[ECL 12] Dvarim Bolg, Dwarf Weaponsmith/Elementalist

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bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

[ECL 12] Dvarim Bolg, Dwarf Weaponsmith/Elementalist

Post by bronzemountain » Fri Feb 21, 2020 10:27 pm

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.

Lifetime Legend Total: 2,321,170 (ECL 12)
Unspent Legend: 11,270
Thread Item Points: 32 (194 total)
Silver: 19,246.3

Participation Template:
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[b]Name:[/b] [url="http://www.fasagames.com/forum/viewtopic.php?f=56&t=1604"]Dvarim Bolg[/url]
[b]ECL:[/b] 12
[b]Discipline:[/b] Weaponsmith / Elementalist
[b]Quote/Unique:[/b] [i]"Well, that ain't right."[/i]
[b]Notable Abilities:[/b] Physician, Lock Pick, Chiseled Dwarven Good Looks, The Best Meals Ever
[b]Downtime:[/b] 
[list]
[*] Forge Weapon 13/26
[*] Forge Armor 12/25 
[*] Craftsman (anything) 12/29
[*] Design Enchanting Pattern 12/25
[*] Enchant True Pattern 12/29
[*] Item History 4/17
[*] Enchant [url="http://www.fasagames.com/forum/viewtopic.php?f=57&t=1937&start=50#p15330"]Storm Steppers[/url] (10 TIPs, 1,500sp, 2 weeks)
[/list]
[b]Common Magic Items:[/b]
[spoiler]
[list]
[*] Cleaning Brooms (x5): 1 day/75sp
[*] Fire Starter: 1 day / 25sp
[*] Firefly Chalk: 1 day / 25sp
[*] Hot Pot: 1 day / 25sp
[*] Pot of Grumbah, Small: 1 day / 37.5sp
[*] Dwarven Sunshade Hat (exclusive): 1 day / 125sp
[*] Season Lamp: 1 day / 175sp
[/list]
[/spoiler]
[b]Last Game Played:[/b] 2020-11-28
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[b][u]ADVENTURE[/u][/b]
[url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12295#p12295"]AAR[/url]

[b]Rewards[/b]:
[b]TIPs[/b]: 3
[b]Legend points[/b]: 184,000
[b]Silver[/b]: 2,500
[b][url="http://fasagames.com/forum/viewtopic.php?f=55&t=1668&p=12302#p12302"]Journal[/url][/b]

[b]Downtime[/b]:

[b]Legend Spent:[/b]

[b]Purchases in the Grand Bazaar:[/b]
None
SOP for Discord:
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**Dvarim Bolg SOP**
Karma Ritual in the morning.
Fire Heal - *Morning* - 1 Recovery / Step 5 DN - 1 Day
Temper Flesh - *morning* - DN 6 - 1 Day

**Matrices**
Standard (6) - Metal Wings
Standard (1) - Air Armor
Enhanced (6) - Lightning Step - Increase Effect +1
Enhanced (2) - Shield Willow - Increase Effect +1
Enhanced (8) - All Elemental spears - *Item*

**Chain Casting** (Elementalism 5)
1) Air Armor - Increase Duration (Minutes), Increase Effect (+2) - +5 PA - Dvarim
2) Shield Willow - Additional Target (+Rank) - +3PD/MD on shield - Dvarim + 8 Targets
3) Metal Wings - Additional Target (+Rank) - Flight (12) - Dvarim + 8 Targets
Characteristics
Dex: 19/8 (w/ Storm Steppers)
Str: 13/6
Tou: 13/6
Per: 16/7
Wil: 16/7
Cha: 13/6

Karma Mod: 4
Karma Step: 4
Karma Max: 44 (48)
Uncon: 79 (86 - 7 blood magic)
Death: 97 (104 - 7 blood magic)

Init: 7
PD: 14
PA: 20
MD: 15
MA: 11
SD: 8

Movement: 10
Carrying Capacity: 155
Wound Threshold: 9
Recovery tests per day: 4 (+1 from Dweomerswift)

Discipline: Weaponsmith
Circle: 12
Discipline Abilities: Durability 5, Karma on making/repairing, +2 MD, Karma on Recovery tests, +1 PD, Karma on Damage tests (with self-crafted weapon), +1 MA, Karma on adjacent ally's action, +2PA/+2MA/+3Damage (self-crafted items), +2 PD, +1 SD, Karma on any test to resist Horror power or spell, +4 MD/+2 MA
Free Talent: Craftsman (12)
Talents
Spoiler:
Novice

First Circle
Discipline Talent: Forge Weapon (13)
Discipline Talent: Item History (4)
Discipline Talent: Melee Weapons (13)
Discipline Talent: Steel Thought (13)
Discipline Talent: Thread Smithing (12)
Talent Option: Fireblood (10)

Second Circle
Discipline Talent: Conversation (5)
Talent Option: Avoid Blow (13)

Third Circle
Discipline Talent: Suppress Curse (12)
Talent Option: Haggle (12)

