TEXT:  
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  Sfnbslbcmf!Sbdft;!
  Uif!PBLMJOH!
   
  A New Player Character Race For the 4th Edition Dungeons & Dragons Game 
  !
  DSFEJUT!
  !
  Author 
   J. Matthew Kubisz 
   
  Interior Illustrator & Cover Artist 
  Vasilis Zikos 
   
  Graphics Design & Layout 
  Rogue Agent, Inc. 
   
  Editor 
  Stephanie D. Schubert 
   
  Special Thanks to: 
  Steven Carabello, William J. Giffen,  
  Ofelia J. Kubisz, Mystic Eye Games, 
  Jason Ungart, Jasen & Tori Ward 
  !
  !
  Front Cover 
   
    1 
  Title, Credits, Contents  2 
  Racial Traits 
   
    3 
  Overview  
    
    4                      
  Physical Qualities 
    4          
  Ecology         
   
    4 
  Playing an Oakling 
    5 
  Oakling Adventurers   6 
  Plant Language 
    7 
  Racial Feats 
   
    7 
  Magic Mistlletoe 
    8 
  Oaklings as Monsters    10 
  Oaklings in Your Game   12 
  Back Cover  
   
      13 
  OAKLING & REMARKABLE RACES © 2008 Alluria Publishing. All rights reserved. 
   
  DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, 
  PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are 
  trademarks of Wizards of the Coast, Inc. in the USA and other countries and are used with 
  permission. Certain materials, including 4E References in this publication, D&D core rules 
  mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of 
  the Coast, Inc., and are used with permission under the Dungeons & Dragons 4th Edition Game 
  System License. All 4E References are listed in the 4E System Reference Document, available 
  at www.wizards.com/d20. 
   
  DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy 
  Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, written by James Wyatt; and 
  MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt 
  © 2008 Wizards of the Coast, Inc. All rights reserved. 
   
  WJTJU!PVS!XFCTJUF!BU!XXX/BMMVSJBQVCMJTIJOH/DPN!
   
   
   
  !
  DPOUFOUT!
   
  ALP-RR001:
  
   
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  JAlluria
   
  Tall, tree-like humanoid plants with leafy, 
  expressionless faces that favor logic over 
  emotion. 
   
  RACIAL TRAITS 
     Average Height: 6’ 6” – 7’ 4” 
     Average Weight: 300 – 450 lb. 
   
     Ability Scores: +2 Strength,  +2 Wisdom 
     Size: Medium 
     Speed: 6 squares 
     Vision: Normal 
   
     Languages: Common, Plant * 
     Skill Bonuses: +2 Insight, +2 Nature 
     Sun Heal: You can use sun heal as an  
          encounter power. 
   
     Fire Vulnerability: You take an ongoing 2  
          points of fire damage (save ends) when  
          damaged by fire. 
   
     Plant: You breathe and eat, but do not sleep;  
          though you  are not immune to sleep effects. 
          Spells and effects that  effect plants also  
          affect you. 
   
     Rooted Foot: When an attack would knock you 
          prone, you  can immediately make a saving  
          throw to avoid falling prone, with a +2 bonus. 
   
   
  Sun Heal                                                      
  Oakling Racial Power 
  You can channel bright light into vitalizing energy. 
  Encounter 
  Standard Action           Personal 
  Special: You must be in bright light to use this 
  power.  
  Effect: You can spend a healing surge and gain 
  an additional number of hit points equal to your 
  level. 
   
      *Plant language is detailed on page 7 
  
   
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  PWFSWJFX!
       Oaklings are unusual plant creatures 
  distantly related to treants, though much 
  further removed from the energies of the 
  fey wild. While a fairly new race, their 
  origins are a mystery even to themselves. 
  The first oaklings crept from the darkest 
  forests en mass a little over a dozen 
  decades ago, with little memory of or 
  interest in where they came from.     
        Survival is of primary concern to an 
  oakling, and they are seldom known to be 
  self-sacrificing or precocious. Unlike most 
  plant and tree-like creatures, oaklings are 
  not bound to the forest in any way. Instead 
  of getting a feeling of comfort being close to 
  nature, they feel crowded and uneasy. 
  Though many find this race to be sinister 
  and alien, oaklings are not necessarily evil 
  and find no benefit in angering other 
  sentient beings.  They simply find it difficult 
  to relate to the concepts of sympathy and 
  sentiment; seeing no advantage in 
  preserving useless historical relics, 
  common non-sentient plants and animals, 
  or keeping anything that cannot be put to 
  good use. 
   
