Goblin

Talks-to-Trees's page

175 posts. Alias of Hotaru of the Society.


Race

Goblin

Bonuses:
Wis +3, Str/Dex +1, Con/Int+0, Cha-1

Classes/Levels

Forest Druid 2 15/18 HP, 1/? Hold, 0/9 XP Armor 2. [+Con -Int]

Strength 15
Dexterity 13
Constitution 12
Intelligence 9
Wisdom 17
Charisma 8

About Talks-to-Trees

Backstory:


XP Log:

Fails at tree Talkin'
Fails at being afraid of darkness.
Fails at Str roll to rip open a sac.
Talks uses Mud Slap against Tarmagoyf! It is super effective! Against her. Awww...
Destroy civilization, defeat a major enemy, epic plots. Groonk is gone.

Simple Description:

Tuti, is a Chaotic Goblin Druid who has Wild Eyes, a Lizard-Pelt Hood, and a Multicolored Patchwork set of Lizard Hides.

Stats&Mods&HP:

Str 15 +1
Dex 13 +1
Con 12
Int 09
Wis 16 +2
Cha 08 -1
HP: 26

Gear:

Load = 3/21
Tuti carries an old worn spear, tipped with sharpened bone(1 weight, close, near-thrown),
Her hides are as protective as they look (1 armor, 1 weight),
and a sack full of randomly scavenged objects found near human corpses and settlements. (5 uses, 1 weight)

Moves:

Goblin Move!
Gain subterranean lands as a bonus Born of the Soil!

Born of the Soil

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.

The Great Forests
The Whispering Plains
The Vast Desert
The Stinking Mire
The River Delta
The Depths of the Earth
The Sapphire Islands
The Open Sea
The Towering Mountains
The Frozen North
The Blasted Wasteland
Choose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land.

By Nature Sustained

You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue

The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter

When you call upon the spirits to change your shape, roll+Wis.

✴ On a 10+ hold 3.

✴ On a 7–9 hold 2.

✴ On a miss hold 1 in addition to whatever the GM says.

You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence

When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.

Thing-Talker

You see the spirits in the sand, the sea and the stone. You may now apply your spirit tongue, shapeshifting and studied essence to inanimate natural objects (plants and rocks) or creatures made thereof, as well as animals. Thing-talker forms can be exact copies or can be mobile vaguely humanoid-shaped entities.
Balance
When you deal damage, gain one balance. You may spend one balance to heal a target for 1d4.

Bonds:

Fill in the name of one of your companions in at least one:

____________________ smells more like prey than a hunter.

The spirits spoke to me of a great danger that follows ______________.

I have showed ________________ a secret rite of the Land.

___________ has tasted my blood and I theirs. We are bound by it.