Roll20 Name: Dvarim/Temur Discord ID: bronzemountain@8007 Character Name: Dvarim Bolg (He/Him) Race: Dwarf Residence: Bolgenar, a few miles north, and some distance above Throal.
Spells Circle 1: Resist Fire (free with circle 1), Air Armor, Flameweapon, Heat Food, Earth Darts, Shelter, All the other Resist Elements Circle 2: Shield Willow, Slow Weapon (free with circle 2), Air Mattress Circle 3: Winds of Deflection (free with circle 3), Plant Feast, Mantle of the Reflecting Pool Circle 4: Lightning Step (free with circle 4), All 5 Elemental Spears Circle 5: Ride the Lightning (free with circle 5) Circle 6: Metal Wings (free with circle 6) Circle 7: Thunderclap (free with circle 7)
Skills
Spoiler:
Knowledge Skill: Trade Routes (1) Knowledge Skill: Barsaive History (1)
Footman's Shield
Forge Friend: Hide Armor (Forged +7 PA, Atelier Dvarim)
Loyal Heart: Battle Axe (Forged +5; marked with the icon of Rusty, the great hero, Atelier Dvarim) (3 succ exceptional craftsmanship)
Self-crafted: Lock Picks, Rune Carving Tools, Smith Tools, Carpentry Tools, Physician's Kit, Climbing Kit
Dwarven Sunshade Hat
Season Lamp
Threads Items: Belt of the Nightflyer (Warden, fully researched, rank 8 thread)
Spoiler:
A heavy belt with a black buckle on which a krillworm is portrayed in golden crystals.
Belt of the Nightflyer
Maximum Threads: 2
Mystic Defense: 14
Legend Point Cost: Warden
A heavy belt with a black buckle on which a krillworm is portrayed in golden crystals.
Thread Rank One Key Knowledge: The owner must learn the belt’s Name. Effect: The wearer gains +1 to their Physical Armor.
Thread Rank Two
Effect: The wearer gains +1 rank to Command Nightflyer.
Thread Rank Three
Key Knowledge: The owner must learn who created the belt. [Faux] Effect: The wearer gains +1 to their Mystic Armor.
Thread Rank Four
Effect: The wearer gains +1 rank to Great Leap.
Thread Rank Five
Key Knowledge: The owner must learn the Name of the belt’s first owner. [Bru Swain] Effect: The wearer gains +2 to their Physical Armor.
Thread Rank Six
Effect: The wearer gains the Cloak of the Nightflyer ability. As a Standard action for 4 Strain, the wearer can turn into any nightflyer for Thread Rank +10 minutes. Clothing and equipment worn by the wearer is transformed and reappears when the spell ends.
While in the nightflyer form, the wearer can use all the creature’s normal abilities, including flight and enhanced senses. They cannot speak or cast spells, but can use talents and abilities requiring only thought or eye contact. The wearer is vulnerable to the Command Nightflyer talent and can end the transformation anytime as a Standard action.
Thread Rank Seven
Key Knowledge: The owner must learn where the belt was enchanted. [Twilight Tower] Deed: The owner must travel to the location where the belt was enchanted, capture a krilworm, and sacrifice it on the very same altar just as the sun passes below the horizon. Effect: As a Simple action for 4 Strain, the wearer can summon a cloud of ethereal darkness in a 4-yard radius around them until the end of the next round. The darkness extinguishes all light, causing those within the area of effect to suffer a Full Darkness penalty to sight-based Action tests. Ordinary light does not penetrate it. Those with knowledge of Nethermancy are unaffected and can see normally. The wearer is considered to possess this knowledge while wearing the belt.
Thread Rank Eight
Effect: The wearer can spend additional Karma Points on Action tests while in darkness. The first Karma Point spent with this effect each round costs 1 Strain and each subsequent Karma Point costs 1 additional Strain. For example, the third Karma Point spent with this effect in a round costs 3 Strain, for 6 Strain total.
Grips of the Forge (Warden, 4x IH/research, rank 8 thread)
Spoiler:
Maximum Threads: 2 Mystic Defense: 14 Legend Point Cost: Warden
Silver gauntlets with a symmetrical, finely worked pattern, interlaced with golden and orichalcum plates.
Thread Rank One
Key Knowledge: The owner must learn the gauntlets’ Name. Effect: The wearer gains +1 to close combat Attack tests.
