Zivilyn, Windling Magician (Shaman/Wizard/Elementalist)

Moderator: etherial

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Zivilyn, Windling Magician (Shaman/Wizard/Elementalist)

Post by Sharkforce » Wed Mar 25, 2020 6:31 am

Roll20 Name: Sharkforce
Discord ID: sharkforce#4983
Character Name: Zivilyn
Race: Windling


Lifetime Legend Total: 62,790
Unspent Legend: 90
Thread Item Points: 8 current (62 lifetime)
Silver: 898.8

Discipline: Shaman
Spoiler:
Circle: 5
Discipline Abilities: half-magic to recognize different animals, animal tracks, and abnormal behavior among animals and creatures. The Shaman may make a Perception-based Half-Magic test to detect the presence of beast spirits within 30 yards. The difficulty for detecting the beast spirit is the spirit's Mystic Defense. If the test succeeds, the adept can sense the presence of the beast spirit and use spells or talents, such as Spirit Hold or Spirit Talk, to communicate and interact with it. The gamemaster can choose to make the test on behalf of the adept at any time, as this innate sense is always active.

Pack Leadership: The adept performs a 30 min ritual, then Names and places a drop of blood on up to Shamanism rank allies, marking them and taking 1 Blood Magic Damage for each ally. The blood forms into a personal glyph of the adept until the next sunrise which can be detected astrally.
When the adept casts a spell with the Pack keyword, they can spend 1 Strain per target to affect up to all Named targets within the range of the spell. The adept does not have to affect all eligible targets. The adept must pay one additional Karma Point per target if the spell has the Binding keyword. This is one casting of the spell, despite the number of targets affected. Using this ability replaces the normal number of targets for the spell and extra threads cannot increase the number of targets.

Karma: The adept may spend a Karma Point on a test to Summon or interact
with a spirit.
Karma: The adept may spend a Karma Point to gain the benefit of an extra thread woven for Increased Effect on a spell with the Binding or Spirit keyword. This does not require weaving an extra thread or count against the adept’s limits for extra threads.
Discipline: Wizard
Spoiler:
Circle: 4
Discipline Abilities: Half-magic to recognize different types of magic use, identify specific uses of Wizardry, and knowledge of magical rituals.
Karma: The adept may spend a Karma Point on any test to recall information (including
Knowledge tests).
Discipline: Elementalist
Spoiler:
Circle: 2
Discipline Abilities: half-magic for knowledge of nature, the elements, uses of elemental magic, and other magical rituals. The Elementalist may make a Perception-based Half-Magic test to detect the presence of elemental spirits within 30 yards. The Difficulty Number for sensing an elemental spirit is the spirit’s Mystic Defense. If the test succeeds, the character can sense the presence of the elemental spirit and can use spells, or talents such as Elemental Tongues and Elemental Hold, to communicate and interact with it. The gamemaster may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active.

Characteristics
Spoiler:
Dex: 13 (6)
Str: 5 (3)
Tou: 13 (6) (including +1 from attribute training)
Per: 16 (7)
Wil: 16 (7)
Cha: 13 (6) (+2 to interaction tests; thread item)

Karma Mod: 6
Karma Step: 4
Karma Max: 30
Uncon: 41 (26 + 5*durability 3)
Death: 52 (32 + 5*durability 3 + circle 5)


PD: 13 (10 base +1 discipline + 2 shield)
PA: 8 (0 base + 8 armour)
MD: 12 (9 base + 1 discipline + 2 shield)
MA: 4 (3 base + 1 armour)
SD: 10 (8 base +1 discipline +1 thread item)

Movement: 6 walking/16 flying
(flying: 20 minutes, then toughness (5) test or 1 strain, every 5 minutes +2 difficulty and another test; when wet 5 minutes base and 1 minute intervals, plus counts as harried)
Carrying Capacity: 30
Wound Threshold: 9
Recovery tests per day: 3
Shaman Talents
Spoiler:
First Circle Discipline Talent: Patterncraft (6; Per)
First Circle Discipline Talent: Spellcasting (6; Per)
First Circle Discipline Talent: Thread Weaving: Shamanism (6; Per)
First Circle Discipline Talent: Wilderness Survival (3; Per)
First Circle Discipline Talent: Awareness (6; Per)
First Circle Talent Option: Standard Matrix (1)
Second Circle Discipline Talent: Astral Sight (6; Per)
Second Circle Talent Option: Animal Bond (6; Cha) (rating +1; thread item)
Third Circle Discipline Talent: Spirit Talk (1; Per)
Third Circle Talent Option: Animal Training (6; Cha) (rating +1; thread item)
Fourth Circle Discipline Talent: Danger Sense (6; Dex)
Fourth Circle Talent Option: Enhance Animal Companion (5; Wil) (rating 6; thread item)
Fifth Circle Discipline Talent: Summon (Beast Spirits) (3; Per)
Fifth Circle Talent Option: Avoid Blow (6; Dex)

