the 19 known occasions of killing done by a wood wanderer's hand (including animals, monsters, and civilized races), only 4 were of non-evil alignments. Whimsical and wise, they wander the uncivilized world, viewing nature in all its glory. They will stop usually to read a good book, investigate something that intrigues them, or to help someone else. Although rarely ever in large cities, they will often visit small clutches of civilization to impart wisdom on others.
 Physical Description
They appear to be slightly larger than normal humans, with earthy colored hair and swarthy (for their particular human subrace) skin. Confident and exuding calmness, they are a reassuring sight in the wilderness.
Most will look at a wood wanderer and shake their heads. Many intelligent war-bound races (such as men and dwarves) think that the wood wanderers squander their own potential, while less intelligent war-bound races (such as orcs) will be extremely confused by their natural tendency to 'peacemonger'. Races in tune with nature (such as elves and gnomes) will be mystified by the depths of their understanding. Halflings love'em. Don't ask why.
 Where Do Wood Wanderers Come From?
That is a very good question to which nobody knows the answer. Although they are raised by some variety of nature spirit, they are purely human. Obviously, they are separated from their human parents, but no one is sure how. Are they stolen? Accidentally left behind? Abandoned? No one knows, save one old fairy tale that speaks of an infertile couple conceiving a child after agreeing to give it to a wood spirit.
Usually Neutral Good.
'Wood' wanderer is a bit of the misnomer, as they can be found anywhere there is vast, untamed wilderness. The specific environment the wanderer prefers to inhabit will take the place of 'wood'.
Wood wanderers primarily the nature goddess Ehlonna, taking great pleasure in participating in her rituals. However, they pay their respects to her rival Obad-Hai, particularly on Midsummer's Night and when the seasons change.
Common, animal tongue in their region (forest dwellers would get Sylvan, ocean-goers Aquan, etc.)
Wood wanderers give themselves their own names. It is usually among the lines of: (name) who (something they do or did)
Jack who Listens to Birds
Eric who Runs
John who Dances with Wolves
 Racial Traits
- +6 Intelligence, +6 Charisma, +10 Wisdom: Born with the greatest wisdom of all men, an intriguing personality and the capability to understand the world around them to a great extent, wood wanderers are considered the gifts to the world.
- Humanoid (Human)
- Human (1 extra feat at 1st level, 4 extra skill points at 1st level and 1 extra skill point at each additional level.)
- Medium: no benefits.
- Wood wanderer base land speed is 30 feet.
- Tremorsense (Ex) (minor) Limited to a range of 50 feet, a wood wanderer can detect anything making contact with the ground while moving, provided that they themselves are in contact with the ground.
- Trackless Step (Ex) (like druid)
- Low-Light Vision (Ex)
- Scent (Ex)
- Automatic Languages: Common, animal tongue in their region (forest dwellers would get Sylvan, ocean-goers Aquan, etc.) Bonus Languages: Any animal tongue.
- Favored Class: Bard
- Level Adjustment: +3
 Vital Statistics
|Middle Age1||Old2||Venerable3||Maximum Age|
|40 years||60 years||80 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4’ 10”||+3d10||120 lb.||× (3d6) lb.|
|Female||4’ 5”||+3d10||85 lb.||× (3d6) lb.|