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Master of Jade, Mistress of Iron - a World of Conclave adventure
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<blockquote data-quote="GlassEye" data-source="post: 6028154" data-attributes="member: 40413"><p style="text-align: center">[size=+1]<span style="color: steelblue">Blue Eye Bellows</span>[/size]</p> <p style="text-align: center"></p> <p style="text-align: center">Human Shaman 2</p> <p style="text-align: center"></p> <p style="text-align: center"><a href="http://imageshack.us/photo/my-images/4/shamanwizardrev.jpg/" target="_blank"><img src="http://imageshack.us/a/img4/4603/shamanwizardrev.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p><strong><span style="color: steelblue">Blue Eye Bellows</span></strong> was born into a house full of voices: parents, grandparents, uncles, aunts, and numerous siblings and cousins. His name was earned for the color of his eyes, one brown and one blue, and the fact that, as the youngest male among many his job in the family smithy was to operate the bellows. There was also his unfortunate tendency to speak at a loud volume every place he went, as necessary in a smithy and in a household overfull of people, and to point out and talk to people and things that weren’t physically present.</p><p></p><p>It didn’t take Blue long to discover that no one else could see or hear the numerous spirits of their house and forge or <strong><span style="color: lightsteelblue">Iron Ancestor</span></strong>, his great grandfather and a master smith who had died many years before he was born and who now gave Blue advice and taught him small tricks of crafting at the forge. When the rest of the family discovered Blue’s ability as a seer of spirits he was apprenticed to a salsham’ai shaman in Little Thalsa.</p><p></p><p>Iron Ancestor muttered constantly about the ‘dirty salsham’ai’ and their tree-house district but Blue was wide-eyed with fascination over the small people, their braashak trees and their culture, particularly the Skill of Raindrops. At the feet of his master Blue learned the value of silence, or at least speaking quietly, and gained the protection of <strong>White Matoo</strong>, a large guardian spirit that resembles an ape-like matoo carved from bleached wood of the braashak tree.</p><p></p><p>One day Blue’s mentor informed him they were going on a journey. The two of them packed and headed north. Eventually Blue was able to pry from his salsham’ai mentor their destination: Ashoyin, by way of Blue Jays and circling the swamp around to the north of the city. They never reached the city. In the hill country north of Blue Jays they were ambushed and Blue’s mentor killed. Blue barely escaped but injured and without supplies would probably have died if not for the intercession of <strong><span style="color: lime">Wild Jade Wolf</span></strong>, a powerful wolf spirit. Bargains were made against the advice of both Iron Ancestor and White Matoo who typically disagreed about everything and Wild Jade Wolf took possession of Blue Eye Bellows.</p><p></p><p>When Blue regained control he found himself just outside of Llaza with vague bloody memories, the satisfied, wolfish grin of Wild Jade Wolf, the silent disapproval of Iron Ancestor, and the sorrowful gazes of White Matoo. Shortly after reentering the city Blue heard tell of a yellow jade artifact and at Wild Jade Wolf’s urgings has decided to enquire about the object.