Free Talent: Enhanced Matrix (5)
Free Talent: Standard Matrix (5)
Wizard Talents
Spoiler:
First Circle Discipline Talent Research (4; Per)
First Circle Discipline Talent Dispel Magic (5; Wil)
First Circle Discipline Talent Threadweaving (Wizardry) (4; Per)
*Using Spellcasting and Patterncraft from Shaman Discipline
First Circle Talent Option Book Memory (1)
*Using Astral Sight from Shaman Discipline
Second Circle Talent Option Item History (4; Per)
Third Circle Discipline Talent Tenacious Weave (1; Wil)
Third Circle Talent Option Creature Analysis (4; Per)
Fourth Circle Discipline Talent Steel Thought (5; Wil)
Elementalist Talents
Spoiler:
First Circle Discipline Talent Wood Skin (2; Tou)
First Circle Discipline Talent Threadweaving(Elementalism) (2; Per)
*Using Spellcasting, Patterncraft, and Awareness from Shaman Discipline
Second Circle Discipline Talent Fire Heal (2; Wil)
Thread Item Talents
Standard Matrix (3)

Talent Knacks
Spoiler:
Spellcasting (2) - Wriggle
Animal Bond (1) - Sworn Animal Companion (Howler)
Animal Bond (5) - Menagerie
Animal Training (3) - Smarter Than The Average Bear (Howler)

Spells

Shaman:
Spoiler:
Hunter's Sense (1)
Invoke Crow Tear (1)
Invoke Leopard Pounce (1)
Moonglow (1)
Pack Tactics (1)
Prey Senses (1)
Weather Cloak (1)
Hero's Feast (2)
Ferocity (2)
Mark of the Boar (2)
Soothe the Savage Beast (2)
Polecat's Resilience (3)
Catwalk (3)
Ferret Reflex (4)
Gathering of Souls (5)
Wizard:
Spoiler:
Astral Sense (1)
Bedazzling Display of Logical Analysis (1)
Mage Armour (1)
Quicken Pace (1)
Speed Read (1)
Astral Shield (2)
Astral Targeting (3)
Wizard Mark (3)
Binding Threads (4)
Spellstore (7)
Elementalist
Spoiler:
Heat Food (1)
Shelter (1)
Air Mattress (2)
Shield Willow (2)


Skills
Spoiler:
Knowledge Skill: Legends and Heroes (1; Per)
Knowledge Skill: Wild Animals (1; Per)

Read/Write Language: (1; Per) (Throalic)
Speak Language: (2; Per) (Throalic, Windling)

Artisan Skill: Craftsman (Basket Weaving) (3; Per)
General Skill: First Impression (1; Cha)
General Skill: Haggle (2; Cha) (+1 from thread item)
General Skill: Stealthy Stride (2; Dex)
General Skill: Slough Blame (1; Cha)
Equipment:
Spoiler:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack) (this should probably weigh closer to 4-5 pounds for a windling, though obviously it would hold less too)
Artisan Tools (Basketmaking)
Windling Dagger (step 1, 2 oz)
Grimoire
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (3 weeks) (this should probably weigh ~7-8lbs)
Hide Armour (8/1) (5 lbs) - Forged +3 PA 2020-04-14, expires 2020-07-10
Footman's Shield (+2/+0) (3 lbs)
Chalk (5)
Whistle
Water Skin (2)
Embroidered Robe
Fine Hat
Merchant's Shoes
Physician's Kit Refill (2 uses)
Last Chance Salve
Kelia's Antidote
Crystal Raider Shield
Token (gift from Jaspree when granted permission to train as Elementalist)


List each additional item on its own line
Threads Tied:
Sworn Animal Companion (Howler)

Lady Haytrish’s Borrum Hat for Full Moons in 742 TH (3 key knowledge, 3 research knowledge known; Thread tied to Rank 3)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

The craftsmanship of this hat made of red silk and black velvet is exquisite. It was once the height of fashion among dwarfs, however, that time has long since passed. It is an exceptionally tall cylinder that flares out to a flat top. A golden ornament is affixed to the black silk band at the top of the hat. It is always clean and in pristine condition, and will definitely catch the eye of anyone in the area.

