Bone Devil

Knotted-limb Tangled root's page

59 posts. Alias of Freddy Honeycutt.


Full Name

Knotted-limb Tangled root

Race

Oakling

Classes/Levels

Ranger 2 / Rogue 1

Gender

Male

Size

M

Age

25

Alignment

N

Languages

Common, plant, elven

Strength 18
Dexterity 16
Constitution 13
Intelligence 11
Wisdom 12
Charisma 5

About Knotted-limb Tangled root

Knotted-limb was planted just at the edge of town where he watched and learned things about an Elven community. As he grew and observed the Elves at work and play he watched everything with interest in the goings on. Eventually like all Oaklings Knotted gained the ability to speak, to move and eventually to move forth from his location.

At first he thought he must be a treant the great forest creatures the Elves spoke of but he realized he was not that big and had mobility unknown to such a creature as that.

The Oakling presented himself to the Elven community, they took this as a great and wonderous event crafting armor and weapons for their new friend. They were amazed by his strength and ability to learn the ways of rangers and use of the bow.

Knotted-limb then began adventuring, spending some time un-noticed near a currupt human city where stealth and guile were in high regard, it was here observing events that he learned some skills in roguery.

Oakling Racial Traits

Spoiler:

•+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-equivalent 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.

Traits:

Spoiler:

Reactionary

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.

Hill Fighter
You are used to fighting in hilly environments.

Benefit: You may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.

Ranger (favored class)

Spoiler:

Favored Enemy (Ex)

Ranger Favored Enemies
Humanoid (human)

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex)
At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. Level 2 Rapid shot!

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Rogue

Spoiler:

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Offense

Spoiler:

Darkwood Greatclub
Attack [dice] 1d20+7 [dice]
Damage [dice] 1d10+6 [dice]

Darkwood Greatclub favored enemy
Attack [dice] 1d20+9 [dice]
Damage [dice] 1d10+8 [dice]

Sneak attack
[dice] 1d6 [dice]

Longbow Rapid shot
Attack [dice] 1d20+3 [dice]
Damage [dice] 1d8+6 [dice]
Attack [dice] 1d20+3 [dice]
Damage [dice] 1d8+6 [dice]

Longbow Rapid shot favored enemy
Attack [dice] 1d20+5 [dice]
Damage [dice] 1d8+6 [dice]
Attack [dice] 1d20+5 [dice]
Damage [dice] 1d8+6 [dice]

Longbow Rapid shot and deadly aim
Attack [dice] 1d20+4 [dice]
Damage [dice] 1d8+8 [dice]
Attack [dice] 1d20+2 [dice]
Damage [dice] 1d8+8 [dice]

Longbow Rapid shot and deadly aim favored enemy
Attack [dice] 1d20+6 [dice]
Damage [dice] 1d8+10 [dice]
Attack [dice] 1d20+6 [dice]
Damage [dice] 1d8+10 [dice]

Defense

Spoiler:

Initiative
[dice] 1d20+5[dice]

Hit points 26 (10max+1con+2favored; 5+1+2; 4+1)

Armor Class
Leaf armor +3 +5 0 15% 30 ft. 20 lbs

Fort [dice] 1d20+4 [dice]
Reflex [dice] 1d20+8 [dice]
Will [dice] 1d20+1 [dice]
+2 racial bonus against mind-affecting effects
charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects.

Immune to sleep effects.

Feats

Spoiler:

One with Wood
You can get more damage out of wooden weapons.

Prerequisite: Oakling.

Benefit: You gain a +2 competence bonus to damage rolls when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood.)

Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills

Spoiler:

+Acrobatics 7 (+1 rank, +3 dex, +3 class)
+Appraise
+Climb 8 (+1 rank, +4 str, +3 class)
+Craft
+Bluff
+Craft
+Diplomacy
+Disable Device* 8 (+2 ranks, +3 dex, +3 class)
+Disguise
+Escape Artist
Fly
+Handle Animal*
+Heal
+Intimidate
Knowledge (arcana)
+Knowledge (dungeoneering) 5 (+1 rank, +1 int, +3 class)
Knowledge (engineering)
+Knowledge (geography)
Knowledge (history)
+Knowledge (local) 5 (+1 rank, +1 int, +3 class)
+Knowledge (nature) 5 (+1 rank, +1 int, +3 class)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
+Linguistics (1 rank)
+Perception 6 (+2 rank, +1 Wis, +3 class)
+Perform
Perform
+Ride
+Sense Motive 5 (+1 ranks, +1 wis, +3 class)
+Sleight of Hand* 7 (+1 ranks, +3 dex, +3 class)
+Spellcraft* 5 (+1 ranks, +1 int, +3 class)
+Stealth 9 (+3 ranks, +3 dex, +3 class)
+Survival 7 (+3 ranks, +1 wis, +3 class)
+Swim 8 (+1 rank, +4 str, +3 class)
+Use Magic Device*
+class skills

Equipment

Spoiler:

Masterwork Darkwood Great club 385 gold

Mighty Composite longbow (+4) 500 gold

Leaf armor 500 gold

Arrows:
normal 200
cold iron 20
silver, alchemical 10
grappling 2
Thistle Arrow*1 (10)

*1These barbed arrows are crafted from the thistles of a poisonous plant, causing pain to persist beyond the initial injury.
Benefit: Thistle arrows deal damage as a bleed effect for 1d6 rounds.
Source Adventurer's Armory, Pathfinder Campaign Setting

skeleton key
Vermin repellant

Wand cure light wounds