Thread Rank Two
Effect: The wearer gains +1 rank to Avoid Blow
Thread Rank Three
Key Knowledge: The owner must learn the Name of the gauntlets’ creator. Effect: The wearer gains +2 to close combat Attack tests.
Thread Rank Four
Effect: The wearer gains +2 ranks to Avoid Blow.
Thread Rank Five
Key Knowledge: The owner must learn where the gauntlets were created. Effect: The wearer gains the Red Heat ability. As a Simple action for 1 Strain, the gauntlets glow red with heat which envelops the weapons they are wielding until the end of the next round. The wearer gains a +2 bonus to close combat Damage tests and adds the Fire keyword.
Thread Rank Six
Effect: While the wearer is using Red Heat, they can use the Grip of the Forge special maneuver.
Grip of the Forge (Wearer, Avoid Blow): For 1 Strain per success, the wearer can spend additional successes on a successful Avoid Blow test against a close combat attack to reduce the Damage Step of the attack used by 1 per success spent this way until the end of the next round.
Thread Rank Seven
Key Knowledge: The owner must learn the first owner’s fate. Effect: The wearer gains +1 to Physical and Mystic Armor.
Thread Rank Eight
Effect: The wearer gains a +4 bonus to close combat Damage tests when using Red Heat.
A battered and chipped crystal raider shield still adorned with cracked and faded battle paint from years past. The crystal is milky where broken arrowheads, dagger and sword tips remain embedded deep within the crystal and it has grown over these old wounds like scar tissue. The leather straps are well oiled and much newer than the shield, but still show signs of regular wear. Each morning, the battle paint returns as it was at the beginning of the previous day, cracked and faded.
It is sized for a troll, but resizes itself to the owner. When the owner picks it up, it almost hums with excitement and the thrill of the impending battle. It is warm and aggressive; it wears its scars with pride. Rank 1: The shield is Mystic Defense +3 Rank 2: The shield is Physical Defense +3 Rank 3: The owner gains the Shield Brother ability. For 1 Strain as a Free action, the wearer’s face is painted with the symbol adorning the shield and the shield thrums with excitement. The wearer does not take Strain for the Aggressive Attack combat option and their penalties to Physical and Mystic Defense are reduced by 1 each until the end of the turn. Rank 4: When the wearer uses Shield Brother, their Mystic Defense penalty from the Aggressive Attack combat option is reduced by 2. Rank 5: For 1 Strain per target, the wearer can extend the Shield Brother ability to willing adjacent allies. This ability paints their faces with the shield’s symbol. The wearer must be using Shield Brother to extend it to allies. Rank 6: When the wearer uses Shield Brother, their Physical Defense penalty from the Aggressive Attack combat option is reduced by 2.
Maximum Threads: 1 Mystic Defense: 12 Legend Point Cost: Journeyman
The russet scales of this wyvern skin armor have highlights of burnished gold and the edges of each scale are trimmed with orichalcum. Exceptional craftsmanship can be seen throughout, though it is undecorated and a functional design. When a thread is attached, the True air woven into the armor interacts with True water, causing the wearer’s form to occasionally shimmer, as though disconnected from time for a brief instant.
Thread Rank One Key Knowledge:
Effect: The armor is now Initiative Penalty 2.
Thread Rank Two Effect: The wearer gains the Dwoemerswift ability. As a Simple action for 1 Strain, the orichalcum glows a coppery red, revealing the patterns it forms throughout the armor. The wearer’s next successful Spellcasting test gains the benefit of an additional success. If the additional success increases duration, it is two additional successes.
Thread Rank Three Key Knowledge:
Effect: The armor is now Initiative Penalty 1.
Thread Rank Four Effect: As a Simple action for 1 Strain after Dwoemerswift affects a spell, the air surrounding the wearer grows thick as everything immediately around them slows, giving the wearer more time to respond to attacks. The wearer gains +2 to Avoid Blow tests until the end of the next round.
Thread Rank Five Key Knowledge:
Effect: The wearer gains +1 Recovery Test per day.
Thread Rank Six Effect: As a Simple action for 1 Strain after Dwoemerswift ability affects a spell, the wearer gains a preternatural awareness of attacks around them. The wearer can use Avoid Blow against Blindsided and Surprise attacks until the end of the next round.
Maximum Threads: 1 Mystic Defense: 12 Legend Point Cost: Journeyman
The finely crafted Scythan axe is infused with True earth and fire, giving the weapon a hefty, solid feel and the blade reflects light with a ruddy glow. A glyph is emblazoned on the blade.