The hat resizes to the wearer when a thread is attached and never falls off of the owner’s head.

Thread Rank One
Key Knowledge: The owner must learn the hat’s Name.
Effect: The owner gains +1 rank to Animal Bond.

Thread Rank Two
Effect: The owner gains +1 rank to Animal Training.

Thread Rank Three
Key Knowledge: The owner must learn of the first owner’s favorite pets. [Menagerie of beloved war bears]
Effect: The owner gains a +1 bonus to Interaction tests.

Thread Rank Four
Effect: The owner gains +1 rank to Enhance Animal Companion.

Thread Rank Five
Key Knowledge: The owner must learn the significance of the ornament. [It commemorates her beloved bears slaying an unwanted and pugnacious suitor Named Lord Grimheld Standent as he sought to defend her from her pets.]
Effect: The owner gains a +2 bonus to Interaction tests.

Thread Rank Six
Effect: The owner can spend 1 Strain to spend a Karma Point on an animal companion’s Action test. This can be used once per animal companion per round.
Haddy's Hard Bargain (3 key knowledge, 3 research knowledge known; Thread tied to Rank 3)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman


“A little too large and a lot too ostentatious” is how this amulet would be described by most. The gold amulet is held by a thick golden chain, while the amulet itself is studded with rubies and emeralds framing chocolate diamonds forming a rampant bear. The gold and gems never lose their high polish and always manage to catch the light. On the reverse of the amulet are the stylized initials “HH.”
The amulet automatically resizes to the wearer when a thread is attached, but is always a little larger than feels appropriate. If the wearer attempts to conceal the amulet, such as wearing it under a shirt, they cannot use its effects.

Thread Rank One
Key Knowledge: The owner must learn the amulet’s Name.
Effect: The amulet contains a Standard Matrix with rank equal to the Thread Rank.

Thread Rank Two
Effect: The wearer gains +1 rank to Haggle or a +1 bonus to Haggle tests.

Thread Rank Three
Key Knowledge: The owner must learn who crafted the amulet and where the gems were mined.
Effect: The wearer gains +1 to their Social Defense.

Thread Rank Four
Effect: The wearer gains +1 rank to Book Memory.

Thread Rank Five
Key Knowledge: The owner must learn the first owner’s Name and the significance of the colors, imagery, and initials on the amulet.
Deed: The owner must fashion and wear a symbol of the first owner’s family.
Effect: The wearer gains a +2 bonus to Interaction tests if they offer an appropriate financial upside to the other party. This doesn’t have to be directly offering money, but must be sincere and useful to the other party.

Thread Rank Six
Effect: The wearer gains a +2 ranks to Haggle or a +2 bonus to Haggle tests. (If you have to ask, “Can this be combined with the Rank Two effect so I can get 1 rank and +2 to it?” Go sit in the corner and know you are either deliberately obtuse only for the sake of getting bonuses or an idiot)
Wyvern Oil (2 key knowledge, 3 research knowledge known; Thread tied to Rank 0)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

Iridescent blue and green scales cover this wyvern skin armor and have a glistening sheen to them. Unlike the typical texture of wyvern scales, these are slick to the touch and have beautiful runes infused with True water carved into them. When light hits the scales just right, the sheen on the surface reveals patterns forming glyphs across the surface.

Thread Rank One
Key Knowledge: The owner must learn the armor’s Name.
Effect: The armor is Mystic Armor 2.

Thread Rank Two
Effect: The armor is Mystic Armor 3.

Thread Rank Three
Key Knowledge: The owner must learn about the runes and glyphs of the armor.
Effect: The wearer gains the Wyvern Oil ability. As a Simple action for 1 Strain, the armor begins secreting a prodigious amount of oil until the end of the next round, quickly coating the armor and everything nearby, making the wearer quite a slippery little devil. The wearer gains +3 to their Physical Defense against Attack tests to grapple them and +3 to tests to escape from a grapple.

Thread Rank Four
Effect: When the wearer uses Wyvern Oil, they experience the joys of nearly zero friction and the armor is Initiative Penalty 2.

Thread Rank Five
Key Knowledge: The owner must learn where the wyvern used to create the armor lived.
Effect: The benefits from Wyvern Oil increase to +3 to Physical Defense against Attack tests to grapple them and +4 to tests to escape from a grapple.