  Play an oakling if you want… 
  � to be a sentient plant. 
  � to have a character with an alien 
  outlook. 
  � to be able to heal yourself more 
  effectively. 
  � to strong and wise. 
  � to be a member of a race that favors 
  the warrior, ranger, and cleric 
  classes.  
   
  QIZTJDBM!RVBMJUJFT!
         Oaklings have long, tree-like 
  appendages with two arms that end in three 
  to six spindly fingers and a thumb. Their 
  legs end in rooty clumps. The Oakling’s 
  grayish-brown, bark-covered torso is much 
  like a tree-trunk; round and uniform. From 
  their backs and shoulders sprout branches 
  that meander off several feet above their 
  total height (making them appear even 
  taller). The heads of the oaklings are simple 
  wooden orbs. However, their faces are 
  composed of an intricate pattern of green 
  oakish leaves that form an impressive 
  mane. The leaf mane hides the oakling’s 
  thin neck and generally makes its head 
  appear quite a bit larger than it is. An 
  oakling’s face is a rather plastic and 
  emotionless mockery of humanity. They 
  also have solid dark-blue expressionless 
  eyes. Many find the face of an oakling even 
  more unnerving than that of an obitu 
  (Remarkable Races, Vol. 2).  
   
  FDPMPHZ!
         Oaklings are plants which lack the 
  same internal organs common to other 
  organisms. In fact, they lack most organs 
  entirely; having only a crude digestive, 
  circulatory, and nervous system--similar to 
  those found in invertebrates. A cross 
  section of oakling flesh reveals a sponge 
  like inner structure that maintains many 
  functions at once. Oaklings have no bones, 
  hearts, brains, lungs, or other such internal 
  features as non-plant creatures know them. 
  The skin of an oakling, with the exception of 
  their faces, is a pliable grey-brown bark 
  which is in a perpetual state of growing, 
  drying, and peeling. Their “blood” is a sticky 
  yellow sap that becomes hard and brittle 
  when exposed to air. It has been noted that 
  oaklings smell like autumn leaves and that 
  this odor is especially prevalent in their sap.  
  Oaklings eat and drink much like any 
  other creature (through their mouths), 
  though they lack a refined pallet and will 
  consume just about any organic material, 
  preferring food that is high in nitrates.  They 
  enjoy sunning themselves regularly and 
  derive some nourishment from that as well.   
  
   
  5 
         Oaklings have a 
  male and female 
  gender; females 
  being slightly more 
  slender in the trunk. 
  Gender is also 
  expressed hrough 
  their leaf-faces. Male 
  oaklings have more 
  masculine faces and 
  many more leaves 
  than the females. 
  They reproduce 
  much like plants. 
  The female is 
  pollinated once in 
  her life via facial 
  contact with the 
  male and begins to 
  sprout several fruit 
  from her shoulder 
  branches. When 
  ripened, these pale 
  blue acorns are 
  buried in fertile soil 
  and will sprout within two weeks. Oakling 
  sprouts look much like any other tree 
  sapling and do not develop their 
  distinguishing and mobile features until they 
  are nearly an adult, about 2 decades later. 
  Seedlings are often and deliberately 
  planted near civilized areas so that they 
  may observe and learn. When they “spring 
  to life” they often have a great deal of 
  information about the area they were 
  planted in—the fruit of 20 years of 
  uninterrupted and unfiltered observation. 
  While a bit unsure of their movements and 
  slightly awkward in speech, the newly 
  mobile oaklings are ready to fend for 
  themselves.  They have a long lifespan, 
  comparable to elves. 
    