Thread Rank One Key Knowledge:
Effect: The axe contains a Standard Matrix with rank equal to the Thread Rank.
Thread Rank Two Effect: The wielder gains the Arcane Strike ability. As a Simple action for 1 Strain, the blade of the axe flares with magical flame. If the wielder successfully attacked an opponent with the spell in the axe’s spell matrix in the previous round, they gain +1 to Attack and Damage tests with the axe until the end of the next round.
Thread Rank Three Effect: The wielder gains +1 to Spellcasting and Effect tests when casting the spell in the axe’s spell matrix.
Thread Rank Four Effect: The Arcane Strike ability now gives +2 to the Attack and Damage tests.
Thread Rank Five Effect: The wielder now gains +2 to Spellcasting and Effect tests when casting the spell in the axe’s spell matrix.
Thread Rank Six Effect: While the Arcane Strike ability is active, the wielder can spend an additional Karma Point on Attack tests with the axe. This has no other requirements.
Thread Rank Seven Effect: The Standard Matrix is now an Enhanced Matrix.
Thread Rank Eight Effect: The wielder gains the following special maneuver: Arcane Strike (Wielder, Close Combat): The wielder can spend 2 Strain and two additional successes on an Attack test with the axe to cause the glyph on the axe to flare to life. This allows the wielder to cast the spell contained in the axe’s spell matrix as a Free action. The spell is resolved after the attack using this special maneuver is fully resolved. The spell cannot require any threads to be woven and cannot benefit from extra threads beyond what is contained (if any) in the axe’s spell matrix. This special maneuver can only be used once per round and only on the wielder’s turn.
Maximum Threads: 1
Mystic Defense: 12
Legend Point Cost: Journeyman
This bronze anvil-shaped amulet is an excellent example of classic Throalic craftsmanship and styling. The masterful craftsmanship has stunning engravings of Throalic architecture, presenting a feeling of both majesty and comfort. It’s always pleasantly warm and heavy feeling to the touch, and the engravings sometimes glow like tiny embers. This is particularly true when someone breathes on the amulet.
Thread Rank One Key Knowledge: The owner must learn the amulet’s Name.
Deed: The owner must be a Weaponsmith.
Effect: The wearer may spend 1 Strain to eliminate the penalties when using the Traveling Smithy Weaponsmith ability.
Thread Rank Two Effect: If the wearer uses their Traveling Forge ability, they gain a +2 bonus to Charisma-based tests with other Namegivers when used around the forge. This does not affect intimidation or fear-based abilities, or if the wearer attempts to take advantage of the other party.
Thread Rank Three Deed: The owner must strike a deal with a fire spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer gains the Homefires ability. The wearer performs their Karma Ritual (which cannot have been performed yet) and uses their Traveling Smith ability. They take the Strain as Blood Magic Damage and forge themselves as part of the ritual, causing their skin to glow with an inner fire. The wearer gains +2 to Physical Armor until no later than sunrise the next day. The owner can end this effect as a Free action before it expires if desired. They can heal the damage once the ability ends.
Thread Rank Four Effect: When the wearer uses Traveling Forge, they attract fire spirits—typically flames, which look like a candle flame that produces a mouth and eyes when interacting with someone, and their color reflects their mood. Though the color to mood correlation isn’t consistent between these spirits. The wearer can invite a fire spirit to bind with them, effectively using the Aid Summoner power, and takes on some superficial characteristics of the spirit. The wearer cannot benefit from other binding effects while using this. The wearer can take 1 Strain to gain +3 to a test using their Traveling Forge.
Thread Rank Five Key Knowledge: The owner must learn the creator’s Name.
Effect: The wearer increases their highest Circle by 1 for determining their Karma Pool.
Thread Rank Six Effect: When the wearer uses Homefires, they can forge their pattern as well, taking an additional 2 Blood Magic Damage to gain +2 to Mystic Armor.
Thread Rank Seven Deed: The owner must strike a deal with an earth spirit, performing a minor service for them in exchange for future services rendered.
Effect: The wearer can spend an additional Karma Point on Action tests using Traveling Smithy to create or repair something, or on an Action test using something they created. This can be done once per round.
Thread Rank Eight Effect: When the wearer uses Traveling Smithy, earth spirits are also coaxed to the area—typically gnomes. They are shy, harmless, and very hard working. The earth spirits quietly get to work constructing a large, colorful ger. This is equivalent to the Shelter spell (Player’s Guide, p. 274). The wearer makes a Perception Step + Thread Rank test as a Spellcasting test and it always gets at least one success. Once complete, the earth spirits may silently observe the work done around them. Their hard eyes staring without blinking. It’s easy to wonder if they are judging as they watch everyone move about the area. Yes, they are judging.