Fourth Circle
Discipline Talent: Wound Balance (12)
Talent Option: Danger Sense (5)

Journeyman

Fifth Circle
Discipline Talent: Forge Armor (12)
Talent Option: Iron Constitution (5)

Sixth Circle
Discipline Talent: Temper Flesh (9)
Talent Option: Resist Taunt (11)

Seventh Circle
Discipline Talent: Spot Armor Flaw (12)

Eighth Circle
Discipline Talent: Lion Heart (10)
Talent Option: Battle Shout (13)

Warden

Ninth Circle
Discipline Talent: Perfect Focus (1)
Talent Option: Momentum Attack (12)

Tenth Circle
Talent Option: Spirit Strike (12)

Eleventh Circle
Discipline Talent: Living Weapon (13)

Twelfth Circle
Discipline Talent: Forge Flesh (13)
Discipline: Elementalist
Circle: 7
Discipline Abilities: Durability 3, +2 MD (redundant), +1 PD (redundant), Karma to target an additional ally with a spell, +1 Recovery (redundant)
Free Talent: Spell Matrix (7), Enhanced Spell Matrix (7)
Talents
Spoiler:
First Circle
Discipline Talent: Awareness (6)
Discipline Talent: Patterncraft (7)
Discipline Talent: Spellcasting (10)
Discipline Talent: Elementalism (Thread Weaving) (7)
Discipline Talent: Wood Skin (7)
Talent Option: Spell Matrix (1)

Second Circle
Discipline Talent: Fire Heal (7)
Talent Option: Avoid Blow (see Weaponsmith)

Third Circle
Discipline Talent: Elemental Tongues (5)
Talent Option: Wind Catcher (7)

Fourth Circle
Talent Option: Astral Sight (10)

Fifth Circle
Talent Option: Enhanced Matrix (2)
Discipline Talent: Summon (7)

Sixth Circle
Discipline Talent: Willforce (8)
Talent Knacks
Craft True Pattern (Thread Smithing 5)
Design Enchanting Pattern (Thread Smithing 8)
Handle Elements (Thread Smithing 5)
Craft Common Magic Item (Thread Smithing 5)
Incorporate Glyph (Pattercraft 5)
Incorporate Bound Spirit (Patterncraft 6)
Defiant Shout (Battle Shout 7)
Temper Spirit (Temper Flesh 8)

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)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, T'skrang)

Artisan Skill: Rune carving (3)
General Skill: Unarmed Combat (2)
General Skill: Lock Picking (2)
General Skill: Physician (2)
General Skill: Resist Pain (1)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (carving tools)
Dagger
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 month)
Mine Rations (2 weeks)
Physician's Kit (3 uses)
2x Kelix's Poultice
2x Healing Potion
1x Last Chance Salve
Death Cheat Charm
Orichalcum (3,000sp worth)
14x Perfect True Fire kernels, 4x Perfect True Earth kernels, 10x True Air kernels
Wealthy Travelers Garb (Riding Boots, Belt, Shoes, 3 Patterned Shirts, Guild Breeches, Fine Hat, Satin Lined Cloak, Ornamental Brooch)

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.
Shield Brother: Crystal Raider Shield (Journeyman, fully researched, rank 6 thread)
Spoiler:
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.
Dweomerswift: Wyvern Skin Armor (Journeyman, Atelier Dvarim, rank 6 thread, (Forged +8 PA/+4 MA 2020-10-02, Atelier Dvarim))
Spoiler:
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.
Enforcer of Standards: Scythan Axe (Warden, Atelier Dvarim, rank 8 thread, (Forged +12 2020-10-02, Atelier Dvarim))
Spoiler:
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.
Homefires: Amulet (Warden, Rank 8 Thread, Atelier Dvarim)
Spoiler:
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.
Storm Steppers: Boots (Journeyman, Atelier Dvarim, Rank 6 Thread)
Spoiler:
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.
The Journal of Dvarim Bolg: 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.

ottdmk
Posts: 426
Joined: Mon Dec 12, 2016 10:25 pm

Re: Dvarim Bolg, Dwarf Weaponsmith

Post by ottdmk » Sat Feb 22, 2020 6:40 pm

Sanctioned!
Spoiler:
bronzemountain wrote:
Fri Feb 21, 2020 10:27 pm
Roll20 Name: Ashwath
Discord ID: bronzemountain@8007
Character Name: Dvarim Bolg
Race: Dwarf

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 15

Discipline: Weaponsmith
Circle: 1
Discipline Abilities: Durability 5

Characteristics
Dex: 15
Str: 13
Tou: 13
Per: 16
Wil: 13
Cha: 13

Karma Mod: 4
Karma Step: 4
Karma Max: 4
Uncon: 31
Death: 38

Init: 6
PD: 9
PA: 5
MD: 9
MA: 3
SD: 8

Movement: 10
Carrying Capacity: 155
Wound Threshold: 9
Recovery tests per day: 3

[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)

Free Talent: Craftsman (1)

Other Talents
Racial Talent: N/A

Talent Knacks
N/A

Spells
N/A

Skills
Knowledge Skill: Trade Routes (1)
Knowledge Skill: Barsaive History (1)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, T'skrang)

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!

