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Post by GM / Malinous on Nov 8, 2011 22:47:56 GMT -5
4th Edition Malinous Appearance: Similar to the picture below. Unruly hair and a beard he just cant' seem to fully control. If we're all going with glowing but slightly different eyes, Malinous' are like Mawaris', in that they shift, but the colors are just a *touch* more metallic. Consumables and Status (Last updated 4/13/20 at 6:27 p.m.) Strain: Damage: Wounds: 0 Recovery Tests: 3 Karma: 16 of 16
Money: 129 silver Healing Potions: 1 Booster Potions: 1 Salve of Closure: 1 Last Chance salve : 1
Grimoire Matrix (2): Air Armor Matrix (2): Flame Weapon Matrix (4): Shield Willow Matrix (4): Grove Renewal
Standard Actions in Combat Battlehammer & Shield and Espagra Cloak (1/1,0) PD/MD/SD: 12/10/8, PA/MA: 9/4, Blindsided 11/11/8 -2. Initiative: Step 4 (1d6). Attack Step 12 (2d10) Damage Step: 14 (2d12)
Two-Handed Sword: PD/MD/SD: 10/10/8, PA/MA: 9/4 Initiative: Step 5 (1d8) Attack: Step 12 (2d10) Damage: Step 18 (d12+d10+d8)
Attribute | Value (Mod.) Step (Dice) | Notes | Dexterity: | 16 (16) Step 7 (1d12) | | Strength: | 13 (15) Step 6 (1d10) | +1 BB; 1/3 Raised | Toughness: | 12 (14) Step 6 (1d10) | +2 BB | Perception: | 16 (16) Step 7 (1d12) | | Willpower: | 16 (16) Step 7 (1d12) | | Charisma: | 13 (13) Step 6 (1d10) | | | Defenses | Physical Defense: | 9 (10)--12 | +1 Ele./WS (4th); +2 Shield | Mystic Defense: | 9 (10)--10 | +1 Ele./WS (2nd); +0 Shield | Social Defense: | 8 | | Physical Armor: | 0 -------9 | +9 Mithril Plate | Mystic Armor: | 3 -------4 | +1 Mithril Plate | | Other Traits | Initiative | 7(d12)--5(d8)--4(d6) | -4 Plate, +2 Str, -1 Shield | Movement Rate | 14 Yards | | Karma Modifier | 4 (x Circle) | | Carrying Capacity | 155 lbs | | Unconsciousness | 28 (44) | +(5 x Durability) - 4 (Blood Bond) | Death Rating | 54 | Unconsciousness + Circle + Tou. Step | Wound Threshold | 9 | Toughness 13-14 | Recovery Tests | 3 | Toughness 13-18 | Ignore Init. Penalty | 2 | Strength 15-19 | Racial Trait | Low-Light Vision | Elf | Racial Trait | Astral Sight | Draconic Ancestry | Blood Sworn | +1 Str., +2 Tou. | | Blood Sworn | Empathic Link (1) | Always Active, Cannot increase | Blood Sworn | Thought Link (1) | Cannot Increase | Blood Sworn | Blood Sworn (1) | As Blood Share, Raise Dead, Warden Ranks | |
Talents | Rank (Step)(Dice) | Str. | Act. | Att. | From | Notes | Air Speaking: | 2 (9) (1d8+1d6) | 1 | Sim. | Per. | E-O3 | Rank x 10 yards; Compare effect test to TMD of each desired target in the area | Astral Sight: | 3 (10) (2d8) | 1 | Sim. | Per. | Race | Dragonkin Racial | Awareness: | 5 (12) (2d10) | 0 | Sim. | Per. | E-D1 | | Avoid Blow: | 4 (11) (1d10+1d8) | 1 | Free | Dex. | E-O2 | TN = Attack Test; C/n use if surprised or Blindsided by attacker/ Max (Rank) uses per round | Blood Share: | 2 (8) (2d6) | 1 | Std. | Tou. | Spec | Transfer up to [Test Result Health]. uses per round | Conversation: | 4 (10) (2d8) | 0 | Sus. | Cha. | W-D2 | vs. highest TSD, +1/Person (Max Targets: Rank), 1 Degree Improvement for Days = Rank | Craftsman: | 4 (11) (d10+d8) | 0 | Sus. | Per. | W-Fr | DC: 2 (Simple); 5 (Ordinary); Unusual (8+); Must have tools; 1 destroys materials; takes hours-months | Danger Sense: | 4 (11) (d10+d8) | 1 | Free | Dex. | W-O3 | Rank x 10 Yards vs trap, ambush; Test vs initiative to avoid surprise (result must be higher) | Disarm Trap: | 2 (_9) (1d8+1d6) | 1 | Std. | Dex. | W-O4 | Disarm, up to Rank tries | Durability: | 4 (x5) (Uncon.) | 0 | None | Tou. | W-Fr | | Elemental Hold: | 5 (12) (2d10) | 1 | Std. | Wil. | E-D4 | 20 yard Range vs TMD, held in place and both parties may only communicate for (Rank) Rounds. No actions. Elemental may roll Willpower vs Hold Step each round to break free. May chain the spell. | Elemental Tongues: | 5 (12) (2d10) | 1 | Std. | Per. | E-D3 | Listen for 10 minutes and make a (10) test. If successful, learn tongue. If fail, must increase rank to try again for that language. Only 1 language/rank. | Fireblood: | 3 (_9) (1d8+1d6) | 0 | Std. | Tou. | W-O1 | Blood bubbles and hisses. Must be engaged in combat (may be at range). Heals test result HP. Uses recovery test but is not a recovery test. | Fire Heal | 5 (12) (2d10) | 0 | Sus. | Wil. | E-D2 | 1/2 hour ritual. Fire must completely engulf. Roll Step (5 x # of recovery tests sought). That is the DC. If test fails, no recovery tests, take a wound. Take damage equal to margin of failure. May cause 2nd wound. Tests lost when gain new recovery tests. | Forge Weapon: | 4 (11) (1d10+1d8) | 0 | Sus. | Per. | W-D1 | 8 hours/day, 7 consecutive days, TN 6+ current forge enhancements. Each success grants +1. Max (Rank). Lasts a year and a day. 50 x rank, half up front. | Haggle: | 4 (10) (2d8) | 0 | Sust. | Cha. | W-O2 | | Item History: | 4 (11) (1d10+1d8) | 0 | Sust. | Per. | W-D1 | | Karma Ritual: | 4 (x4) | 0 | N/A | | W/E-F | | Melee Weapons: | 5 (12) (2d10) | 0 | Std. | Dex. | W-D1 | | Patterncraft: | 5 (12) (2d10) | 0 | Std. | Per. | E-D1 | | Spellcasting: | 5 (12) (2d10) | 0 | Std. | Perd. | E-D1 | Acid Splash Knack 1 Strain, Std/Simp (Thread Weaving) 10 yds v MD, -2 PA, end of nxt rd | Spell Matrix (Std): | 4 | 0 | N/A. | N/A. | E-Fr | Death Rating 10 | Spell Matrix (Std): | 4 | 0 | N/A. | N/A. | E-Fr | Death Rating 10 | Spell Matrix (Std): | 2 | 0 | N/A. | N/A. | E-01 | Death Rating 10 | Steel Thought: | 5 (12) (2d10) | 1 | Free | Wil | W-D1 | | Suppress Curse: | 4 (11) (1d10+1d8) | 1 | Std. | Wil. | W/E-F | | Thread Weaving(WS): | 4 (11) (1d10+1d8) | 0 | Std. | Per. | W-D1 | | Thread Weaving(El): | 5 (12) (2d10) | 0 | Std. | Per. | E-D1 | | Wind Catcher: | 2 (9) (1d8+1d6) | 1 | Std. | Wil. | E-04 | Rank x 200 yards | Woodskin: | 5 (11) (1d10+1d8) | 0 | Std. | Tou. | E-D1 | Uses a Recovery Test | Wound Balance: | 3 (9) (1d8+1d6) | 0 | Std. | Str. | W-D4 | Dmg-Wound+3 |
Skills | 0 Legend Points | Alchemy: | 2 (9) (1d8+1d6) | | Creature Lore(k): | 2 (9) (1d8+1d6) | | Etiquette: | 2 (8) (2d6) | | Mapmaking: | 1 (8) (2d6) | | Read/Write: | 2 (9) (1d8+1d6) | Dwarven, Elven (Sperethiel) | Resist Taunt: | 1 (8) (2d6) | | Rune Carving(a): | 1 (7) (1d12) | | Speak Language: | 2 (N/A) | | Sprint: | 1 (N/A) | +Rank Movement for 1 Strain | |
Special Abilities Half-Magic: Elementalist: Knowledge of Nature, Elements, uses of elemental magic, and other magical rituals. Half Magic: Elementalist: Perception Based to detect elemental spirits within 30 yards vs. mystic defense. Sense is always active. Half-Magic: Weaponsmith: Caring for weapons and armor, recognizing different types worn and used by namegivers and their creators. Karma Point to Craft and Repair an Item (Weaponsmith) Karma on Recovery Tests: (Both classes)
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Post by GM / Malinous on Jan 10, 2012 20:01:57 GMT -5
SpellbookDefault Readied Spells: Spell Matrix 4:Flame Weapon Spell Matrix 4:Ice Mace & Chain--> probably make this the spear. Spell Matrix 2:Air Armor Spells: 1 page per circle per spell. Grimoire pages: 28 Pages 1st Circle: (200) 1. Air Armor Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: Touch | Duration: Rank + 5 Rounds | Effect: +3 Physical Armor |
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (minutes), Increase Effect (+2 Physical Armor) (errata'd), Additional Target 2. Crunch Climb Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: Touch | Duration: Rank + 5 Rounds | Effect: +3 Physical Armor |
Earth. This spell enhances climbing ability. The magician crouches down on all fours and then touches the target as he begins to climb and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target gains a +3 Climbing test Success Levels: Increase Duration (+2 Minutes) Extra Threads: Increase Duration (+2 Minutes), Increase Effect (+2 Bonus), Additional Target (+Rank). 3. Earth Darts Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: 20 Yards | Duration: 2 rounds | Effect: Will+3/Phys and -2 Armor |
Earth: This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1). 4. Flame Weapon Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: Touch | Duration: Rank + 5 Rounds | Add step 4/1d6 fire damage to weapon |
Fire. This spell enflames a weapon. The magician snaps his fingers and makes a Spellcasting test against the wielder’s Mystic Defense. If successful, a flame leaps from his fingers and engulfs the weapon in fire, except for the part where it is held. The wielder adds a D6 Bonus Die to the fiery weapon’s Damage test. The spell can be cast on weapons made from any material—wood, metal, bone, and so on. The flame inflicts no physical damage to the weapon. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Effect (+2 Effect Step), Additional Target (+1). 5. Heat Food Moon Glow Plant Talk 6. Purify Earth 7. Purify Water 8. Resist Element (Fire) (are versions for other elements that share the matrix). Resist Cold Resist Fire 9. Shelter Spells I don't know Yet: (Cool) Snuff (out fire) (Cool) Waterproof 2nd Circle: (400) 1. Air Mattress 2. Shield Willow Threads: 1 | Weaving: 6/11 | Casting: 6 | Range: Touch | Duration: Rank Minutes | +2 Physical and Mystic Defense |
Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If successful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, adding +2 to its physical and mystic defense for the spell's duration. Success Levels: Increase Duration (+2 minutes) Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank) 3. Mantle of the Woodland Hunter 4. Icy Surface Billowing CloakFlame StrikeGills Icy Spear Stick TogetherSpells I don't know yet.(Cool) Fingers of Wind (Good) Slow Weapon 3rd Circle: (600) 1. Ice Mace and Chain 2. Mantle of the Reflecting Pool 3. Plant Feast Spells I don't know yet.(Want) Lightning Bolt (Cool) Thrive (Want) Winds of Deflection 4th Circle: (000) 1. Elemental Spear (Water). 2. Grove Renewal Threads: 1 | Weaving: 8/13 | Casting: TMD | Range: 10 Yards | Duration: Rank +5 Rounds | (4-wounds) healing/round in combat |
