Acorn_'s page

53 posts. Alias of Zayne Iwatani.


Male Oakling Druid (Treesinger): 3 | HP: 21/22 | AC:17 T:12 FF:15 | CMB +5 | CMD:17 | Fort: +5 Ref:+3 Will:+6 | Init: +2 | Perc: +9

About Acorn_

Male Oakling Druid (Treesinger) 3
CN medium humanoid (Human/plant)
Init +2; Perception +9
AC 17, touch 12, flat-footed 15 (+5 Armor +2 Dex)
hp 22 (3d8+6)
Fort +5, Ref +3, Will +6
+2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, and stun effects
Immune to Sleep
Speed 20 ft.
Melee: MW Scorpion Whip +7 (1d4+3)
Melee: Club +5 (1d6+3)
Melee: Unarmed (Wooden Fist) +5 (1d3+4)
Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats: Weapon Focus (Scorpion Whip), Spell Focus (Conjuration)
Traits: Hierloom Weapon (Whip Proficiency), Survivalist
Skills: Climb +7, Handle Animal +3, Heal +7, Knowledge (Geography) +6, Knowledge (Nature) +6, Survival +9, Perception +9
Languages Common, Plant, Sylvan, Druidic
SQ: Spells, Bonus Languages, Plant Bond, Spontaneous Casting, Nature Sense, Orisons, Green Empathy, Woodland Stride, Trackless Step
Action Points: 8
Other Gear: Hide Armor +1, MW Scorpion Whip, Druid's Kit(animal feed (5 days), MW backpack, belt pouch, blanket, flint and steel, holly, mistletoe, iron pot, mess kit, soap, spell component pouch, Sunrod (5), trail rations (5 days), and waterskin (2)),Traveler's Outfit, Hot weather Outfit, Medium Tent, MW Survival Kit, Silk Rope (50ft), Wand of Cure Light, Wand of Endure Elements, Grappling Hook, club, 174gp
Encumbrance 133lbs
Racial Abilities
Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma: Oaklings are strong and clever, but their frigid personalities often alienate them from others.

Medium: Oaklings have no bonuses or penalties due to size.

Normal Speed: Oaklings move at base speed of 30 feet.

Humanoid Plant: While technically a plant, an oakling has more in common with most humanoids. This commonality precludes them from having the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.

Protective Sap: An injured oakling who is at less than half of his maximum hit-point total gains a natural armor bonus of +2, due the tar-like sap oozing from his wounds.

Rooted Foot: Oaklings can stand up from being prone as a swift action instead of a move action.

Sun Heal: Oaklings can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the oakling can heal 2 points of damage per character level. Using this ability also provides the oakling with one meal’s worth of nourishment.

Languages: Oakling begin play speaking Common and Plant (see sidebar on this page). Oaklings with high Intelligence scores can choose from the following: Dwarven, Elven, Halfling, Gnome, Goblin, Orc or Sylvan.
Special Abilities
Survivalist: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.

Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Plant Bond: The first grants the treesinger one of the following domains: Plant; Growth; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger's effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.

--Plant Domain--
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.

Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Orisions: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Green Empathy: At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.

To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check.

Woodland Stride: Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.


--Orisions (4/at-will)
Know Direction, Light, Mending, Create Water
--1st (3/day+domain)
Blend, Faerie Fire, Magic Fang, Entangle
--2nd (2/day+Domain)
Aspect of the Bear, Spider Climb, Barkskin

It was dark. Snow was falling. There was no escape. Two cloaked figures ran through the woods as fast as possible. One gripped a bundle in its arms while the other lead the way. In the distance, the sound of horses and baying dogs could be heard. And they were getting closer. They eventually came to a clearing where they found an old oak tree. The area beneath was relatively clear of snow since it started recently. It was here they took some time to catch their breath. They prepared to move out again. But as one of the figures moved out the other stayed and stared at the tree. They looked at each other and then at the bundle between them.

They seemed to come to the same conclusion. When the dogs and men on horses came by the tree, only one dog broke away from the others. It made its way up to the tree until a branch fell on its head. That distracted it long enough for the other dogs picked up the scent and they were off again. Deep within a hollow of the old oak tree the bundle moved. As a cold air blew through the hollow the sound of baby's cry could be heard. The cry grew louder and longer as the wind blew harder.
With a series of loud snaps and cracks, the hollow began to close, wrapping the child in a warm embrace. Within the darkness the child stopped crying and went to sleep. Vines wrapped around the babe, attaching themselves gently to its skin.