  QMBZJOH!BO!PBLMJOH!
      When faced with the cause of survival, 
  oaklings are relentless— often shocking 
  others with chillingly 
  logical maneuvers 
  which rarely give 
  remorse or sympathy a 
  second thought. They 
  prefer open spaces; 
  fields and small towns 
  especially. Oaklings 
  often view large cities 
  the same as they view 
  forests—over crowded. 
  Unlike most nature-folk, 
  the oaklings are not 
  conservationists. Some 
  would call them cruel 
  and heartless; though 
  they seldom do 
  anything for the sake of 
  pleasure or sport. In 
  actuality, they are 
  coldly neutral, 
  preferring to side with 
  their own well being 
  over that of others. 
  Cool logic pervades an 
  oakling’s mind, expressing any emotion 
  very weakly compared to other races. 
           It is important to note that despite 
  their frigidly rational tendencies, oaklings 
  are not evil creatures. They do not take 
  pleasure in killing, nor do most feel that 
  deception and corruption are logical paths. 
  While they lack sympathy, they also lack 
  malice. This puts them coarsely on the 
  neutral path. 
         Oaklings adventure for personal gain of 
  some sort; usually something tangible, such 
  as wealth or powerful magic.   Sometimes, 
  an oakling can be found on a quest for 
  knowledge or to strengthen connections 
  with an important ally.   It is very rare to find 
  an oakling adventuring for fame, glory, or 
  vengeance as they do not often value these 
  things. Likewise, they only bond with a 
  strong group of adventurers, leaving the 
  weak to perish. 
  
   
  6 
        Another aspect that redeems the 
  oakling is its clear logic and wisdom. While 
  in it for strictly selfish reasons—something 
  they are quite upfront about—they also 
  believe in sharing the benefits. Oaklings 
  understand the worth of powerful allies and 
  that even though they do not share the 
  same sentiment, other races will feel 
  indebted to them for the execution of good 
  deeds. This will drive oaklings to perform 
  many seemingly charitable services, and 
  improves the overall bad reputation of their 
  race. 
       Oaklings make good rangers and 
  warriors, preferring a direct and final 
  approach to most things. Often their motto 
  is “kill or be killed,” and they take threats 
  very seriously. Occasionally an oakling will 
  take up the cause of a neutral or unaligned 
  deity and find the relationship to be 
  mutually beneficial; thus becoming a cleric. 
  Although physically well suited to the 
  barbarian class, many oaklings find it 
  difficult to get in touch with their “inner rage” 
  and deem such an act to be illogical. 
  Oaklings can be found in most other 
  classes, as all provide some sort of benefit 
  that would be appealing and useful. 
    
  Oakling Characteristics:  Alien, analytical, 
  blunt, calculating, calm, clear-minded, cold, 
  emotionless, frank, honest, humorless, 
  insensitive, logical, non-judgmental, patient, 
  remorseless, selfish, strong, wise 
   
  Male Names: Brawnheart, Burlyroot, 
  Deathshade, Doomtree, Fastleaf, Grimfoot, 
  Hard-head, Iron-bark, Nimble-limb, 
  Oakhammer, Stone-eyes, Strong-branch, 
  Swiftbeam 
   
  Female Names:  Deeproot, Flitterleaves, 
  Greenbud, Keen-eyes, Mudfoot, Red-thorn, 
  Silverleaf, Snowbark, Tangle-branch, 
  Townsprout, Willowheart, Wise-root, 
  Woodsong 
   PBLMJOH!BEWFOUVSFST!
   
  Crashingroot believes that combat 
  prowess is the most logical path. When 
  something gets in your way, squash it—and 
  he often does with the aid of a huge spiked 
  mace. His fellow adventurers appreciate his 
  strength and skills in combat. He is also the 
  party anchor, keeping them on track if they 
  get distracted from their goal. While 
  negotiation is not his strongpoint, his frank 
  honesty is often welcomed in a time of 
  need.  
   
  Goldbough is a brilliant tactician. 
  Heading the call of the warlord, she has 
  studied combat since she was a sapling. 
  Some mistake her for a wizard, as her 
  packs are full of books and scrolls. Closer 
  inspection reveals military diagrams and 
  historical books. Eschewing the brash 
  approach of others of her race, Goldbough 
  may pause for several minutes before 
  engaging the enemy, devising the quickest 
  demise of her enemy, while using the best 
  that her group has to offer. While her fellow 
  adventurers often find her to be a bit 
  boorish and single-minded, they seldom 
  hesitate to heed her advice. 
   