Thread Rank Six
Effect: When the wearer uses Wyvern Oil, the oil is slightly noxious. If a special maneuver allows an opponent to initiate a grapple against the wearer, it requires an additional success to use.
Animal Companions:
Jolly Jumper (Riding Goat w/tack) (Loyal) (riding, home, hide, stealthy stride +3)
Pepper (Riding Horse, no tack) (Loyal) (riding, home, hide, stealthy stride +3)
Howler (Dire Wolf, no tack) (Awestruck, Sworn, Smarter than the average bear)(Stay, Attack, Heel, Home, Track, Pry Loose, Tracking +1, Avoid Blow +6)

Brief Backstory: Zivilyn has spent most of his life stuck in an almost-forgotten corner of the kaer with a coalition of tribes sheltering in Throal. When his abilities as an adept emerged, he was trained by a shaman who lived in the area, but is interested in learning about other types of magic as well. Now that the kaer has opened its doors, he has been looking for opportunities to explore the wilderness and learn more about the world after the scourge, and hopes to develop his abilities further in the process.
Last edited by Sharkforce on Wed Jul 22, 2020 5:32 am, edited 50 times in total.

ottdmk
Posts: 363
Joined: Mon Dec 12, 2016 10:25 pm

Re: Zivilyn, Windling Magician (Shaman)

Post by ottdmk » Sat Apr 04, 2020 11:44 pm

Sanctioned!
Spoiler:
Sharkforce wrote:
Wed Mar 25, 2020 6:31 am
Roll20 Name: Sharkforce
Discord ID: sharkforce#4983
Character Name: Zivilyn
Race: Windling


Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 28.2

Discipline: Shaman
Circle: 1
Discipline Abilities: Half-magic to sense beast spirits, recognize animals and animal tracks, and notice abnormal behaviour in animals and creatures.

Characteristics
Dex: 13 (6)
Str: 5 (3)
Tou: 12 (5)
Per: 16 (7)
Wil: 16 (7)
Cha: 13 (6)

Karma Mod: 6
Karma Step: 4
Karma Max: 6
Uncon: 27 (24 + durability 3)
Death: 33 (29 + durability 3 + circle 1)

PD: 10 (12 with shield)
PA: 0 (5 with armour)
MD: 9 (9 with shield)
MA: 3 (4 with armour)
SD: 8

Movement: 6 walking/16 flying
(flying: 20 minutes, then toughness (5) test or 1 strain, every 5 minutes +2 difficulty and another test; when wet 5 minutes base and 1 minute intervals, plus counts as harried)
Carrying Capacity: 30
Wound Threshold: 8
Recovery tests per day: 2

[Discipline] Talents
First Circle Discipline Talent: Patterncraft (1; Per)
First Circle Discipline Talent: Spellcasting (3; Per)
First Circle Discipline Talent: Thread Weaving: Shamanism (2; Per)
First Circle Discipline Talent: Wilderness Survival (1; Tou)
First Circle Discipline Talent: Awareness (1; Per)
First Circle Talent Option: (not chosen yet)

Free Talent: Standard Matrix (1)
Free Talent: Standard Matrix (1)

Other Talents
Racial Talent: Astral Sight (0; Per)

Talent Knacks
None

Spells
Hunter's Sense (1)
Invoke Crow Tear (1)
Pack Tactics (1)
Prey Senses (1)
Weather Cloak (1)
Hero's Feast (2)

Skills
Knowledge Skill: Legends and Heroes (1; Per)
Knowledge Skill: Wild Animals (1; Per)

Read/Write Language: (1; Per) (Throalic)
Speak Language: (2; Per) (Throalic, Windling)

Artisan Skill: Craftsman (Basket Weaving) (3; Per)
General Skill: First Impression (1; Cha)
General Skill: Haggle (2; Cha)
General Skill: Stealthy Stride (2; Dex)
General Skill: Slough Blame (1; Cha)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack) (this should probably weigh closer to 4-5 pounds for a windling, though obviously it would hold less too)
Artisan Tools (Basketmaking)
Windling Dagger (step 1, 2 oz)
Grimoire
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (1 week) (this should probably weigh ~1.5 lbs)
Hide Armour (5/1) (5 lbs)
Footman's Shield (+2/+0) (3 lbs)
Chalk (5)
Whistle
Water Skin (2)
Embroidered Robe
Fine Hat
Merchant's Shoes


List each additional item on its own line

Threads Tied:
None (yet)

Animal Companions:
None (yet)

Brief Backstory: Zivilyn has spent most of his life stuck in an almost-forgotten corner of the kaer with a coalition of tribes sheltering in Throal. When his abilities as an adept emerged, he he was trained by a shaman who lived in the area, but is interested in learning about other types of magic as well. Now that the kaer has opened its doors, he has been looking for opportunities to explore the wilderness and learn more about the world after the scourge, and hopes to develop his abilities further in the process.