Wood. This spell heals the target a small amount each round it is in effect. The magician holds some dried plant matter in his fingers, blows it away, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the plant matter is returned to vibrancy and floats around the target briefly, surrounding them with a momentary green glow. Either the target or the magician must spend a Recovery test and the target heals 4 damage each round on their Initiative. Outside of combat, healing is reduced to 1 damage per round and is not affected by additional threads. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 damage healed), Increase Range (+10 yards), Additional Target (+1) Lighten LoadSpells I don't know yet.(Great) Air Blast (Good) Blizzard Sphere (Cool) Elemental Spear (Air) (Small AoE Debuff -2 Action tests) (1 thread) (Cool) Elemental Spear (Earth) (Knockdown)(Airblast is infinitely better) (Cool) Elemental Spear: (Fire) (+1d6 damage) (pretty bad, 1 thread for +6 damage vs other spells)) (Cool) Elemental Spear: (Water) (Weak, +2 step recovery test but does not stack with other aids/boosters) (Cool) Elemental Spear: (Wood) Harried until end of next round. (Cool) Lightning Step (Awesome, but requires being under an open sky). (Cool) Uneven Ground (AoE CC but affects everyone centered on caster)
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Post by GM / Malinous on Jul 21, 2012 15:49:51 GMT -5
Legend Point PostLegend Point Expenditures __,000: Legend Points on Karma Levelling: __,000: Skills __,800: +1 Strength __,600: (Racial Astral Sight) _5,700: (Circle 1 Weaponsmith) _2,200: (Circle 2 Weaponsmith) _1,400: (Circle 3 Weaponsmith) __,900: (Circle 4 Weaponsmith) _6,200: (C1 Ele) _2,200: (C2 Ele) _1,400: (C3 Ele) __,900: (C4 Ele) _1,200: Spells __,500: Blood Share R2 -------- 24,000
(Effectively treating this as 24,700 earned, 700 spent on Karma) .500 Grove Renewal .200 Acid Splash 1300 Fire Heal R. 4 & 5 .800 Patterncraft 5 .800 Wood Skin R. 5 .800 Awareness R. 5 .100 Grimoire R1 .100 Icy Surface (1/2 normal). ------ 4600 -------- 28,600 spent of 29,000 available.
.800 Elemental Tongues 5 1300 Elemental Hold 4 & 5 .800 Steel Thought 5 .200 Circle 2 Thread Grimoire of the Block ------- 3100 of 2700 awarded ------- 31,700 of 31,700 spent.
Talent Build and LP tracking. Racial Talents _600: Astral Sight 3
Weaponsmith Talents (8 points, Max 3) Half-Magic: Recognize and care for different types of weapons and armor. Craftsman (Free): [Circle] Karma: Can spend Karma to craft or repair an item. Durability: 5 [x Circle]
5700: Circle 1: _800 Forge Weapon: 4 _800 Item History: 4 1600 Melee Weapons: 5 _800 Steel Thought: 4 1100 Thread Weaving (Thread Smithing): 4 _600 *Fireblood: 3
2200: Circle 2: +1 Mystic Defense 1100 Conversation: 4 1100 *Haggle: 4
1400: Circle 3: Karma: On Recovery Tests 1100 Suppress Curse: 4 _300 *Danger Sense: 2
1700Circle 4: +1 Physical Defense _600 Wound Balance: 3 _300 *Disarm Trap 2
Elementalist (8 points, Max 3) Half-Magic: Knowledge of Nature, detect elemental spirits (automatic). Durability 3: Spell Matrix (free): [Circle] Spell Matrix (free): [Circle]
6200 Circle 1: _800 Awareness: 4 _800 Patterncraft: 4 1600 Spellcasting: 5 1600 Threadweaving (Elementalism): 5 1100 Wood Skin: 4 _300 *Standard Matrix 2
1400 Circle 2: +1 to Mystic Defense 1100 Fire Heal: 4 1100 Avoid Blow: 4
1400 Circle 3: May spend Karma on recovery tests. 1100 Elemental Tongues: 4 _300 *Air Speaking: 2
_900 Circle 4: +1 Physical Defense _600 Elemental Hold: 3 _300 Wind Catcher: 2
Tentative LP Plans: 500: Evaluate: 4 500: Forge Weapons: 4 500: Haggle 4 500: Steel Thought 4 500: Melee Weapons 4 500: Item History 4 800: Abate Curse 4 -------- 3,800 Karma: 40 LP for 4 TBI: 100: Spell Matrix 1[4th circle option] 100: Elemental Hold: 1 [4th circle elem] 500: Fireblood 4 [Elem. 4th circle option] : Spells? Which ones? That eats up ~2 weeks, assuming 5 days a week. Then: 1 Week: Weaponsmith 4 [costs . . . 500 silver?] 4 months: Skill training, Sprint. [=200 LP, = Sprint 1] 2 months & 50-100 LP : Training Orphans at productive life skills. Craft related. [600-1000 LP towards Martial, on the justification that if they can fend for themselves/have resources, they'll be stronger, healthier and more disciplined fighters! and can maybe afford weapons on their own!] Then: 4 Months towards Trap initiative probably I may invest in a forge & tools to be built on the Estate or next to it, and invest money in a craftsman to run the shop. It will give the orphans a place to practice and do stuff, and earn me a little money on the side I can always put back into the orphans!]
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Post by ehren on Sept 6, 2012 17:12:23 GMT -5
Preserving before deleting:
Equipment: Stuff that needs to be added below Grimoire of the The Block; (Contains all common circle 1 spells. Learning all of them, plus a drop of blood, unlocks circle 2, et cetera. Above circle 4 will require returning to the block.]