  Timberbash started life outside of the 
  local wizard’s school, and the fruit hasn’t 
  fallen far from the tree. He applies the best 
  of the arcane arts to create a barrage of 
  catastrophic magic against his foes. 
  Knowing only the most destructive spells 
  and rituals, his teammates consider him the 
  cannon of the group and have already 
  learned to steer clear of when the spells 
  start slinging. Although he rarely singes 
  party members, he is not very forgiving if 
  one happens to ignore his booming cries of 
  “TIMBER!” 
  !
  !
  !
  
   
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  Plant Language: Plants communicate at high 
  frequencies beyond the range of human 
  hearing. They can communicate only their 
  status; hungry, thirsty, injured, and so on. 
  Anything beyond a one-word remark 
  concerning the immediate state of the 
  speaker’s self cannot be conveyed in this 
  “tongue,” and plant language has no written 
  form. It is a universal language that only other 
  plants know. It cannot be learned by a non-
  plant. All plants, sentient and otherwise, speak 
  this language. 
  !
  SBDJBM!GFBUT!!!!!!!!!!!!!`!!!
  Oaklings have a number of feats all their 
  own. 
   
  IFSPJD!UJFS!GFBUT!!
  These feats are available to any oakling 
  character who meets the prerequisites. 
   
  THORNS [OAKLING] 
  Prerequisite: Oakling 
  Benefit: Any creature that attacks 
  you with an unarmed attack takes 1d4 
  damage from thorns. 
  Special: This feat must be taken at 1st 
  level. 
   
  DEEP ROOTS [OAKLING] 
  Prerequisite: Oakling, Rooted Foot 
  Benefit: As a move action, you can 
  root yourself in place. You become 
  immobile and count as a creature two size 
  categories larger than you are for push, 
  pull, and slide effects. In addition, you gain 
  an additional +4 feat bonus to the saving 
  throw conferred by your Rooted Foot ability. 
  Another move action can end this effect.  
   
  FEARLESS [OAKLING] 
  Prerequisite: Oakling 
  Benefit: You gain a +2 feat bonus to 
  saving throws against fear effects, and a +1 
  feat bonus to your Will defense against 
  charm effects. 
  ONE WITH WOOD [OAKLING] 
  Prerequisite: Oakling 
  Benefit: You gain a +1 feat bonus to 
  damage when using a weapon that is made 
  of wood. 
  At 11th level, this bonus rises to +2. 
  At 21st level it increases to +3. 
  !
  QBSBHPO!UJFS!GFBUT!!
  These feats are available to any oakling 
  character of 11th level or higher who meets 
  the prerequisites. 
   
  PROTECTIVE SAP [OAKLING] 
  Prerequisite: Oakling 
  Benefit: While you are bloodied, you 
  gain Damage Resistance 2 to all damage 
  except fire. At level 22, increase Damage 
  Reduction to 5.  
   
  WICKED THORNS [OAKLING]  
  Prerequisite: Oakling, Thorns 
  Benefit:  Your thorns do an 
  additional 1d4 damage to unarmed 
  attacking creatures. In addition, you can 
  use Thorn Spray as an encounter power. 
   
   
  FQJD!UJFS!GFBU!
  This feat is available to any oakling 
  character of 21st level or higher who meets 
  the prerequisites. 
   
  MIGHTY OAK [OAKLING] 
  Prerequisite: Oakling 
  Benefit: Upon taking this feat, you 
  permanently grow to size Large and gain a 
  +1 feat bonus to Armor Class. This change 
  in size is not reversible. 
  Thorn Spray               Oakling Feat Power 
  You can eject thorns in a painful burst. 
  Encounter 
  Free Action          Close Burst 2 
  Effect:  Your Strength or Dexterity score 
  (whichever is higher) vs. Reflex: 2d8 
  damage + 1 per level. 
  