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Sat Apr 11, 2020 3:51 am

A Kindness In Kind
http://fasagames.com/forum/viewtopic.php?p=12256#p12256

Rewards:
TIPs: 3
Legend points: 800 (+40 Journal)
Silver: 200 (+50 Journal)
Items: none

Items used:
None

Are you going to write a Journal?
Yes http://fasagames.com/forum/viewtopic.php?p=12374#p12374 (40 LP and 50 silver)

Downtime:
Circling up to 2 (192 sp) (1 week) (haggle discount)
Forged Hide Armour - Physical Armour +1 (48 silver) (1 week) (haggle discount) (forged 2020 Apr 10, expires 2020 Jul 6)

Activity (Details) (Duration)

Legend Spent:
Learned Talent Option (1st circle) [Standard Matrix] to [1] (100 LP)
Raised [Awareness] to [2] (200 LP)
Raised [Patterncraft] to [2] (200 LP)
Raised [Wilderness Survival] to [2] (200 LP)
Learned Spell [Ferocity] (free with circle)
(2 free spell matrices improve to 2)
Learned Talent Option (2nd circle) [Animal Bond] to [1] (100 LP)

Purchases in the Grand Bazaar:
Riding Goat (9 silver, 6 copper; haggle discount)
Riding Goat Tack (3 silver, 2 copper)

(net change in money: -2.8 silver)

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Wed Apr 15, 2020 4:11 am

Scouting the Storm
http://fasagames.com/forum/viewtopic.php?p=12362#p12362

Rewards:
TIPs: 3
Legend points: 1400(+70 Journal)
Silver: 275 (+68.8 Journal)
Items: none

Items used:
None

Are you going to write a Journal?
http://fasagames.com/forum/viewtopic.php?p=12445#p12445 (70 LP and 68.8 silver)

Downtime:
Forge Hide Armour - Physical Armour from +1 to +3 (240 silver) (2 weeks) (haggle discount) (forged 2020 Apr 14, expires 2020 Jul 10)

Activity (Details) (Duration)

Legend Spent:

Increase Threadweaving:Shamanism from 2 to 3 (300 LP)
Learn Invoke Leopard Pounce (Circle 1 spell) (100 LP) (48 sp)
Increase Animal Bond from 1 to 3 (500 LP)
Learn Discipline Talent Astral Sight at 1 (100 LP)
Increase Awareness from 2 to 3 (300 LP)

additional 170 LP not spent


Purchases in the Grand Bazaar:

Physician's Kit Refill (1/3 goes to refill Rama's kit) (24 silver) (haggle discount)

net change in silver: +31.8

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Sun Apr 19, 2020 5:12 am

A New Home. Room to Fly
http://fasagames.com/forum/viewtopic.php?p=12517#p12517

Rewards:
TIPs: 3
Legend points: 800(+40 Journal)
Silver: 200 (+50 Journal)
Items: none

Items used:
1 week's rations

Are you going to write a Journal?
http://fasagames.com/forum/viewtopic.php?p=12522#p12522


Downtime:
Circle up from 2 to 3 (1 week) (288 silver)

Activity (Details) (Duration)

Legend Spent:

Increase Patterncraft from 2 to 3 (300 LP)
Increase Astral Sight from 1 to 3 (500 LP)

Learn Spirit Talk to 1 (100 LP)
Learn Optional Talent: Animal Training to 1 (100 LP)
Free Matrices (2) improved from 2 to 3 (0 LP)
Learn Polecat Resilience (Circle 3 spell) (free from circle up)

gained ability: May spend Karma on tests to summon or interact with spirits (free) (Circle 3 Shaman)

New total LP remaining: 50


Purchases in the Grand Bazaar:

2 Weeks Trail Rations (19.2 silver)

New total silver remaining: 0

(note: It was my understanding that we ate approximately 1 week's worth of rations over the course of the adventure).

