Vinroot the Drunken Treant

Poison Oakley's page

42 posts. Organized Play character for PJP.

Full Name

Poison Oakley


HP: 7/13 AC: 16 (Tch 16; FF 11) CMD:14 (15 vs trip) | F:+5 R:+4 W:+3 | Init: +4 | Perc: +7, SM: +7 | Active: Bleeding


Male Vine leshy Monk (UC) 1






Common, Sylvan

Strength 15
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 16
Charisma 8

About Poison Oakley

Vine Leshy monk(UC) 1
XP 0 / PP 0 / FP 0

LN Male Vine Leshy monk(UC) 1
Faction Grand Lodge
Languages Common, Sylvan
Initiative +4 (+2 trait +2 Dex)
Darkvision 60', Low-Light Vision

AC 16 (+2 Dex +3 Wis +1 size), touch 16, flat-footed 11
CMD 14 / 15 vs trip (+1 BAB +2 Str +2 Dex +3 Wis -1 size / +1 trait)
HP 13 (10 +3 Con)

Fort +5 (+2 monk +3 Con)
Ref +4 (+2 monk +2 Dex)
Will +3 (+0 monk +3 Wis)

Defensive Abilities

Speed 20 ft
Base Attack +1; Melee Touch +4; Ranged Touch +4 (+1 size)
CMB +2 (+1 BAB +2 Str -1 Size)

Unarmed +4 Att (+1 BAB +2 Str +1 size)
1d4+2 dmg (+2 str)


Vine Leshy Toxin: Unarmed strike—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Uses remaining 3 of 3 per day.

Power Attack (level 1)
Unarmed strike (monk 1 bonus)
Stunning Fist (monk 1 bonus)
Improved Grapple (monk 1 bonus)

Abilities Str 15 (+2), Dex 14 (+2), Con 16 (+3), Int 8 (-1), Wis 16 (+3), Cha 8 (-1)

SKILLS (4 -1 Int +1 FC)
Acrobatics* +7 (1 rank +2 Dex +3 class +1 trait)
Appraise -1 (-1 Int)
Bluff -1 (-1 Chr)
Climb* +4 (+2 Str +2 race)
Diplomacy -1 (-1 Chr)
Disguise -1 (-1 Chr)
Escape Artist* +2 (+2 Dex)
Fly +2 (+2 Dex)
Heal* +3 (+3 Wis)
Intimidate* -1 (-1 Chr)
Knowledge, history*
Knowledge, religion*
Linguistics (-1 Int)
Perception* +7 (1 rank +3 Wis +3 class)
Ride* +2 (+2 Dex)
Sense Motive* +7 (1 rank +3 Wis +3 class)
Stealth* +10/+14 foliage (1 rank +2 Dex +3 class +4 size / +4 race)
Survival +3 (+3 Wis)
Swim* +3 (+2 Str)

PP 0
GP 150
SP 0
CP 0


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. You gain a +2 trait bonus on initiative checks.

Stable: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.

Racial Traits
Ability Score Modifiers: Vine leshys are hardy and insightful, but sometimes forgetful. They gain a +2 bonus to Constitution and Wisdom but suffer a –2 penalty to Intelligence.

Type: Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants.

Size: Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Speed: Vine leshys have a base speed of 20 feet.

Languages: Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon.

Darkvision: Vine leshys can see in the dark up to 60 feet.

Low-Light Vision: Vine leshys can see twice as far as humans under conditions of dim light.

Pass without Trace: Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd).

Poisonous: Vine leshys made from poison ivy vines carry natural poison in their bodies. As a swift action, the leshy can imbue its vines with this irritating substance. The next time the leshy hits a creature with an unarmed strike, the creature is affected by the following poison. Vine Leshy Toxin: Unarmed strike—injury; save Fort DC 10 + half the vine leshy’s Hit Dice + the leshy’s Constitution modifier; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The leshy can use this ability a number of times per day equal to its Constitution modifier (minimum 1). A vine leshy is immune to its own poison, but not to those of other vine leshys. This replaces plantspeech and change shape.

Verdant Burst: When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.

Unassuming Foliage: Vine leshys gain a +4 racial bonus on Stealth checks in forests.

Climber: Vine leshys gain a +2 racial bonus on Climb checks.

Change Shape: Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action.
Plantspeech: Vine leshys can speak with vines as if subject to a continual speak with plants spell.

Class Features
All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.


20 pt
S 15 7
D 14 5
C 16 5
I 8
W 16 5
Ch 8 -2