   
  8 
  nBHJD!Njtumfupf!
  !
  Magic Mistletoe is created by 
  coaxing common forms 
  of mistletoe, a 
  common parasitic 
  plant that grows 
  on oak trees, 
  towards 
  beneficial uses 
  through arcane 
  and alchemical 
  processes. The 
  process itself is 
  a closely guarded 
  secret among druids 
  and forest fey folk, 
  though it is known to takes decades to get a 
  good batch of seedlings and that extensive 
  knowledge of herbalism and horticulture is 
  required. 
    
  Magic mistletoes have varying 
  “levels” of power, which is reflected in their 
  market cost, rarity, and difficulty to obtain. A 
  level 4 magic mistletoe, for example, would 
  be most easily procured by someone level 
  4 or above, as it may be protected by 
  guardian or hidden in a trapped grove. 
  When obtained, it is either a tiny seedling or 
  off of a deceased plant creature. Adult 
  varieties which are not cultivated on a 
  sentient plant lose their special properties 
  and become normal mistletoe.  
  When cultivated on a sentient plant, 
  a symbiotic relationship is formed. The 
  mistletoe derives nourishment and 
  protection from its host and the host can 
  benefit from a variety of benefits depending 
  on the type of mistletoe. The host plant 
  must sacrifice 1 hp from its hit point pool 
  permanently to gain the mistletoe’s 
  advantage. A sentient plant can only 
  maintain 1 magic mistletoe every 10 levels. 
  The mistletoe plant must be intentionally 
  burned off (specifically targeted by a fire 
  effect) in order to permanently remove it. 
  Removing the mistletoe does not return the 
  hit points sacrificed to it, and it also leaves 
  a nasty scar. 
  Originally designed for treants and 
  dryads, magic mistletoes are of little use to 
  the average adventurer. However, these 
  little plants were introduced to the oaklings 
  since they emerged from the forest, and 
  have been favorites ever since. 
  It should be noted that these are 
  living plants with arcane properties and not 
  technically magic items. While they share 
  many properties with magic items, magic 
  mistletoe are in a category all their own. 
  !
  CSBJOXPSU 
   
  The pink berries of this mistletoe are mildly 
  poisonous. Their juice can be applied to 
  weapons and ammunition. 
   
  Brainwort                                       Level 4+ 
  A bushy leafed variety of mistletoe sprouts 
  from the top of your head, regardless of 
  where it is initially planted. Its pink berries 
  are mildly toxic. 
  Market Cost: 
  Lvl 4   160 gp         Lvl 14        3200 gp 
  Lvl 9   620 gp         Lvl 19     16,800 gp 
  Power: (Consumable � Poison): 
  Standard Action. Apply the juice of one 
  berry to your weapon or ammunition. The 
  next successful attack with that weapon or 
  ammunition immediately initiates a 
  secondary attack at +5 vs. Fortitude. On a 
  hit, the target takes 2 points of poison 
  damage.  The plant produces 3 berries 
  once per day. Berries melt and the toxin 
  fades after one day, regardless of 
  preservation.  
   
  Level 9: Plant produces an additional 3 
  berries per day. +10 vs. Fortitude 
  Level 14: Plant produces an additional 6 
  berries per day. +15 vs. Fortitude 
  Level 19: Plant produces an additional 12 
  berries per day. +20 vs. Fortitude 
  !
  
   
  9 
  HMPXCFSSZ!Njtumfupf 
   
  The tiny greenish-white berries of this 
  mistletoe glow brightly at the will of its host. 
   
  Glowberry Mistletoe                        Level 1
  This leafy shrub thrives on whatever part of 
  your body it is planted on, growing in a 
  large bushy patch. It produces and sheds 
  several tiny berries daily (20 berries total on 
  average).  
  Market Cost: 80 gp 
  Power: At-Will Action. Light or extinguish 
  the glowberries (one action per round). 
  They collectively can provide as much light 
  as a torch. When one or more berries are 
  removed while lit, they independently shed 
  light equivalent to a single candle, though 
  can no longer be extinguished at will (the 
  berries can still be smashed into darkness, 
  however.)  Lit glowberries fade within one 
  minute after being picked. 
  !
  Ifbmfs’t!Njtumfupf 
   
  The ice-blue berries of this mistletoe 
  provide minor healing, and can even 
  stabilize a dying friend. 
   