Mithril Full Plate: 9 PHys/1 Mystic; 4 armor check penalty; 54 lbs. +1 leadership
Mithril Battlehammer: SPECIAL: +1 bonus to forge weapon rolls 1) counts as magical for spirits - although I'm not sure that matters in Earthdawn, but if this were Shadowrun! (2) +1 damage (not step, just automatically does +1 damage) against horrors and horror constructs. The single point of damage ignores armor. [So if you roll step 12 damage, not armor-defeating, and roll 8+7 (15) for damage, you would deal 16 damage to something with 0 armor, and 1 damage to something with 20 armor). (3) Does not require any additional material to forge (currently, half the cost of forging a weapon is considered material components, so it can be forged at half price, basically, or free by Mal . Also the metal is extremely resilient and on a pathetic result is not ruined, althuogh the forging benefit is reduced by 1 (minimum 0). (4) weigh 10% less. -1 to str requirement to wield.
Flask of E'M with thread (does what?)
Grimoire of the Block (5) Thread Rank 1 (Spell Matrix, +1 patterncraft).
Weight: 150 lbs of 155, plus potions.
Potions: (0.5 x # of potions lbs) See top of sheet for up to date number. (0.5) Healing Potion 1 (0.5) Booster Potion 1 (0.5) Salve of Closure 1
Melee Weapons: (15 lbs) (1) Dagger (2) Dwarf Sword (5) Battle Hammer (Forged +3, Climbing Spike) (actually 3.5) (7) Two Handed Sword (Forged, +4)
Armor: (55 lbs) (45) Crystal Ringlet (4/4-2) (+Forged 1) (10) Footman's Shield (2/0-1) (5) Ferndask (1/2-1) (10) Espagra Cloak (1/1-0) (45) Mithril Full Plate (+Forged 2) (9/1/-4)
Starting Equipment: (42 lbs) (14) Adventurer's Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack) (3) Artisan Tools: Runecarving (Stone/Metal/Wood): (5) Grimoire (magicians only), 100 pages (3) Traveler's Garb (soft boots, shirt, belt, robe or breeches, traveler's cloak) (8) Trail Rations: 1 week (1) Whetstone: (1.5) Writing Kit: (Quill pen, 10 sheets of paper, 2 candles, 10 pieces of chalk) (0.5) Writing ink (Writes 10 pages) (0/10 used as of Jan. 21) (1) Map Case: (3) Hooded Lantern (1) Oil Flask (3) Artisan's Tools: Carving
In-Game Acquisitions: (34.85) (0.1) Elemental Earth Coin from The Dagger! (0.75)+1 Flight Dagger from The Dagger (2) FireStarter (1) Traveller's Mug (5) Belt Pouch filled with small pebbles (1) Potion Satchel (15) Alchemist Kit (10) 10 Yards of Hemp Rope
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Post by GM / Malinous on Jun 10, 2013 22:55:50 GMT -5
SpellbookDefault Readied Spells: Spell Matrix 4:Flame Weapon Spell Matrix 4:Ice Mace & Chain--> probably make this the spear. Spell Matrix 2:Air Armor Spells: 1 page per circle per spell. Grimoire pages: 28 Pages 1st Circle: (200) 1. Air Armor Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: Touch | Duration: Rank + 5 Rounds | Effect: +3 Physical Armor |
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (minutes), Increase Effect (+1 Physical Armor), Additional Target 2. Crunch Climb Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: Touch | Duration: Rank + 5 Rounds | Effect: +3 Physical Armor |
Earth. This spell enhances climbing ability. The magician crouches down on all fours and then touches the target as he begins to climb and makes a Spellcasting test against the target’s Mystic Defense. If successful, the target gains a +3 Climbing test Success Levels: Increase Duration (+2 Minutes) Extra Threads: Increase Duration (+2 Minutes), Increase Effect (+2 Bonus), Additional Target (+Rank). 3. Earth Darts Threads: 0 | Weaving: 5/10 | Casting: TMD | Range: 20 Yards | Duration: 2 rounds | Effect: Will+3/Phys and -2 Armor |
Earth: This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration. Success Levels: Increase Duration (+2 rounds) Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1). 4. Flame Weapon 5. Heat Food Moon Glow Plant Talk 6. Purify Earth 7. Purify Water 8. Resist Element (Fire) (are versions for other elements that share the matrix). Resist Cold Resist Fire 9. Shelter Spells I don't know Yet: (Cool) Snuff (out fire) (Cool) Waterproof 2nd Circle: (400) 1. Air Mattress 2. Shield Willow 3. Mantle of the Woodland Hunter Billowing CloakFlame StrikeGills Icy Spear Stick TogetherSpells I don't know yet.(Cool) Fingers of Wind (Cool) Icy Surface (Good) Slow Weapon 3rd Circle: (600) 1. Ice Mace and Chain 2. Mantle of the Reflecting Pool 3. Plant Feast Spells I don't know yet.(Want) Lightning Bolt (Cool) Thrive (Want) Winds of Deflection 4th Circle: (000) 1. (Cool) Grove Renewal Lighten LoadSpells I don't know yet.(Great) Air Blast (Good) Blizzard Sphere Elemental Spear (Water). (Cool) Elemental Spear (Air) (Small AoE Debuff -2 Action tests) (1 thread) (Cool) Elemental Spear (Earth) (Knockdown)(Airblast is infinitely better) (Cool) Elemental Spear: (Fire) (+1d6 damage) (pretty bad, 1 thread for +6 damage vs other spells)) (Cool) Elemental Spear: (Water) (Weak, +2 step recovery test but does not stack with other aids/boosters) (Cool) Elemental Spear: (Wood) Harried until end of next round. (Cool) Lightning Step (Awesome, but requires being under an open sky). (Cool) Uneven Ground (AoE CC but affects everyone centered on caster)
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Post by ehren on Jun 13, 2013 2:01:19 GMT -5
Looks like only 6,000 LP though
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Post by ehren on Jun 27, 2013 3:45:19 GMT -5
You should have 2 Healing Potions, 1 Salve of Closure, 6 Boosters, 1 Last Chance Salve.
Also, you're max karma is up to 20 with Karma Ritual 5.
