Shae

Treant Emissary

Description:
  • Strength
    13
    Weak
    -1
    Str
    +1
  • Dexterity
    8
    Shaky
    -1
    Dex
    -1
  • Constitution
    15
    Sick
    -1
    Con
    +1
  • Intelligence
    12
    Stunned
    -1
    Int
    +0
  • Wisdom
    16
    Confused
    -1
    Wis
    +2
  • Charisma
    9
    Scarred
    -1
    Cha
    +0
Damage
d4
Armor
1
HP
20/23

Moves

Elemental Mastery
When you call on the primal spirits of wood, fire, earth, metal, or water to perform a task for you, roll +CON. On a 10+ choose two from the list below. On a 7-9 choose one:

  • The effect you desire comes to pass
  • You avoid paying nature’s price
  • You retain control

On a miss, some catastrophe occurs as a result of your calling.

Cast a Miraculous Spell
When you unleash a spell granted by your devotion, roll +WIS. On a 10+ the spell is successfully cast and your devotion does not revoke the spell, so you may cast it again. On a 7-9 the spell is cast, but choose one:

  • After you cast it, the spell is revoked. You cannot cast the spell again until you commune and have it granted to you.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
  • Your casting strains your devotion — take -1 ongoing to cast a spell until the next time you commune.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Commune
When you spend uninterrupted time (an hour or so) in quiet contemplation of your devotion, you:

  • Lose any spells already granted to you.
  • Are granted new spells of your choice, whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
  • Prepare all of your rotes, which never count against your limit.

Your spheres of insight are the Earth, healing, and plants. They determine which spells you can cast. You cannot be granted spells from other spheres, or from other classes.

Animal Companion
You have a supernatural connection with a pigeon named Pin-Pin. You can’t talk to her per se but she always acts as you wish her to.

Command
When you work with Pin-Pin on something that she’s trained in

  • …and you attack the same target, add her ferocity to
your damage.
  • …and you discern realities, add her cunning to your roll
  • …and you parley, add her cunning to your roll
  • …and you take damage, add her armor to your armor
  • …and you track, add her cunning to your roll
  • …and someone interferes with you, add her instinct to your roll

Species

Shae is a treant. Their heritage moves are:

  • Shoot forth new growth
  • Turn nature against them
  • Set down roots

Alignment

Good: Give someone aid according to the spheres you have insight into (the Earth, healing, and plants)

Gear

  • Dungeon rations (10 uses, 2 weight)
  • Sacred Seed of the First Oak
  • Adventuring Gear (5 uses, 1 weight)
  • Backpack
  • Shield (+1 armor, 2 weight)
  • Large wooden club (forceful, 2 weight)

Load: 7/10
Coins: 47

Bonds

As a disciple, Shae can have up to four bonds at a time.

  • Pin-Pin helped me complete an important task.
  • Pin-Pin seems to like Kalypso. They must be someone I can trust.
  • Izthri Rax Toxit has stood by me in battle and can be trusted completely.
  • Ushitōrai has been through hardships that would break me. They can stand against the darkness I see looming over the world.

Shae

Inferno of the Living magodesky