  Healer’s Mistletoe                         Level 8+ 
  This small leafy shrub thrives on whatever 
  part of your body it is planted on. It 
  produces berries daily, which have minor 
  healing effects. 
  Market Cost: 
  Lvl 8     500 gp         Lvl 18      13,600 gp 
  Power (Consumable � Healing): 
  Standard Action. Consume one or more 
  berries to regain 1 hit point per berry 
  consumed. Plant produces 4 berries once 
  per day. Berries dry up and become 
  useless after one day, regardless of 
  preservation. 
  Level 18: Plant produces an additional 4 
  berries per day. 
  !
  XbufsCfssz!Njtumfupf 
   
  The pale white berries of this mistletoe 
  burst when exposed to intense heat, thus 
  preventing some of the damage associated 
  with fire-based attacks. 
   
  Waterberry Mistletoe                    Level 3+ 
  This small- leafed variety of mistletoe 
  sprouts up all over your body, regardless of 
  where it is planted. It provides some 
  resistance to fire, as long as it has berries. 
  Market Cost: 
  Lvl 3       120 gp       Lvl 8      500 gp 
  Lvl 13   2600 gp       Lvl 18     13,600 gp 
  Power: Immediate Interrupt. Prevents one 
  point of fire damage per berry. Berries burst 
  immediately upon preventing damage. 
  Plant produces 5 berries once per day. 
  Berries burst after one day or instantly upon 
  being picked, regardless of preservation.  
   
  Level 8: Plant produces an additional 3 
  berries per day. 
  Level 13: Plant produces an additional 6 
  berries per day. 
  Level 18: Plant produces an additional 12 
  berries per day. 
   
   
  Note: Any sentient plant based creature 
  can use magic mistletoe. Game Masters 
  may add them to their treants for dash of 
  flavor or something new. Perhaps a local 
  coven of briarwood dryads cultivates them 
  and uses them for their own nefarious 
  needs, as well. 
   
  The plant can also be transplanted from a 
  fallen (dead) creature to a living creature, 
  with a successful knowledge nature check, 
  DC 25. A failure indicates that the mistletoe 
  was destroyed. The plant cannot be 
  transplanted from one living host to 
  another. 
   
  
   
  10 
  !
  !
  Pblmjoh!CVSHMBS!
  "You like, you take. Simple as that." 
   
  Daring and direct, the oakling burglar 
  excels at his craft, despite his rather large 
  stature. In fact, combined with his calm and 
  collect demeanor, his height and apparent 
  awkwardness often preclude him from 
  being suspected of his crimes. 
   
  Oakling Burglar                  Level 7 Lurker 
  Medium Natural Humanoid (Plant)                          XP 300 
  Initiative +11      Senses Perception +15 
  HP 61; Bloodied 30 
  AC 21; Fortitude 20, Reflex 20, Will 20 
  Vulnerable 2 Fire 
  Speed 6 
  MShortsword  (standard;at-will) � Weapon 
       +12 vs AC; 1d6 + 5 damage 
  rDagger (standard;at-will) � Weapon 
        Ranged 5/10; +12 vs AC; 2d6 + 5 damage 
  Combat Advantage 
       The oakling burglar deals an extra 2d6 damage     
       on melee and ranged attacks against any target  
        that it has combat advantage against. 
  Sunheal (standard, encounter) 
      Oakling can heal 22 hit points if it is in bright light. 
  Rooted Foot 
       Oakling gains a +2 bonus to avoid falling prone. 
  Alignment: Any     Languages: Common, Plant 
  Skills: Stealth +12, Thievery +12 
  Str 18 (+7) Dex 19 (+7) Wis 18 (+7) 
  Con 13 (+4) Int 13 (+4) Cha 13 (+4) 
  Equipment: shortsword, 6 daggers 
   
  Pblmjoh!Cvshmbs!Ubdujdt!
  An oakling burglar assesses the situation 
  logically. If he thinks he can defeat his foes, 
  he will try to—in order of weakest to 
  strongest. If he feels outmatched, he will 
  attempt to talk his way out of the situation. If 
  that fails, he will attempt to flee. If fleeing 
  fails, he will attack the fastest members 
  first, and try again to flee and hide. 
  !
  !
  !
  Pblmjoh!Fwplfs 
  "Wood is NOT the only thing that burns!" 
   
