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Kav Wildspeaker
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'''Kobold Shaman''' [[File:KoboldShaman.jpg|frame|500px|right]] ''Intense eyes, headdress, bone shirt, tattooed body'' ===STATS=== : Strength 8 (-1) : Dexterity 13 (+1) : Constitution 12 (+0) : Intelligence 15 (+1) : Wisdom 16 (+2) : Charisma 9 (+0) : '''Alignment:''' Chaotic : '''Hit Points:''' 6/6 : '''Damage:''' 1d6 : '''Load:''' 7 ===BONDS=== : It’s clear to me __________ has a troubled spirit. : __________ and my spirits are bound together. : I have heard the spirits speak of __________’s power. : __________ must learn to respect the spirit realm. ===MOVES=== '''Kobold Trapper''' When you construct a trap, roll. If you have... * ...the appropriate materials, take +1 * ...help from others, take +1 * ...constructed it slowly and safely, take +1 On 10+, it works flawlessly. On a 7-9, it works! Sort of… '''Spirit Pact''' You have made a pact with the spirit realm, allowing you to create up to 3 Worldly Spirit Totems. ''Totem Appearance:'' Carved bone heads or skulls. '''Totem Creation''' When you spend uninterrupted time (an hour or so) creating a new totem, you can bind any Worldly Spirit on the list, or other the GM tells you about (which may be tied to a location or event). You cannot bind more spirits than your pact allows, you must choose one to release first. Each totem starts with 1 Charge. Saying the spirit’s name will release it and consume a Charge. When a totem runs out of Charges, the totem shatters and the spirit cannot return. '''Spiritual Adviser''' You may give a Worldly Spirit Totem you have created to your allies. Describe what it looks like and how many Charges it has. And don’t forget to teach them the name to say aloud to release the spirit held within. The totems work normally but keep in mind: only you can Spirit Talk. '''Spirit Talk''' When you say the name of a spirit bound to a totem you’ve made, instead of consuming a Charge, you can roll +WIS. On a 10+, the spirit is successfully released and it returns to the totem afterwards. On a 7-9, the spirit is released but choose one: * You draw unwelcome attention or put yourself in a spot. The GM will tell you how. * Your reputation in the spirit realm is damaged. Take -1 Ongoing to Spirit Talk until you have about an hour to perform a ceremony honoring the spirit. * A Charge on the totem is still consumed. '''Spirit Catcher''' When you witness a creature die, you can bind its spirit to a special totem you carry, roll +WIS. On a 10+, the spirit is captured. The GM will tell you what happens when you release the spirit. The effect is something supernatural and associated with the spirit’s nature or greatest desire in life. Your Spirit Catcher totem does not have Charges and can be released freely, but the spirit must move on after it is used (Spirit Talking does not work). You can only ever have one Spirit Catcher totem. On a 7-9, the GM will also tell you a complication, such as: * The spirit is unpredictable * There’s an additional undesirable effect * The spirit is restless and must be used within a certain amount of time '''Murmur''' When you Discern Realities, you can also ask: ''What do the spirits whisper here?'' '''Guardian Spirit''' ''Irontree Spirit:'' Once per attack, when you deal damage and roll a 1, the spirit comes to your aid. Reroll that damage die and take +1 Forward to Defy Danger ===BOUND SPIRITS=== '''Spirit of Mending,''' ''Naandawi'' Releasing this spirit heals you or a nearby ally for 1d8 damage '''Spirit of the Python,''' ''Chu’a'' Releasing this spirit summons a large snake that quickly wraps itself around your target. The victim cannot move anything but their mouth and the effect lasts until they take damage or you call off the snake spirit. Powerful creatures may be able to break out of the constriction, but if they do so, they take 1d6 Damage. '''Ornery Donkey Spirit,''' ''Balubera'' When released, this particularly stubborn donkey spirit will carry 10 load. Once a day, you must feed it berries or some other delectable food. It lasts until you dismiss it or it was not fed the previous day. ===GEAR=== *Rations (5 uses, 1w) *Spirit Catcher Totem (1w) *Carving knife (hand, 1w) *Spear (reach, thrown, near, 1w) *Light armor made of bone (1 armor, 1w) *Poultices and herbs (2 uses, 1w) ===BACKSTORY=== Kav hails from the Broken Claw tribe, a community of kobolds who once dwelt in the Dark Moon Swamp. As the creeping ice and the horrors associated with it drew closer, the Broken Claw kobolds slowly lost both tribe members and hunting grounds. When the great ironwood tree that was the center of their village and the home of their patron spirit succumbed to the chill of winter, the tribe took it as a dark omen and left for better lands. One kobold remained: Kav, known as Wildspeaker, the younger of the two shamans. Filled with zeal, he chose to stay behind and fight the slow onslaught of the dark ice, accompanied by the Irontree Spirit that remained as his personal guardian.
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