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Post by GM / Malinous on Aug 1, 2013 19:59:16 GMT -5
Possible Character image. Attachments:
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Post by GM / Malinous on May 19, 2019 20:10:37 GMT -5
4th Edition Malinous Legend Points Spent on Karma: 0
Levelling: __,000: Skills __,800: +1 Strength _6,500: (Circle 1 Weaponsmith) _2,200: (Circle 2 Weaponsmith) _1,200: (Circle 3 Weaponsmith) __,700: (Circle 4 Weaponsmith) _6,000: (C1 Ele) _1,700: (C2 Ele) _1,200: (C3 Ele) _2,200: (C4 Ele) _1,000: Spells __,500: Blood Share R2 -------- 24,000
Elf: Includes Race and Dragonkin Dex. 16 (7) Str. 13 (6) +1BB (14): +1/3 Raised (15) Tou. 12 (5) +2BB (14): Per. 16 (7) Wil. 16 (7) Cha. 13 (5) Movement Rate: 14 Karma Modifier: 4 (x Circle) Low-Light Vision Defense: Physical: 9 +1 Ele Spell: 9 +1 Ele Social: 8 Carry: 155 Uncon: 28 [-4 Blood Bond] Death: [Uncon + Circle + Tou Step (6)] Wound: 8 Recovery: 3, Karma (Ele) Mystic Armor: 3 Spells (Get 7, Perception test). May choose first and second (2 points for second) Draconic Ancestry: Access to Astral Sight Talent Blood Sworn: [4 damage] ___ +2 one attribute ___ +1 second attribute ___ +1 Rank Blood Sworn (Works like Blood Share) (Journeyman by default, Warden by custom rules). 500 -----Rank 2 Blood Sworn (Share): 500. ___ +1 Rank Thought Link ___ +1 Empathic Sense Skills (0 LP) Alchemy: 2 Creature Lore(K): 2 Etiquette: 1 Mapmaking: 1 Read/Write: 2 (Dwarf, Elf-Sperethiel) Resist Taunt: 1 Rune Carving: 1 Speak Language: 2 ranks (Dwarf, Elf) Sprint: 1 Wood Carving: 1 Weaponsmith Talents (8 points, Max 3) Half-Magic: Recognize and care for different types of weapons and armor. Craftsman (Free): [Circle] Karma: Can spend Karma to craft or repair an item. Durability: 5 [x Circle] 6500: Circle 1: _800 Forge Weapon: 4 _800 Item History: 4 1600 Melee Weapons: 5 _800 Steel Thought: 4 1900 Thread Weaving (Thread Smithing): 5 _600 *Fireblood: 3 2200: Circle 2: +1 Mystic Defense1100 Conversation: 4 1100 *Haggle: 4 1200: Circle 3:Karma: On Recovery Tests1100 Suppress Curse: 4 _100 *Dangersense: 1 Circle 4:+1 Physical Defense_600 Wound Balance: 3 _100 *Awareness: 1 Elementalist (8 points, Max 3) Half-Magic: Knowledge of Nature, detect elemental spirits (automatic). Durability 3: Spell Matrix (free): [Circle] Spell Matrix (free): [Circle]6000 Circle 1: _800 Awareness: 4 _800 Patterncraft: 4 1600 Spellcasting: 5 1600 Threadweaving (Elementalism): 5 1100 Wood Skin: 4 _100 *Standard Matrix 1 1700 Circle 2: +1 to Mystic Defense1100 Fire Heal: 4 _600 *Astral Sight: 3 Circle 3: May spend Karma on recovery tests.1100 Elemental Tongues: 4 _100 *Air Speaking: 1 Circle 4: +1 Physical Defense 1100 Elemental Hold: 4 1100 *Avoid Blow: 4 Spells: 1 page per circle per spell. 1st Circle: (200) 1. Air Armor 2. Crunch Climb Earth Blend 3. Earth Darts 4. Flame Weapon 5. Heat Food Moon Glow Plant Talk 6. Purify Earth 7. Purify Water 8. Resist Element (Fire) (are versions for other elements that share the matrix). Resist Cold Resist Fire 9. Shelter All remaining spells: (Cool) Snuff (out fire) (Cool) Waterproof 2nd Circle: (200) 1. Air Mattress 2. Shield Willow Billowing CloakFlame StrikeGills Icy Spear Stick TogetherOther Spells(WANT) Mantle of the Woodland Hunter (Cool) Fingers of Wind (Cool) Icy Surface (Good) Slow Weapon 3rd Circle: (3 pages each) (600) 1. Ice Mace and Chain 2. Mantle of the Reflecting Pool 3. Plant Feast Other Spells (Want) Lightning Bolt (Cool) Thrive (Want) Winds of Deflection 4th Circle: (4 Pages) (000 LP) 1. Air Blast Lighten LoadOther Spells: (Good) Blizzard Sphere (Cool) Elemental Spear (Air) (Small AoE Debuff -2 Action tests) (1 thread) (Cool) Elemental Spear (Earth) (Knockdown)(Airblast is infinitely better) (Cool) Elemental Spear: (Fire) (+1d6 damage) (pretty bad, 1 thread for +6 damage vs other spells)) (Cool) Elemental Spear: (Water) (Weak, +2 step recovery test but does not stack with other aids/boosters) (Cool) Elemental Spear: (Wood) Harried until end of next round. (Cool) Grove Renewal (Cool) Lightning Step (Awesome, but requires being under an open sky). (Cool) Uneven Ground (AoE CC but affects everyone centered on caster)
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Post by GM / Malinous on Jun 22, 2019 15:32:22 GMT -5
4th Edition Malinous Consumables and Status (Last updated 6/22/19 at 5:35 p.m.) Strain: 10 Damage: Wounds: 0 Recovery Tests: 3 Karma: 9 of 16
Money: 229 silver Healing Potions: _ Booster Potions: _ Salve of Closure: 1 Last Chance salve : 1