</p><p></p><p><span style="color: steelblue"><strong>Blue Eye Bellows</strong></span></p><p>Human Shaman 2</p><p>N Medium humanoid (human)</p><p><strong>Init:</strong> +1; <strong>Senses</strong> Perception +9</p><p>[sblock=Mechanics]</p><p><span style="color: steelblue">DEFENSE</span></p><p><strong>AC</strong> 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)</p><p> <strong>hp</strong> 30 (2d8+18)</p><p><strong>Fort</strong> +2 (0 (base) +2 (Con))</p><p><strong>Ref</strong> +2 (0 (base) +1 (Dex) +1 (trait))</p><p> <strong>Will</strong> +5 (3 (base) +2 (Wis))</p><p></p><p><span style="color: steelblue">OFFENSE</span></p><p><strong>Speed</strong> 30 ft.</p><p> <u>Attacks</u></p><p>Boar Spear +4 (1d8+4 /x2; brace, special)</p><p>Ritual Knife (Obsidion Dagger) +4 (1d4+3 19-20/x2; 10 ft. range, fragile)</p><p>Unarmed +4 (1d3+3 /x2; nonlethal, provokes AoO)</p><p></p><p><span style="color: steelblue">STATISTICS</span></p><p>Str: 16 +3 (+2 race)</p><p>Dex: 13 +1 </p><p>Con: 14 +2</p><p>Int: 10 +0</p><p>Wis: 15 +2</p><p>Cha: 10 +0</p><p></p><p><strong>Base Atk.</strong> +1; <strong>CMB</strong> +4; <strong>CMD</strong> 15</p><p><strong>Traits</strong> Deft Dodger (+1 Ref save); Magical Talent (Prestidigitation 1/day)</p><p><strong>Feats</strong></p><p>H - Cosmopolitan (+2 languages; +2 class skills (Sense Motive & UMD)</p><p>1 - Alertness (+2 Perception & Sense Motive)</p><p><strong>Skills</strong></p><p>Skill Points: 12 = [Base (4) + human (1) + favored class (1)/Level]</p><p>Craft (Blacksmith) +4 (1 rank, +3 (CS) +0 (Int))</p><p>Knowledge (Spirits) +5 (2 rank, +3 (CS) +0 (Int))</p><p>Perception +9 (2 rank, +3 (CS) +2 (Wis) +2 (feat))</p><p>Sense Motive +9 (2 rank, +3 (CS) +2 (Wis) +2 (feat))</p><p>Spellcraft +4 (1 rank, +3 (CS) +0 (Int))</p><p>Survival +7 (2 rank, +3 (CS) +2 (Wis))</p><p>Use Magic Device +5 (2 rank, +3 (CS) +0 (Cha))</p><p></p><p><strong>Languages</strong> </p><p>Low Imperial, Spirit Speech, Themnassic, Shromic</p><p></p><p><span style="color: steelblue">RACIAL TRAITS</span></p><p>Human</p><p>Favored Class: Shaman</p><p></p><p><span style="color: steelblue">CLASS ABILITIES</span></p><p>Shaman</p><p>Armor/Weapons: Light & hide armors; Simple weapons.</p><p><strong>Spirit Domain</strong></p><p>Granted Power: You gain the aid of a spirit companion and talk to spirits in their tongue. Free proficiency in Spirit Speech.</p><p></p><p><em>Spirit's Advice</em> (Sp): You can communicate with your spirit companion as a swift action, getting a sacred bonus on Handle Animal, Knowledge (nature), Knowledge (spirits), Perception, and Survival checks equal to half your shaman level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (5/day)</p><p></p><p><em>Spirit Warrior</em> (Su): Starting 8th level, any weapon you hold gains ‘Ghost Touch’. Also incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i.e., all your bonuses to AC are ‘Ghost Touch’ too). You can use this ability a number of rounds per day equal to your shaman level. The rounds don't need to be consecutive.</p><p></p><p>1st - Detect Spirits</p><p></p><p><strong>Spirit Allies:</strong></p><p><strong><span style="color: lightsteelblue">Iron Ancestor</span></strong> (Artifice - Construct) (Spirit Bonded)</p><p></p><p>Bonded Power:</p><p><em>Artificer's Touch</em> (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (5/day)</p><p></p><p>1st - Animate Rope</p><p></p><p><strong>White Matoo</strong> (Plant - Growth)</p><p>1st - Enlarge Person</p><p></p><p><strong><span style="color: lime">Wild Jade Wolf</span></strong> (Wolf)</p><p>1st - Hunter's Howl</p><p></p><p><span style="color: steelblue">SPELLS</span></p><p>1st level (DC 13): 2/day</p><p>0th level (DC 12): unlimited</p><p></p><p>0th level known: create water, detect magic, guidance, light, spark</p><p></p><p><span style="color: steelblue">WEALTH</span></p><p>PP: 0 GP: 120 SP: 0 YP: 00</p><p></p><p><span style="color: steelblue">EQUIPMENT</span></p><p>Boar Spear 5 gp / 8 lb.