About Trapdodger BarefootBasic Stats HP. 19
STR. 9 (+0) | DEX. 15(+1) | CON. 13 (+1) | INT. 12 (+0) | WIS. 16(+2) | CHA. 8(-1) Look
Basic Moves Your maximum HP is 6+Constitution. Your base damage is d6. Alignment Choose an alignment:
Gear Your load is 6+Str. You carry some token of your land, describe it. These are pipes made from a wood and stone that is very distinctive, and very different from wood and stone found in the rest of the world. It is these pipes that are used to share pipeweed with others. Choose your defenses:
Choose your armament:
Choose one:
Bonds
____________________ 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. Starting Move
You sing the healing songs of spring and brook. When you make camp, you and your allies heal +[dice]1d6[/dice] You start with these moves: 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 Sapphire Islands
Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.
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. Gear
Load ( 3 ) total from above... +1 Xp Kender Spoiler:
Kender +2 Dexterity, +2 Charisma, -2 Strength (max starting wisdom, 16) Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Normal Speed: Kender have a base speed of 30 feet. Fearless: Kender are immune to fear, magical or otherwise. Kender Luck: Kender receive a +1 racial bonus on all saving throws. Keen Senses: Kender receive a +2 racial bonus on Perception skill checks. Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic. Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills. Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone. Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon. Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic. Tomb of Boorers!!! Initiative
Perception
Stealth
Sleight of hand
Disable device
Escape artist
Offense
Spoiler:
Sickle [dice]1d20+6 [/dice] [dice]1d4+1[/dice]
Morningstar Slingstaff
Shortbow attack [dice] 1d20+6 [/dice], Damage [dice] 1d6+1 [/dice]
[dice]1d20+8; 1d2[/dice]
Sneak Attack [dice] 4d6 [/dice] Defense
Spoiler:
Hit points 79 Studded leather
Fort +3
Skills
Spoiler:
*Acrobatics (+1 ranks, +2 race, +4 dex, +3 class) *Appraise (+2 Int) *Bluff 10 (+1 ranks, +1 Cha, +3 class, +4race) *Climb (+2 race, +3 class, +2 ranks) *Craft *Diplomacy *Disable Device (+ ranks, +4 dex, +3 class, +2 race) *Disguise *Escape Artist (+ ranks, +4 dex, +3 class) Fly Handle Animal *Heal (+ rank, +2 Wis, +3 class) *Intimidate **** use bluff skill *Knowledge (Arcana) (+ rank, +3 Int) *Knowledge (Dungeoneering) (+ rank, +3 Int, +3 class) Knowledge (Engineering) (+2 Int) Knowledge (Geography) (+2 Int) *Knowledge (History) (+2 Int) *Knowledge (Local) 5 (+1 rank, +1 Int, +3 class) Knowledge (Nature) (+ rank, +3 Int) *Knowledge (Nobility) (+3 Int) *Knowledge (Planes) (+3 Int) *Knowledge (Religion) (+ rank, +3 Int, +3 class) *Linguistics *Perception (+2 race, + ranks, +3 class, +1 wis) *Perform *Profession Ride *Sense Motive *Sleight of Hand (+ ranks, +4 dex, +3 class, +2 race) +4 scarf *Spellcraft (+ rank, +3 Int) *Stealth 12 (+1 ranks, +4 size, +4dex, +3 class) Survival *Swim *Use Magic Device 5(+1 ranks, +3 class, +1 Cha) Feat :
Traits:
Spoiler:
Helpful Goblin Foolhardiness (Goblin) You have a tendency toward gross overconfidence in combat. Benefit: When facing an enemy that’s larger than you are, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons. Equipment:
Spoiler:
Sickles (2) 12 gold Morningstar Cold iron (16 gold) Shortbow Arrows MW (20) Tanglefoot (10) thundering (8) whistling (3) Adventurer’s sash Scarf pocketed…Clothing, Scarf, Pocketed
Flint & steel
New loot: Under the table and from the temple
The Artifact Sword hilt .....in a secret pocket.... Boots of Striding and Springing! |