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**Physical Description: 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.

Oaklings have a male and female gender; females being slightly more slender with superficial curves. Gender is also expressed through their leaffaces. Male oaklings have more masculine faces and many more leaves than the females. Their apparently intentional resemblance to mammalian races is something of a mystery to sages who study them. Many feel this is because they may have dryad ancestry.

Oaklings smell of leaves and fresh cut wood, making them fairly difficult to track by scent in woodland environments. Their voices are reminiscent of sawing wood; harsh and grinding with a hint of creaking wood when they shout or yell.


  • +2 Strength, +2 Wisdom, -2 Charisma: Oaklings are strong and clever, but their frigid personalities often alienate them from others.
  • Medium Size: 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.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

See Also