Wee Jammy         WEAPONS: Dagger, Dagger (obsidian), Spear, Spear (obsidian), Stave; ARMOR: Leather armor
www.shadowdarklings.net                                                    LANGUAGES: Common, Draconic
                                                                                       Kobold: KNACK: +1 spellcasting or begins session with a luck token
                                                                                       Seer: DESTINED: Whenever you use a luck token, add 1d6 to the roll.
                                                                                       Seer: OMEN: 3/day, you can make a DC 9 WIS check. On a success, gain a luck token (you can't
            12          +1               12          +1       Kobold                   have more than one luck token at a time).
                                                                                       Seer: SEER SPELLCASTING: To cast a Seer spell, roll 1d20+6 vs a DC equal to 10 + the spell's
                                                                                       tier.
                                                                                       Kobold-1: KNACK: +1 to spell casting rolls (inc. above)
                                                                                       Seer-1: STAT BONUS: +2 to Wisdom
            12          +1               18          +4       Seer                     Seer-3: CASTING: +1 to Seer spell casting rolls (inc. above)
                                                                                       SPELLS: Evoke Rage, Fate, Trance
            9           -1               13          +1         3         8       30
                                                                                                                                   10                 5
                                                              Chanter
                  14                         12                                           Leather armor
                                                                                          Stave
                                                                                                                                Torch
                                                                                                                                Torch                           Backpack
                                                                                                                                                                Bag of coins (15)
                                                                                          Stave
                                                              Lawful                      Stave
                                                                                          Stave
          STAVE: +1, 1d6 (2H, SUNDER)                                                     Flint and steel
                                                                                          Iron spikes (10)
          SPELLS: To cast a Seer spell, roll 1d20+6 vs a DC
          equal to 10 + the spell's tier.                     Seer's Apprentice
                                                                                          Rations (3)
                                                                                          Rations (3)
                                                                                          Rope, 60'
                                                              All Nord Gods
Wee Jammy p.1
       Spells Known
       EVOKE RAGE (Tier 1, Seer), DC 11 to cast
       Duration: 1d4 rounds, Range: Close
       You call out the berserk rage locked inside someone.
       One willing humanoid you touch enters a berserk state. The target is immune to morale checks, has ADV on STR checks and melee attacks,
       and deals +1d4 damage for the spell's duration.
       If the target does not attack another creature on its turn, the spell ends.
       FATE (Tier 2, Seer), DC 12 to cast
       Duration: Instant, Range: Near
       You painfully twist the golden threads of a creature's fate.
       One creature you target in range takes 1d10 damage and loses any luck tokens it has.
       TRANCE (Tier 1, Seer), DC 11 to cast
       Duration: Instant, Range: Close
       You enter a trance, catching small glimpses of a creature's fate. One humanoid creature you touch (you can't target yourself) gains a luck
       token. It can't have more than one luck token at once.
Wee Jammy p.2