The fire spirits now also hide in the fire and cooling embers, keeping the camp warm during even the coldest temperatures. Their frequently mischievous and expanded domain can put them at odds with the earth spirits and any Namegivers who don’t appreciate their antics. Which are adorable until something catches fire and they are easily offended by putting fires out. In addition, they also warn the owner of any intruders to the campsite. If anything with a Mystic Defense less than or equal to the owner’s Perception Step + Thread Rank enters within a 10-yard radius of the camp (this does not include innocuous normal animals—the spirits can tell the difference), the campfire flares to life briefly as a towering inferno. It’s not subtle, but it gets the job done.
Maximum Threads: 1 Mystic Defense: 12 Legend Point Cost: Journeyman
These brown leather boots are finely constructed. The leather is soft and supple, with a flexible heel, while also sturdy and resistant. Brass buckles and a brass toe plate are highly polished and etched with fine runes. The runes on each toe plate surround a glyph that otherwise dominates the feature.
Thread Rank One
Key Knowledge: The owner must learn the boots’ Name. Effect: The wearer gains a +1 bonus to Initiative tests.
Thread Rank Two
Effect: The wearer gains +2 to Movement Rate.
Thread Rank Three
Key Knowledge: The owner must learn who created the boots. Effect: The wearer gains a +2 bonus to Initiative tests.
Thread Rank Four
Effect: The wearer gains the Storm Steppers ability. As a Simple action for 1 Strain, electricity crackles from the toe plates and buckles. The wearer gains +2 to Avoid Blow tests until the end of the next round.
Thread Rank Five
Key Knowledge: The owner must learn the meaning of the glyph. Effect: When using Storm Steppers, the wearer gains the following special maneuver:
Storm Steppers (Wearer, Avoid Blow): The wearer can spend 1 Strain per additional success on an Avoid Blow test to gain +2 per success to their Movement Rate on their next turn. Multiple uses of this special maneuver are not cumulative.
Thread Rank Six
Effect: The wearer gains +2 to their Dexterity Value.
Brief Backstory:
Dvarim Bolg was born in a forge while his mother was still working hot iron. As the story goes, the fire got into him that day and never left, always to smolder warm in his heart. The middle child of five (3 sisters, 1 brother), Dvarim grew up on his father's tales of curiosity and heroism and dashing explorers. His father was a Troubador of very minor fame, and his siblings took after their dad - feeling the call of the air sailor, the archer, the scout, and the thief. This was a magical family - and no one was entirely sure why. Dvarim, however, took after his mother, a Weaponsmith. Combining his father's grand stories with his mother's iron practicality, he built his own vision of the world - an ambition to take the raw material left after the Scourge and forge it into greatness for all!
Last edited by bronzemountain on Sun Nov 29, 2020 2:50 pm, edited 195 times in total.
[Discipline] Talents
First Circle Discipline Talent: Forge Weapon (3)
First Circle Discipline Talent: Item History (0)
First Circle Discipline Talent: Melee Weapons (3)
First Circle Discipline Talent: Steel Thought (0)
First Circle Discipline Talent: Thread Smithing (0)
First Circle Talent Option: Fireblood (2)
Artisan Skill: Rune carving (2)
General Skill: Battle Shout (3)
General Skill: Lock Picking (2)
General Skill: Physician (2)
Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (relevant to character’s Artisan skill; needs gamemaster approval)
Dagger or knife (or a similar Size 1 or 2 weapon)
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Hide Armor
Battle Axe
Threads Tied:
Animal Companions:
Brief Backstory:
Dvarim Bolg was born in a forge while his mother was still working hot iron. As the story goes, the fire got into him that day and never left, always to smolder warm in his heart. The middle child of five (3 sisters, 1 brother), Dvarim grew up on his father's tales of curiosity and heroism and dashing explorers. His father was a Troubador of very minor fame, and his siblings took after their dad - feeling the call of the air sailor, the archer, the scout, and the thief. This was a magical family - and no one was entirely sure why. Dvarim, however, took after his mother, a Weaponsmith. Combining his father's grand stories with his mother's iron practicality, he built his own vision of the world - an ambition to take the raw material left after the Scourge and forge it into greatness for all!