Legend Point Expenditures __,000: Legend Points on Karma Levelling: __,000: Skills __,800: +1 Strength __,600: (Racial Astral Sight) _5,700: (Circle 1 Weaponsmith) _2,200: (Circle 2 Weaponsmith) _1,400: (Circle 3 Weaponsmith) _1,700: (Circle 4 Weaponsmith) _6,200: (C1 Ele) _1,400: (C2 Ele) _1,400: (C3 Ele) __,900: (C4 Ele) _1,200: Spells __,500: Blood Share R2 -------- 24,000
Attribute | Value (Mod.) Step (Dice) | Notes | Dexterity: | 16 (16) Step 7 (1d12) | | Strength: | 13 (15) Step 6 (1d10) | +1 BB; 1/3 Raised | Willpower: | 12 (14) Step 6 (1d10) | +2 BB | Perception: | 16 (16) Step 7 (1d12) | | Willpower: | 16 (16) Step 7 (1d12) | | Charisma: | 13 (13) Step 6 (1d10) | | | Defenses | Physical Defense: | 9 (10)--12 | +1 Ele./WS (4th); +2 Shield | Mystic Defense: | 9 (10)--10 | +1 Ele./WS (2nd); +0 Shield | Social Defense: | 8 | | Physical Armor: | 0 -------9 | +9 Mithril Plate | Mystic Armor: | 3 -------4 | +1 Mithril Plate | | Other Traits | Initiative | 7(d12)--5(d8)--4(d6) | -4 Plate, +2 Str, -1 Shield | Movement Rate | 14 Yards | | Karma Modifier | 4 (x Circle) | | Carrying Capacity | 155 lbs | | Unconsciousness | 28 (44) | +(5 x Durability) - 4 (Blood Bond) | Death Rating | 55 | Unconsciousness + Circle + Tou. Step | Wound Threshold | 9 | Toughness 13-14 | Recovery Tests | 3 | Toughness 13-18 | Ignore Init. Penalty | 2 | Strength 15-19 | Racial Trait | Low-Light Vision | Elf | Racial Trait | Astral Sight | Draconic Ancestry | Blood Sworn | +1 Str., +2 Tou. | | Blood Sworn | Empathic Link (1) | Always Active, Cannot increase | Blood Sworn | Thought Link (1) | Cannot Increase | Blood Sworn | Blood Sworn (1) | As Blood Share, Raise Dead, Warden Ranks | |
Talents | Rank (Step)(Dice) | Str. | Act. | Att. | From | Notes | Air Speaking: | 2 (9) (1d8+1d6) | 1 | Sim. | Per. | E-O3 | Rank x 10 yards; Compare effect test to TMD of each desired target in the area | Astral Sight: | 3 (10) (2d8) | 1 | Sim. | Per. | Race | Dragonkin Racial | Awareness: | 4 (11) (1d10+1d8) | 0 | Sim. | Per. | E-D1 | | Avoid Blow: | 4 (11) (1d10+1d8) | 1 | Free | Dex. | W-O4 | TN = Attack Test; C/n use if surprised or Blindsided by attacker/ Max (Rank) uses per round | Climbing: | 2 (_8) (2d6) | 0 | Std. | Dex. | E-O2 | 2 yards + 1/Success. | Conversation: | 4 (10) (2d8) | 0 | Sus. | Cha. | W-D2 | vs. highest TSD, +1/Person (Max Targets: Rank), 1 Degree Improvement for Days = Rank | Craftsman: | 4 (11) (d10+d8) | 0 | Sus. | Per. | W-Fr | DC: 2 (Simple); 5 (Ordinary); Unusual (8+); Must have tools; 1 destroys materials; takes hours-months | Danger Sense: | 4 (11) (d10+d8) | 1 | Free | Dex. | W-O3 | Rank x 10 Yards vs trap, ambush; Test vs initiative to avoid surprise (result must be higher) | Durability: | 4 (x5) (Uncon.) | 0 | None | Tou. | W-Fr | | Elemental Hold: | 3 (10) (2d8) | 1 | Std. | Wil. | E-D4 | 20 yard Range vs TMD, held in place and both parties may only communicate for (Rank) Rounds. No actions. Elemental may roll Willpower vs Hold Step each round to break free. May chain the spell. | Elemental Tongues: | 4 (11) (1d10+1d8) | 1 | Std. | Per. | E-D3 | Listen for 10 minutes and make a (10) test. If successful, learn tongue. If fail, must increase rank to try again for that language. Only 1 language/rank. | Fireblood: | 3 (_9) (1d8+1d6) | 0 | Std. | Tou. | W-O1 | Blood bubbles and hisses. Must be engaged in combat (may be at range). Heals test result HP. Uses recovery test but is not a recovery test. | Fire Heal | 3 (10) (2d8) | 0 | Sus. | Wil. | E-D2 | 1/2 hour ritual. Fire must completely engulf. Roll Step (5 x # of recovery tests sought). That is the DC. If test fails, no recovery tests, take a wound. Take damage equal to margin of failure. May cause 2nd wound. Tests lost when gain new recovery tests. | Forge Weapon: | 4 (11) (1d10+1d8) | 0 | Sus. | Per. | W-D1 | 8 hours/day, 7 consecutive days, TN 6+ current forge enhancements. Each success grants +1. Max (Rank). Lasts a year and a day. 50 x rank, half up front. | Haggle: | 4 (10) (2d8) | 0 | Sust. | Cha. | W-O2 | | Item History: | 4 (11) (1d10+1d8) | 0 | Sust. | Per. | W-D1 | | Karma Ritual: | 4 (x4) | 0 | N/A | | W/E-F | | Melee Weapons: | 5 (12) (2d10) | 0 | Std. | Dex. | W-D1 | | Patterncraft: | 4 (11) (1d10+1d8) | 0 | Std. | Per. | E-D1 | | Spellcasting: | 5 (12) (2d10) | 0 | Std. | Perd. | E-D1 | | Spell Matrix (Std): | 4 | 0 | N/A. | N/A. | E-Fr | Death Rating 10 | Spell Matrix (Std): | 4 | 0 | N/A. | N/A. | E-Fr | Death Rating 10 | Spell Matrix (Std): | 2 | 0 | N/A. | N/A. | E-01 | Death Rating 10 | Steel Thought: | 4 (11) (1d10+1d8) | 1 | Free | Wil | W-D1 | | Suppress Curse: | 4 (11) (1d10+1d8) | 1 | Std. | Wil. | W/E-F | | Thread Weaving(WS): | 4 (11) (1d10+1d8) | 0 | Std. | Per. | W-D1 | | Thread Weaving(El): | 5 (12) (2d10) | 0 | Std. | Per. | E-D1 | | Wind Catcher: | 2 (9) (1d8+1d6) | 1 | Std. | Wil. | E-04 | Rank x 200 yards | Woodskin: | 4 (10) (2d8) | 0 | Std. | Tou. | E-D1 | Uses a Recovery Test | Wound Balance: | 3 (9) (1d8+1d6) | 0 | Std. | Str. | W-D4 | Dmg-Wound+3 |