  The oakling invoker embraces that which 
  scares her the most; fire and flame. By 
  wielding scorching fury, this oakling assures 
  both power and control. 
   
  Oakling Evoker               Level 14 Artillery
  Medium Natural Humanoid (Plant)                         XP 1000 
  Initiative +10      Senses Perception +19 
  HP 137; Bloodied 68 
  AC 28; Fortitude 27, Reflex 27, Will 27  
  Vulnerable 2 Fire 
  Speed 6 
  RFlaming Globe (standard; at-will) � Fire 
       Ranged 10/20; +19 vs AC; 1d10 damage  
       and ongoing 2 fire damage (save ends). 
  mEnchanted Dagger (standard;at-will) � Fire, Weapon 
       +19 vs AC; 1d4 + 10 damage and ongoing 1 fire   
        damage (save ends). 
  rFan the Flames (standard;encounter) � Fire 
       Ranged sight; +19 vs AC; 3d10 + 6 damage. 
       If target is already taking ongoing fire damage,  
       increase that damage to ongoing 10 fire damage  
       (save ends). 
  aFireblast (standard;encounter) � Fire 
       Area burst 3 within 20; +17 vs Reflex; 3d10 + 6     
       Damage and ongoing 3 fire damage (save ends). 
  Sunheal (standard, encounter) 
      Oakling can heal 48 hit points if it is bright light. 
  Rooted Foot 
       Oakling gains a +2 bonus to avoid falling prone. 
  Alignment: Any     Languages: Common, Plant 
  Skills: Arcana +18 
  Str 22 (+13) Dex 17 (+10) Wis 22 (+13) 
  Con 17 (+10) Int 23 (+13) Cha 17 (+10) 
  Equipment: enchanted dagger, robes 
   
  Pblmjoh!FWPLFS!Ubdujdt!
  An Oakling evoker starts by softening up 
  her enemies with a fireblast. Then she will 
  try to take out the strongest enemy with Fan 
  the Flames. Later, she picks off other 
  enemies at range. Melee is a last resort.
  
   
  11 
  Pblmjoh!Nfsdfobsz 
  "Just tell me where to chop 'em, boss." 
   
  The oakling mercenary sells his sword to 
  the highest bidder. He is completely in it for 
  the money and cares little for the cause. 
   
  Oakling Mercenary            Level 4 Soldier 
  Medium Natural Humanoid (Plant)                         XP 175 
  Initiative +6      Senses Perception +6;  
  HP 52; Bloodied 26 
  AC 20; Fortitude 18, Reflex 16, Will 17 
  Vulnerable 2 Fire 
  Speed 6 
  MLongsword  (standard;at-will) � Weapon 
       +11 vs AC; 1d10 + 4 damage  
  mHarvest Sweep (standard;encounter) � Weapon 
       +11 vs AC; 3d8 + 4 damage 
  Sunheal (standard, encounter) 
      Oakling can heal 17 hit points if it is in bright light. 
  Rooted Foot 
       Oakling gains a +2 bonus to avoid falling prone. 
  Alignment: Any     Languages: Common, Plant 
  Skills: Insight +10, Nature +10 
  Str 18 (+6) Dex 15 (+4) Wis 17 (+5) 
  Con 12 (+3) Int 12 (+3) Cha 12 (+3) 
  Equipment: hide armor, longsword 
   
  Pblmjoh!Nfsdfobsz!Ubdujdt!
  Oakling mercenaries lack any great finesse. 
  They typically wade into battle, kill the 
  weaker foes first, saving Harvest Sweep for 
  the most powerful enemy. They show no 
  mercy, but will listen to better offers. 
   
  Sfwfsfou!pg!Bvuvno 
  "By Sehanine’s hand I live and you die." 
   