Over the next 10 years, as the child grew, so did the tree to accommodate him while the vines provided nourishment. Though there was nothing to see or hear, the child eventually learned to stretch his senses beyond the tree the cocooned him. He could feel the breezes as if the leaves were a part of him. He could hear the slow, thoughtful voices of the trees around him. He could even feel as squirrel and birds ran across the surface of his home. Eventually his senses spread to the entirety of the forest. It was because of this that he heard the screaming.

A great distance away the trees of the forest cried out in pain and fear as something destroyed them. Confused and worried, the child added his own voice to the cry. And eventually it made its way to those who could help. A conclave of druids across the mountains eventually heard the plea for help and sent some of their own. But as one came to investigate the disturbance, she came across a greater one. A voice among the trees that was far different from the rest. She followed the sound to an old oak in the middle of a clearing. The tree was practically dead. Its leaves were almost all gone and its bark was shedding in great chunks. And yet a strong voice could be heard within. Something compelled the druid to act. She went against everything she was taught and began hacking at the tree.

She hacked away for several minutes until a large piece fell away, then gasped in surprise. Within the tree was a human, crying out in the language of the trees. The human cried out in real pain and fear as the wind and sun hit him. He had never felt the light of day nor the wind since being cradled within the tree. It didn't take long for his screams to die down to a gasping groan. His lungs and his muscles were several weakened from his time within the tree. When the druid finally cut him free, he was unable to support himself and fell to the ground.

The druid had never seen someone like him. He looked like a human but he had several plant-like traits. His hair was made of grass and leaves the came to life as they soaked up the sun. His eyes were a solid luminous green. And his hands and feet were covered in fresh bark. Even as he held him and marveled at him, roots began to grow from his feet into the earth. She decided in that moment that this boy was a far greater than her mission to scout the disturbance across the mountains. As she lifted him up to place him on the back of a great wolf he looked back at the oak that saved his life. Sitting in font of it was old woman. Her flesh seemed to made of carved wood and her hair was a bush of dead vines and leaves. She smiled at him as she faded into dust and floated away.

The Druid took the boy back to the conclave. They had never seen a child such as this. A human that was connected to nature more than any of them could know. He could speak to the trees as naturally as they could to each other. He could root himself to the ground and since the smallest of vibrations nearby. he could even gain sustenance from the sun. Through him they learned more about nature and from them he learned to protect the forest.

One day, after he had trained for many years, he decided to make a trip over the mountains to the forest he came from. What he found ignited a burning rage as devastating as a forest fire. Half the forest was gone, cut down to the stumps by loggers from Riedra. Even though the old oak was long dead, it too was gone. The first group of loggers that he came across took his full fury.

With a whip covered in sharp thorns, he laid into them with abandon. While he thrashed them with his whip the forest reached up and grabbed them, preventing escape. Over the next few years he waged a one-man war against the nation of Reidra, trying to stop their destruction of the forest. While he was able to stay one step ahead of them he made no headway. They continued to dominate the area.

Kalashtar Monks from the port city of Dvaarnava eventually heard of his stand and sent emissaries to talk to him. At first he rebuffed them, but as more of the forest disappeared, so did his resolve. They eventually convinced him that this was a losing battle. But all wasn't lost. If he wanted, he could join them and their ongoing struggle against Reidra. All they wanted was peace while Reidra wanted to conquer. Acorn just wanted revenge and he was going to bring the full wrath of nature to bare.

Acorn is 108 years old but still naive in the ways of the "civilized" world. He finds most cities and even towns at best an annoyance. Too much noise and not enough green. He doesn't grasp economics or money and his common is a little broken. Because of this many people think he is stupid or that they can take advantage of him. For the most part he doesn't care what they think, but if pushed too far he is not afraid to fight. Especially when it comes to Reidrans. He is short yet powerfully built. He is a man of few words but great resolve. The monks are slowly trying to temper his anger with wisdom but he remains very much an unpredictable force of nature.

His ultimate goal is to protect the cycle of nature. He would rather everyone take only what they need but he realizes this is probably a fruitless endeavor. People will always wish to exploit nature. So for now, he will do what he can to stop the worst of it. To stop Reidra.

As he learned fighting on his own, his greatest fear is that he is powerless to stop not only Reidra, but the tide of civilization. He saw the destruction of one forest and heard of the destruction of many others from the druids and the monks. The druids would tell him to not worry for nature will always return. It was just part of the cycle, just like forest fires. Acorn prefers a more proactive stance. Another fear, that he keeps to himself, is that he on't find a place to fit in. He prefers solidarity but has grown accustomed to certain level of companionship after living in the and around Dvaarnava. But he has many differences with the druids and his plant-like appendages instantly alienate him in any society. The frigid attitudes of the people now no longer bother him as they used to but he has never felt a sense of belonging anywhere.