Creative Characters – Mossbark Ironknot  Horned Warden

For our next team of Creative Characters. we’ll be venturing into the deep wilderness with INTERESTING fun characters with a nature/wilderness theme. For the sake of reference, and consistency, all characters here are created with the Elite stat array (15, 14, 13, 12, 10, 8) and all hit points are rolled as averages (and rounded down). They are also written so that they can be used as either NPCs or PCs as the reader chooses, and are written with all special abilities typed out, so as to ensure a minimum amount of book-flipping throughout your game.

Mossbark Ironknot CR 7

XP 3,200
Male seedling paladin 8 (horned warden)
NG Medium humanoid (plant)
Init -1 ; Sense low-light visionPerception +5

DEFENSE

AC 21, touch 11, flat-footed 22 (+4 armor, -1 Dex, +3 shield, +5 natural*)

hp 72 (48 class (8d10) +8 (favored class bonus) +16 Constitution)
Fort +9 (+12 vs polymorph effects), Ref +1, Will +6
Defensive Abilities electricity resistance 5, acid resistance 10

OFFENSE

Speed 30 ft.
Melee +1 warhammer +12 1d8+3
Ranged 3x/day acid dart ranged touch (30 ft) 1d6+4 acid damage
Special attacks smite evil +15 1d8+11 *bypasses all DR
Spell-like Abilities (CL 8)

1/dayspeak with plants

Domain Earth*

Paladin Spells Prepared (concentration +)

2nddelay poison, mire of stone and earth (DC 15), soften earth and stone*
1stdivine favor, magic stone, mistsight*

TACTICS

During Combat Mossbark’s approach to combat is both direct and straightforward, going directly toward whatever he deems the greatest threat to others while working to protect his companions and any innocents. Should an ally be seriously wounded, he will often break off combat to heal them. When necessary he has been known to stand against extreme odds, trusting his lay on hands ability to stay on his feet.

STATISTICS

Str 14 (+2), Dex 8 (-1), Con 16 (+3), Int 12 (+1), Wis 10, Cha 16 (+3)
Base Atk +8/+3; CMB +10; CMD 20
Feats Armor Proficiency (Light), Armor Proficiency (Medium), Extra Lay On Hands , Extra Mercy, Rigid Form, Shield ProficiencySimple Weapon Proficiency, Weapon Focus (warhammer)

Skills Knowledge (Nature) +9, Survival +8
Languages Common, Seedling, Sylvan, Elven
Magical Gear arboreal armor, +1 darkwood shield, +1 warhammer Non-magical Gear backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), holy symbol and a waterskin. Coins 1,125 gp, 6 sp, (these remaining coins can be spent at the GM or player’s discretion before the start of the game session).

SPECIAL ABILITIES

Alignment and Code of Conduct

In addition to the standard paladin code, Mossbark respects and cherishes nature and protect it against all who would do it harm. He does not take more than his share from the natural world, nor does he slay an animal for a purpose other than food or clothing or to protect others from it, and then only after attempts to pacify it have failed. Mossbark is prohibited from wearing metal armor or using metal shields. If he uses such a prohibited item, he cannot cast spells or use any of his supernatural or spell-like class features (including base paladin class features) for as long as he uses it and for 24 hours thereafter.

Aura of Good (Ex)

Mossbark’s aura of good (see the detect good spell) is equal to his paladin level.

Aura of Resolve (Su)

Mossbark is immune to charm spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while he is conscious, not if he is unconscious or dead.

Detect Evil (Sp)

At will, Mossbark can use detect evil, as the spell. He can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, he does not detect evil in any other object or individual within range.

Divine Health (Ex)

Mossbark is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay On Hands (Su)

Mossbark can heal wounds (his own or those of others) by touch 9 times per day. With one use of this ability, he can heal 4d6 hit points of damage. Using this ability is a standard action unless targeting himself, in which case it is a swift action. Despite the name of this ability, he needs one free hand to use this ability.

Alternatively, he can use this healing power to deal damage to undead creatures, dealing 4d6 points of damage. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Su)

Whenever Mossbark uses lay on hands to heal damage to one target, the target also receives the additional effects from all of his mercies. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

  • Sickened: The target is no longer sickened.
  • Fatigued: The target is no longer fatigued.
  • Diseased: The horned warden’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.

Nature Bond

Mossbark has formed a bond with nature. This bond takes the form of the Earth domain.  His effective cleric level is equal to his paladin level. A horned warden that selects this option also receives additional domain spell slots of each level he can cast (1 through 4), just like a cleric. He must prepare the spell from his domain in this slot. He does not gain access to higher-level domain spells than 4th level, and they are not considered to be part of his spell list.

Photosynthesis: While seedlings need to eat and breathe, their leaves and nettles can photosynthesize their own food and oxygen, allowing seedlings to go longer without sustenance. They receive a +2 racial bonus on Constitution checks to resist suffocation, drowning, and starvation.

Planting: As a standard action, seedlings can extend their feet into the earth below them, rooting themselves to a single point. This spell-like ability functions similar to a tree shape spell with the following changes: the size of the tree is Medium instead of Large, and the seedling can only assume the shape of a tree sapling resembling her own appearance. While in this form, the seedling gains tremorsense out to 30 feet. A seedling may maintain a planting for up to 24 hours.

Smite Evil

Mossbark’s smite deals double damage on the first hit against aberrationsconstructs, and undead. He may use smite evil against aberrations and constructs as if they were evil, regardless of their alignment. He may use this ability 3 times per day

Spells

Mossbark treats all spells on both the paladin and ranger spell lists as paladin spells.

Trackless Step (Ex)

Mossbark leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Wild Empathy

Mossbark possesses this ability, as the druid class feature.

ABOUT

A true champion of the forest, Mossbark is the chosen divine representative of the great green mother, drawing life and power from the verdant land itself. Living in harmony with his surroundings, he is known by most of those who dwell within, either celebrated or feared.



About markt

Mark has been playing RPG's for over 25 years, the last 10 primarily online. A veteran of countless Play by Post games, he is also a content creator for OGN and an RPG Superstar alumni.

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