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About Knotted-limb Tangled rootKnotted-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
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•+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:
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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.
Hill Fighter
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)
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Favored Enemy (Ex) Ranger Favored Enemies
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)
Wild Empathy (Ex)
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)
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
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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
Offense
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Darkwood Greatclub
Darkwood Greatclub favored enemy
Sneak attack
Longbow Rapid shot
Longbow Rapid shot favored enemy
Longbow Rapid shot and deadly aim
Longbow Rapid shot and deadly aim favored enemy
Defense
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Initiative [dice] 1d20+5[dice] Hit points 26 (10max+1con+2favored; 5+1+2; 4+1) Armor Class
Fort [dice] 1d20+4 [dice]
Immune to sleep effects. Feats
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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)
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
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+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
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Masterwork Darkwood Great club 385 gold Mighty Composite longbow (+4) 500 gold Leaf armor 500 gold Arrows:
*1These barbed arrows are crafted from the thistles of a poisonous plant, causing pain to persist beyond the initial injury.
skeleton key
Wand cure light wounds |