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

Player: Waking the T'skrang

Post by bronzemountain » Sun Feb 23, 2020 12:01 am

Waking the T'skrang
AAR

Rewards:
TIPs 3
Legend points 840 (includes journal bonus)
Silver 250 (includes journal bonus)

Items used:
N/A

Are you going to write a Journal?
Journal

Downtime:
Forge Weapon (Battle Axe +2) | 1 week
Circle Training (2nd) | 1 week

Legend Spent:
Raised Item History to 2 (300)
Raised Steel Thought to 2 (300)
Raised Conversation to 1 (100)
Raised Avoid Blow to 1 (100)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:40 pm, edited 1 time in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

Player: Excalibur Overboard

Post by bronzemountain » Sat Mar 07, 2020 2:10 am

Excalibur Overboard
AAR

Rewards:
TIPs 3
Legend points 840 (includes journal bonus)
Silver 250 (includes journal bonus)

Items used:
N/A

Are you going to write a Journal?
Journal

Downtime:
Forge Weapon (Battle Axe +3) | 1 week
Market Forged Armor (Hide +2) | 2 weeks & 150 silver

Legend Spent:
Raised Avoid Blow to 3 (500)
Raised Fireblood to 3 (300)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:40 pm, edited 1 time in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

GM: Cloister of Silence

Post by bronzemountain » Fri Mar 13, 2020 3:57 am

Cloister of Silence (GM)
AAR

Rewards:
TIPs: 1
Legend points: 400
Silver: 100
Items used:
N/A

Downtime:


Legend Spent:
Raised Steel Thought to 3 (300)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 1 time in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

Player: The Great Gats-Bee

Post by bronzemountain » Sun Mar 15, 2020 1:25 am

The Great Gats-Bee
AAR

Rewards:
TIPs: 3
Legend points: 840 (including Journal bonus)
Silver: 70 + 50% discount on attribute training (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Raised Dex by 1 (6 days)

Legend Spent:
Raised Dex by 1 (800LP, 180sp)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 1 time in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

Player: Thiefing the Way Home

Post by bronzemountain » Wed Mar 18, 2020 2:10 pm

Thiefing the Way Home
AAR

Rewards:
TIPs: 3
Legend points: 1470 (including Journal bonus)
Silver: 343 (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Advanced to Circle3 (300sp, 1 week)
Craft Scythan Axe (10sp)

Legend Spent:
Raised Item History to 3 (300)
Raised Melee Weapons to 4 (500)
Raised Forge Weapon to 4 (500)
Raise Awareness to 2 (300)

Purchases in the Grand Bazaar:
Footman's Shield (15sp)
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 2 times in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

Player: A Dwarf of Culture

Post by bronzemountain » Sun Mar 22, 2020 3:54 am

A Dwarf of Culture
AAR

Rewards:
TIPs: 3
Legend points: 1470 (including journal bonus)
Silver: 343 (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Forge Scythan Axe (2)
Forge Scythan Axe (4)

Legend Spent:
Raised Avoid Blow to 4 (500)
Raised Steel Thought to 4 (500)
Raised Fireblood to 4 (500)
Raise Awareness to 3 (300)

Purchases in the Grand Bazaar:
None
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 2 times in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

GM: The Dinner Club

Post by bronzemountain » Sun Mar 22, 2020 11:14 pm

The Dinner Club (GM)
AAR

Rewards:
TIPs: 3
Legend points: 1,400
Silver: 275
Items used:
N/A

Downtime:
Circle 4 Training

Legend Spent:
Raised Item History to 4 (500)
Raised Awareness to 4 (500)
Raised Wound Balance to 2 (300)

Purchases in the Grand Bazaar:
N/A
Last edited by bronzemountain on Wed Apr 01, 2020 5:41 pm, edited 1 time in total.

bronzemountain
Posts: 477
Joined: Fri Feb 21, 2020 10:02 pm

Player: Raising the Riverboats

Post by bronzemountain » Sat Mar 28, 2020 9:27 pm

Raising the Riverboats
AAR

Rewards:
TIPs: 5
Legend points: 3150 (including journal bonus)
Silver: 704sp (including journal bonus)

Are you going to write a Journal?
Journal

Downtime:
Item History x3 (Belt of the Nightflyer) (overlapping 3 weeks)
Research x3 (Belt of the Nightflyer) (1 week)
Forge Loyal Heart (+4) (1 week)

Legend Spent:
Raised Thread Smithing to 4 (1600lp)
Weave Rank 3 Thread to Belt of the Nightflyer (1000lp)

Purchases in the Grand Bazaar:
Great Library access (20sp)
Research (with discount from Dubhan) (675sp)
Last edited by bronzemountain on Wed Apr 01, 2020 5:42 pm, edited 1 time in total.

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