Cunning One

Your cunning craft is older than the church, and people from the community still come to you for help they cannot find elsewhere. You tap into an unseen power that makes more ignorant folk fear you.

  • Rations (3 uses)
  • Torches (3 uses)
  • Mossy camouflage outfit (ghillie suit)
  • Dagger (d6)
  • Cauldron (bulky)

What do people come to you for?

  1. Funeral rites. Take a bag of 30 hag coins that you can place over the eyes of the dead. Any dead with your coins over their eyes cannot become undead. Any undead with your coins over their eyes is quieted.
  2. Seances. Take a candle whose flame turns black when a spirit is near.
  3. Cooking and herbs. Take an herbalism book, mortar and pestle, and healing herbs (restore 1d4 STR, 3 uses).
  4. Divination. Take an oracle glass. Once per day, you can fill it with water and the hair, blood, or nails of a person whose name you know and peer into its reflection to spy on that person. Powerful entities can see you back. Recharge: Cast sunlight through it. Your irises are white.
  5. Energy healing. You carry crystals (3 to a slot) that can be used to trap illnesses and curses afflicting a victim. The crystal stores the thing until it is invoked, but once it invoked, the crystal breaks and the affliction seeks another host. Your nails are made of the same crystalline material.
  6. Warding. You can identify a spell-caster by looking at them long enough. You wear a necklace of resin-covered eyes (3 uses) that can be used to dispel a curse.

What familiar have you bound yourself to?

  1. Cat. Passes through walls, but cannot bring anything with it. Needs constant attention. Resummon: Jingle something shiny during a watch.
  2. Raven. Once per day, can mark one of your enemies and know where it is at all times. Can only mark one creature at at time. Easily startled, noisy. Resummon: Build a nest for it in a tree.
  3. Snake. Has a constriction attack and a venomous bite attack. You are immune to its venom. Always doubts your plans. Resummon: Bind yourself in vines, ropes, or similar cords overnight. It will become one of the items constricting you.
  4. Owl. You can cast a spell through it. Brings vermin for you to eat. Resummon: Gather vermin for it to eat.
  5. Fox. Static cling: It can be used to store 1 fatigue from spellcasting. When storing this fatigue, it cannot be touched without inflicting 1d4 harm. Resummon: Sing a ballad by a river at sunset.
  6. Raccoon. Can become invisible. Eats coins. Resummon: Leave 13 coins in a bush overnight.

Your familiar has

  • 6 GD, 6 STR, 14 DEX, d6 attack
  • Communicates in animal sounds only you can understand
  • Requires food

Familiars are allies and partners (not subordinates). Mistreatment may lead to the familiar abandoning or turning on you. Resummoning after a familiar leaves or dies is more like coaxing and convincing the familiar to return.

Go to Traits to round out the character.