  A Reverent of Autumn reveres Sehanine, 
  and has grown strong with her guidance. 
  However, never fully appreciating the 
  concept of love brings this oakling’s 
  interpretation of her deity to colder and 
  darker places.
   
  Reverent of Autumn         Level 23 Controller 
  Large Natural Humanoid (Plant)                           XP 5100 
  Initiative +18      Senses Perception +30;  
  HP 213; Bloodied 106 
  AC 37; Fortitude 36, Reflex 35, Will 37 
  Vulnerable 2 Fire 
  Speed 6 
  MLarge Quarterstaff (standard;at-will) � Weapon 
       Reach 2; +28 vs AC; 2d4 + 8 damage 
  rFreezing Wind (standard; sustain minor; at-will)  
      � Cold
       The reverent of autumn evokes a powerfully cold  
       wind to besiege the target. Ranged 5; +26 vs.  
       Fortitude; 4d8 cold damage, and the target is  
       immobilized until end of reverent of autumn’s  
       next turn. This power can be sustained as a  
       minor action, dealing 2d8 cold damage to the    
       target (without making an attack roll) and keeping 
       the target immobilized until end of reverent of   
       autumn’s next turn. 
  cFrostblast (standard; recharge 56 ) � Cold 
      Close blast 3; +24 vs. Fortitude, 4d10 + 10 cold  
      damage, and the target is immobilized until end of   
      reverent of autumn’s next turn. 
  cFrostburst (standard;at-will) � Cold 
      Close burst 1; +24 vs. Fortitude, 1d10 + 8 cold 
      damage, and the target is stunned until end of    
      reverent of autumn’s next turn. 
  Greater Sunheal (standard, encounter) 
      Oakling can heal 76 hit points, even when not in  
      bright light. 
  Greater Rooted Foot 
       Oakling cannot be knocked prone. 
  Alignment: Any     Languages: Common, Plant 
  Skills: Religion +21 
  Str 26 (+19) Dex 24 (+18) Wis 29 (+20) 
  Con 21 (+16) Int 21 (+16) Cha 21 (+16) 
  Equipment: large quarterstaff, robes 
   
  Sfwfsfou!pg!bvuvno!Ubdujdt!
  The reverent of autumn is an expert at 
  damage control; immobilizing those that 
  can deal the most damage, while 
  attempting to take out the weaker 
  opponents with her staff. When bloodied, 
  and out of healing, the reverent of autumn 
  will attempt to flee.
  
   
  12 
  Pblmjoht!Jo!Zpvs!Hbnf!
  !
   
  Oaklings in this document are 
  presented as a fairly new race to the world. 
  Their origin is a mystery, even to them. This 
  allows them to be placed in virtually any 
  campaign setting with little work. As is, they 
  require almost no adjustment to your world 
  to begin play immediately. One down side 
  to this “newness” is that they lack tradition, 
  language, and history 
  common to other PC 
  races. This has several 
  ramifications including no 
  racial heritage, likely no 
  racial paragon paths and 
  no cool magic relics 
  tailored especially for this 
  race. However, there are 
  many boons as well. 
  Oaklings player 
  characters can be bold 
  pioneers, inventing their 
  own paths, their own 
  history, and their own 
  unique traditions. 
   
  Optionally, the 
  game master can create a 
  more detailed back story 
  for the oaklings. Perhaps 
  they are an ancient race 
  of dryads who starkly split 
  from the fey wilds to 
  pursue earthly gain. Or 
  maybe they are simply 
  highly evolved plants from 
  a forgotten time, 
  resurrected accidently by 
  some quirk of nature.  
  Another possibility is that 
  oaklings were the result of 
  an experiment gone 
  awry—an attempt to blend 
  man and plant.   
   
   
  Whatever the case, the oakling will 
  make a welcomed addition to any game as 
  a representative of the plant kingdom, an 
  unusual option for the player seeking 
  something different, a challenge for the 
  player who has played everything, or just a 
  good match for those that like to cast aside 
  humanity for a little while and see things 
  from a different angle.
  
   
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bee!Ofx!
  Mjgf!up!
  Zpvs!
  Hbnf!
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/4th Edition/Alluria Publishing/Remarkable Races - The Oakling.pdf