</p><p>Ritual Knife (Obsidion Dagger) 1 gp / .75 lb.</p><p>Traveler's Outfit -- / -- lbs. (currently worn)</p><p>Belt pouch 1 gp / .5 lbs.</p><p>Studded leather armor 25 gp / 20 lbs.</p><p>Silk rope 10 gp / 5 lbs.</p><p></p><p></p><p> Total Weight: 00 lb</p><p></p><p>Max Weight: 0-76 (light); 77-153 (medium); 154-230 (heavy)</p><p>[/sblock][sblock=Leveling]Level 2: Shaman 2</p><p>+1 bab; +1 Will; +6 hp (<a href="http://invisiblecastle.com/roller/view/4520147/" target="_blank">hp (1d8+2=6)</a>); +6 skill points: K (Spirits), Perception, Sense Motive, Spellcraft, Survival, Use Magic Device; +1 known orison: <em>detect magic</em>[/sblock]</p></blockquote><p></p>
[QUOTE="GlassEye, post: 6028154, member: 40413"] [center][size=+1][color=steelblue]Blue Eye Bellows[/color][/size] Human Shaman 2 [URL=http://imageshack.us/photo/my-images/4/shamanwizardrev.jpg/][IMG]http://imageshack.us/a/img4/4603/shamanwizardrev.jpg[/IMG][/URL][/center] [b][color=steelblue]Blue Eye Bellows[/color][/b] was born into a house full of voices: parents, grandparents, uncles, aunts, and numerous siblings and cousins. His name was earned for the color of his eyes, one brown and one blue, and the fact that, as the youngest male among many his job in the family smithy was to operate the bellows. There was also his unfortunate tendency to speak at a loud volume every place he went, as necessary in a smithy and in a household overfull of people, and to point out and talk to people and things that weren’t physically present. It didn’t take Blue long to discover that no one else could see or hear the numerous spirits of their house and forge or [b][color=lightsteelblue]Iron Ancestor[/color][/b], his great grandfather and a master smith who had died many years before he was born and who now gave Blue advice and taught him small tricks of crafting at the forge. When the rest of the family discovered Blue’s ability as a seer of spirits he was apprenticed to a salsham’ai shaman in Little Thalsa. Iron Ancestor muttered constantly about the ‘dirty salsham’ai’ and their tree-house district but Blue was wide-eyed with fascination over the small people, their braashak trees and their culture, particularly the Skill of Raindrops. At the feet of his master Blue learned the value of silence, or at least speaking quietly, and gained the protection of [b]White Matoo[/b], a large guardian spirit that resembles an ape-like matoo carved from bleached wood of the braashak tree. One day Blue’s mentor informed him they were going on a journey. The two of them packed and headed north. Eventually Blue was able to pry from his salsham’ai mentor their destination: Ashoyin, by way of Blue Jays and circling the swamp around to the north of the city. They never reached the city. In the hill country north of Blue Jays they were ambushed and Blue’s mentor killed. Blue barely escaped but injured and without supplies would probably have died if not for the intercession of [b][color=lime]Wild Jade Wolf[/color][/b], a powerful wolf spirit. Bargains were made against the advice of both Iron Ancestor and White Matoo who typically disagreed about everything and Wild Jade Wolf took possession of Blue Eye Bellows. When Blue regained control he found himself just outside of Llaza with vague bloody memories, the satisfied, wolfish grin of Wild Jade Wolf, the silent disapproval of Iron Ancestor, and the sorrowful gazes of White Matoo. Shortly after reentering the city Blue heard tell of a yellow jade artifact and at Wild Jade Wolf’s urgings has decided to enquire about the object. [color=steelblue][b]Blue Eye Bellows[/b][/color] Human Shaman 2 N Medium humanoid (human) [b]Init:[/b] +1; [b]Senses[/b] Perception +9 [sblock=Mechanics] [color=steelblue]DEFENSE[/color] [b]AC[/b] 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) [b]hp[/b] 30 (2d8+18) [b]Fort[/b] +2 (0 (base) +2 (Con)) [b]Ref[/b] +2 (0 (base) +1 (Dex) +1 (trait)) [b]Will[/b] +5 (3 (base) +2 (Wis)) [color=steelblue]OFFENSE[/color] [b]Speed[/b] 30 ft. [U]Attacks[/U] Boar Spear +4 (1d8+4 /x2; brace, special) Ritual Knife (Obsidion Dagger) +4 (1d4+3 19-20/x2; 10 ft. range, fragile) Unarmed +4 (1d3+3 /x2; nonlethal, provokes AoO) [color=steelblue]STATISTICS[/color] Str: 16 +3 (+2 race) Dex: 13 +1 Con: 14 +2 Int: 10 +0 Wis: 15 +2 Cha: 10 +0 [b]Base Atk.[/b] +1; [b]CMB[/b] +4; [b]CMD[/b] 15 [b]Traits[/b] Deft Dodger (+1 Ref save); Magical Talent (Prestidigitation 1/day) [b]Feats[/b] H - Cosmopolitan (+2 languages; +2 class skills (Sense Motive & UMD) 1 - Alertness (+2 Perception & Sense Motive) [b]Skills[/b] Skill Points: 12 = [Base (4) + human (1) + favored class (1)/Level] Craft (Blacksmith) +4 (1 rank, +3 (CS) +0 (Int)) Knowledge (Spirits) +5 (2 rank, +3 (CS) +0 (Int)) Perception +9 (2 rank, +3 (CS) +2 (Wis) +2 (feat)) Sense Motive +9 (2 rank, +3 (CS) +2 (Wis) +2 (feat)) Spellcraft +4 (1 rank, +3 (CS) +0 (Int)) Survival +7 (2 rank, +3 (CS) +2 (Wis)) Use Magic Device +5 (2 rank, +3 (CS) +0 (Cha)) [b]Languages[/b] Low Imperial, Spirit Speech, Themnassic, Shromic [color=steelblue]RACIAL TRAITS[/color] Human Favored Class: Shaman [color=steelblue]CLASS ABILITIES[/color] Shaman Armor/Weapons: Light & hide armors; Simple weapons. [b]Spirit Domain[/b] Granted Power: You gain the aid of a spirit companion and talk to spirits in their tongue. Free proficiency in Spirit Speech. [i]Spirit's Advice[/i] (Sp): You can communicate with your spirit companion as a swift action, getting a sacred bonus on Handle Animal, Knowledge (nature), Knowledge (spirits), Perception, and Survival checks equal to half your shaman level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (5/day) [i]Spirit Warrior[/i] (Su): Starting 8th level, any weapon you hold gains ‘Ghost Touch’. Also incorporeal creatures attempting to make a Touch Attack on you must hit your normal AC instead (i.e., all your bonuses to AC are ‘Ghost Touch’ too). You can use this ability a number of rounds per day equal to your shaman level. The rounds don't need to be consecutive. 1st - Detect Spirits [b]Spirit Allies:[/b] [b][color=lightsteelblue]Iron Ancestor[/color][/b] (Artifice - Construct) (Spirit Bonded) Bonded Power: [i]Artificer's Touch[/i] (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (5/day) 1st - Animate Rope [b]White Matoo[/b] (Plant - Growth) 1st - Enlarge Person [b][color=lime]Wild Jade Wolf[/color][/b] (Wolf) 1st - Hunter's Howl [color=steelblue]SPELLS[/color] 1st level (DC 13): 2/day 0th level (DC 12): unlimited 0th level known: create water, detect magic, guidance, light, spark [color=steelblue]WEALTH[/color] PP: 0 GP: 120 SP: 0 YP: 00 [color=steelblue]EQUIPMENT[/color] Boar Spear 5 gp / 8 lb. Ritual Knife (Obsidion Dagger) 1 gp / .75 lb. Traveler's Outfit -- / -- lbs. (currently worn) Belt pouch 1 gp / .5 lbs. Studded leather armor 25 gp / 20 lbs. Silk rope 10 gp / 5 lbs. Total Weight: 00 lb Max Weight: 0-76 (light); 77-153 (medium); 154-230 (heavy) [/sblock][sblock=Leveling]Level 2: Shaman 2 +1 bab; +1 Will; +6 hp ([url=http://invisiblecastle.com/roller/view/4520147/]hp (1d8+2=6)[/url]); +6 skill points: K (Spirits), Perception, Sense Motive, Spellcraft, Survival, Use Magic Device; +1 known orison: [i]detect magic[/i][/sblock] [/QUOTE]
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Master of Jade, Mistress of Iron - a World of Conclave adventure
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