Skills | 0 Legend Points | Alchemy: | 2 (9) (1d8+1d6) | | Creature Lore(k): | 2 (9) (1d8+1d6) | | Etiquette: | 2 (8) (2d6) | | Mapmaking: | 1 (8) (2d6) | | Read/Write: | 2 (9) (1d8+1d6) | Dwarven, Elven (Sperethiel) | Resist Taunt: | 1 (8) (2d6) | | Rune Carving(a): | 1 (7) (1d12) | | Speak Language: | 2 (N/A) | | Sprint: | 1 (N/A) | +Rank Movement for 1 Strain | |
Special Abilities Half-Magic: Elementalist: Knowledge of Nature, Elements, uses of elemental magic, and other magical rituals. Half Magic: Elementalist: Perception Based to detect elemental spirits within 30 yards vs. mystic defense. Sense is always active. Half-Magic: Weaponsmith: Caring for weapons and armor, recognizing different types worn and used by namegivers and their creators. Karma Point to Craft and Repair an Item (Weaponsmith) Karma on Recovery Tests: (Both classes) Talent Build and LP tracking. Racial Talents _600: Astral Sight 3
Weaponsmith Talents (8 points, Max 3) Half-Magic: Recognize and care for different types of weapons and armor. Craftsman (Free): [Circle] Karma: Can spend Karma to craft or repair an item. Durability: 5 [x Circle]
5700: Circle 1: _800 Forge Weapon: 4 _800 Item History: 4 1600 Melee Weapons: 5 _800 Steel Thought: 4 1100 Thread Weaving (Thread Smithing): 4 _600 *Fireblood: 3
2200: Circle 2: +1 Mystic Defense 1100 Conversation: 4 1100 *Haggle: 4
1400: Circle 3: Karma: On Recovery Tests 1100 Suppress Curse: 4 _300 *Dangersense: 2
1700Circle 4: +1 Physical Defense _600 Wound Balance: 3 1100 *Avoid Blow: 4
Elementalist (8 points, Max 3) Half-Magic: Knowledge of Nature, detect elemental spirits (automatic). Durability 3: Spell Matrix (free): [Circle] Spell Matrix (free): [Circle]
6200 Circle 1: _800 Awareness: 4 _800 Patterncraft: 4 1600 Spellcasting: 5 1600 Threadweaving (Elementalism): 5 1100 Wood Skin: 4 _300 *Standard Matrix 2
1400 Circle 2: +1 to Mystic Defense 1100 Fire Heal: 4 _300 *Climbing: 2
1400 Circle 3: May spend Karma on recovery tests. 1100 Elemental Tongues: 4 _300 *Air Speaking: 2
_900 Circle 4: +1 Physical Defense _600 Elemental Hold: 3 _300 Wind Catcher: 2
Spells: 1 page per circle per spell. Grimoire pages: 28 Pages 1st Circle: (200) 1. Air Armor 2. Crunch Climb Earth Blend 3. Earth Darts 4. Flame Weapon 5. Heat Food Moon Glow Plant Talk 6. Purify Earth 7. Purify Water 8. Resist Element (Fire) (are versions for other elements that share the matrix). Resist Cold Resist Fire 9. Shelter Spells I don't know Yet: (Cool) Snuff (out fire) (Cool) Waterproof 2nd Circle: (400) 1. Air Mattress 2. Shield Willow 3. Mantle of the Woodland Hunter Billowing CloakFlame StrikeGills Icy Spear Stick TogetherSpells I don't know yet.(Cool) Fingers of Wind (Cool) Icy Surface (Good) Slow Weapon 3rd Circle: (600) 1. Ice Mace and Chain 2. Mantle of the Reflecting Pool 3. Plant Feast Spells I don't know yet.(Want) Lightning Bolt (Cool) Thrive (Want) Winds of Deflection 4th Circle: (000) 1. Elemental Spear (Water). Lighten LoadSpells I don't know yet.(Great) Air Blast (Good) Blizzard Sphere (Cool) Elemental Spear (Air) (Small AoE Debuff -2 Action tests) (1 thread) (Cool) Elemental Spear (Earth) (Knockdown)(Airblast is infinitely better) (Cool) Elemental Spear: (Fire) (+1d6 damage) (pretty bad, 1 thread for +6 damage vs other spells)) (Cool) Elemental Spear: (Water) (Weak, +2 step recovery test but does not stack with other aids/boosters) (Cool) Elemental Spear: (Wood) Harried until end of next round. (Cool) Grove Renewal (Cool) Lightning Step (Awesome, but requires being under an open sky). (Cool) Uneven Ground (AoE CC but affects everyone centered on caster)
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Post by GM / Malinous on Aug 25, 2019 9:05:20 GMT -5
Preserving before deleting: Malinous - Elven Elementalist/Weaponsmith LP Earned: 24,700 LP Spent: 24,700 Karma Max: 20 Attribute | Base | Tot. | Step | Dice | Notes | Dexterity | 16 | 16 | 7 | 1d12 | | Strength | 13 | 15 | 6 | 1d10 | +1BB, 1/3 Raised | Toughness | 12 | 14 | 6 | 1d10 | +2BB | Perception | 16 | 16 | 7 | 1d12 | | Willpower | 16 | 16 | 7 | 1d12 | | Charisma | 13 | 13 | 6 | 1d10 | |
Racial: Low-Light VisionInitiative | Base: 7(1d12) | Armor: 5 (1d12) | Shield: 4(1d10) | Ignore Penalty of 2 |
Physical Defense: 9 Spell Defense: 10 (9+1 'Smith/Elem.) Social Sefense: 7 Carrying Capacity: 125 Spellcasting(Per): 4(11)[1d10+1d8] Threadweaving(Per): 4(11)[1d10+1d8] Personality Traits: Weaponsmith: Introverted, Patient, Deliberate, Detail-oriented perfectionist Elementalist: Energetic, Friendly, Bold, Creative, big picture For example, I might see a tree stump that reminds me of a bird, and impulsively carve the form. But then in a quieter moment I'll want to smooth out the rough edges, lose hours or days or weeks finely carving every detail into the piece. Racial Talent:Astral Sight: 1 (8-2d6) Blood Bond Talents:(usable with Mes and Mawaris Only) Thought Link(Per): 1 (8-2d6) * Karma: NO______ Strain: 1 * Range: 100 Yards * Duration: MInutes equal to [test result] Empathic Sense(Cha): 1 (7-1d12) * Test v. Social Defense (avg: general idea, good: surface emotions, exc: exactly what feeling) * Know Direction of character (60 degree arc) * Range: 4 Miles Blood Share(Tou): 2 (8-2d6) * Transfer *up to* test result in Hp * Karma: YES_______Strain: 0 * May try to use to raise dead, special rules, p. 126. * May increase Rank, Warden costs Elementalist Talents: 1st Circle: *Air Speaking: 4 *Karma Ritual: 5 (Cost 0; Paid for by Weaponsmith budget) *Read/Write Magic: 4 *Spellcasting: 5 *Spell Matrix: 4 [Us. Ice Mace and Chain] (10; 2d8) *Threadweaving (Elementalism): 5 (11; 1d10+1d8) Spell Matrix: 1 [Us. Flame WEapon] 2nd Circle: *Fire Heal 4 (10, 2d8) Parry: 4 (13, 1d12+1d10) 3rd Circle: *Elemental Tongues: 4 Spell Matrix: 1 [Us. Air Armor] 4th Circle: Spell Matrix: 2 [Us. Stick Together] Elemental Hold: 1 Weaponsmith Talents: 1st Circle: *Evaluate: 4 (10; 2d8) *Forge Weapon: 4 (10; 2d8) *Haggle: 4 (9; 1d8+1d6) *Karma Ritual: 5 *Steel Thought: 4 (10; 2d8) Melee Weapons: 4 (10; 2d8) 2nd Circle: *Item History: 4 (10; 2d8) Durability: 5 (30/25) 3rd Circle: *Abate Curse: 4 Fireblood: 4 (9, 1d8+1d6). 4th Circle: Wound Balance: 2 SkillsCreature Lore (K): 2 Ettiquette: 1 Mapmaking: 1 Alchemy: 2 Resist Taunt: 1 Wood Carving: 1 Read/Write: 2 (Dwarf, Elf) Rune Carving: 1 Speak Language: 2 (Dwarf, Elf) Sprint: 1 Spells: (Perception Step 7 + 2 Spellcasting) 1st Circle: (6 Pages) Air Armor Crunch Climb Earth Blend Earth Darts Flame Weapon Heat Food Moon Glow Plant Talk: Want Purify Earth Purify Water Resist Cold Resist Fire 2nd Circle: (8 Pages) Air mattress Billowing Cloak Flame Strike Gills Icy Spear Stick Together 3rd Circle: (3 Pages) Ice Mace and Chain 4th Circle: (4 Pages) Lighten Load Equipment: Stuff that needs to be added belowGrimoire of the The Block; (Contains all common circle 1 spells. Learning all of them, plus a drop of blood, unlocks circle 2, et cetera. Above circle 4 will require returning to the block.] Mithril Full Plate: 9 PHys/1 Mystic; 4 armor check penalty; 54 lbs. +1 leadership Mithril Battlehammer: SPECIAL: +1 bonus to forge weapon rolls 1) counts as magical for spirits - although I'm not sure that matters in Earthdawn, but if this were Shadowrun! (2) +1 damage (not step, just automatically does +1 damage) against horrors and horror constructs. The single point of damage ignores armor. [So if you roll step 12 damage, not armor-defeating, and roll 8+7 (15) for damage, you would deal 16 damage to something with 0 armor, and 1 damage to something with 20 armor). (3) Does not require any additional material to forge (currently, half the cost of forging a weapon is considered material components, so it can be forged at half price, basically, or free by Mal . Also the metal is extremely resilient and on a pathetic result is not ruined, althuogh the forging benefit is reduced by 1 (minimum 0). (4) weigh 10% less. -1 to str requirement to wield. Flask of E'M with thread (does what?) Weight: 226.5 lbs of 125 plus potions. Potions: (0.5 x # of potions lbs) (_) Healing Potion 0 (_) Booster Potion (_) Salve of Closure Melee Weapons: (8 lbs) (1) Dagger (2) Dwarf Sword (5) Battle Hammer (Forged +2, Climbing Spike) (7) Two Handed Sword (Forged, +1) Armor: (55 lbs) (45) Crystal Ringlet (4/4-2) (10) Footman's Shield (3/0-1) (5) Ferndask (1/2-1) (10) Espagra Cloak (3/1-1) (40) Chain Mail (7/0-3) Starting Equipment: (42 lbs) (14) Adventurer's Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack) (3) Artisan Tools: Runecarving (Stone/Metal/Wood): (5) Grimoire (magicians only), 100 pages (3) Traveler's Garb (soft boots, shirt, belt, robe or breeches, traveler's cloak) (8) Trail Rations: 1 week (1) Whetstone: (1.5) Writing Kit: (Quill pen, 10 sheets of paper, 2 candles, 10 pieces of chalk) (0.5) Writing ink (Writes 10 pages) (0/10 used as of Jan. 21) (1) Map Case: (3) Hooded Lantern (1) Oil Flask (3) Artisan's Tools: Carving In-Game Acquisitions: (34.85) (0.1) Elemental Earth Coin from The Dagger! (0.75)+1 Flight Dagger from The Dagger (2) FireStarter (1) Traveller's Mug (5) Belt Pouch filled with small pebbles (1) Potion Satchel (15) Alchemist Kit (10) 10 Yards of Hemp Rope
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