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Sun Apr 26, 2020 6:24 pm

The Spice Must Flow
LFG
AAR

Rewards:
TIPs: 3
Legend points: 1400(+70 Journal)
Silver: 200 (+68.8 Journal)
Items: 75 sp, third circle spell

Items used:
none

Are you going to write a Journal? yes
http://fasagames.com/forum/viewtopic.php?p=12629#p12629


Downtime:
nothing

Activity (Details) (Duration)

Legend Spent:

Increase Spellcasting from 3 to 4 (500 LP)
Increase Threadweaving from 3 to 4 (500 LP)
Increase Animal Training from 1 to 2 (200 LP)
Learn new spell: Catwalk (circle 3) (300 LP) (75 sp, alternate reward as mentioned in Rewards section)

New LP Total Remaining: 20



Purchases in the Grand Bazaar:
new circle 3 spell as alternate reward, mentioned above in Legend Spent and Rewards section

New total silver remaining: 268.8

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Thu Apr 30, 2020 1:47 am

Rituals of Engagement
AAR

Rewards:
TIPs: 5
Legend points: 2000 (+100 Journal)
Silver: 413 (+103.3 Journal)
1 Riding Horse

Items used:
none

Are you going to write a Journal? yes
http://fasagames.com/forum/viewtopic.php?p=12708#p12708


Downtime:
Animal Training - horse with no name (edit: now named Pepper) (attack, heel, +2 attack step - kick) (4 days)
Animal Training - Jolly Jumper (goat) - (riding, attack, heel, +1 attack step - horns) (4 days)

Activity (Details) (Duration)

Legend Spent:

Increase Awareness from 3 to 4 (500 LP)
Increase Astral Sight from 3 to 4 (500 LP)
Increase Animal Training from 2 to 4 (800 LP)
Increase Wilderness Survival from 2 to 3 (300 LP)


New LP Total Remaining: 20



Purchases in the Grand Bazaar:
Last Chance Salve (576 silver) (haggle discount included)

New total silver remaining: 209.1

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Mon May 11, 2020 2:57 am

Worlds of Arcana
AAR

Rewards:
TIPs: 5
Legend points: 2000 (+100 Journal)
Silver: 413 (+103.3 Journal)
Permission to train as a Wizard.

Items used:
Last Chance Salve (but Moe replaced it)
definitely 2/3 of a physician's kit refill.

Are you going to write a Journal? yes
http://fasagames.com/forum/viewtopic.php?p=12898#p12898


Downtime: (3 weeks available due to over 1 week since previous adventure)


Activity (Details) (Duration)

Training Talent 1 and 2 out of 3 to rating 1, as part of new discipline training (10 days)

Legend Spent:

Increase Patterncraft from 3 to 4 (500 LP)


Training Talent 1 out of 3 to rating 1, as part of new discipline training (1500 LP reserved) (288 sp)


New LP Total Remaining: 120



Purchases in the Grand Bazaar: (I've included sp costs from above activities)

Physician's Kit Refill (3 uses) (24 sp)

Training - Talent 1 and 2 out of 3 to rating 1, as part of new discipline training for wizard (576 sp)

New total silver remaining: 322.4

(for ottdmk: latest edit was that I removed the training for wriggle, which was 96 sp and 200 LP, so that I would be able to start training my new discipline)

(ok, no longer the latest edit... had to free up 1500 LP, so I cancelled animal bond to 4 and alchemy/design enchanting pattern to win, which means 19.2 sp was freed up).

(and, one final edit, hopefully. Mark of the Boar broke the LP reserve due to some weird math that must've led to me thinking I had 100 more LP to use than I thought. result: +100 LP, +96 sp, and the spell is unlearned).
Last edited by Sharkforce on Mon May 18, 2020 11:46 pm, edited 1 time in total.

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman)

Post by Sharkforce » Wed May 13, 2020 2:51 am

The Seventh Child
AAR

Rewards:
TIPs: 3
Legend points: 2200 (+110 Journal)
Silver: 312.5 (+93.8 Journal)
1x Kelia's Antidote


Items used:


Are you going to write a Journal? yes
http://fasagames.com/forum/viewtopic.php?p=12960#p12960


Downtime:


Activity (Details) (Duration)

Training Talent 3 out of 3 to rating 1, as part of new discipline training (5 days)
Learn Talent Knack - Wriggle (2 days)
Advance Wizard Circle to 2 (7 days)


Legend Spent:

Shaman (1st Discipline):

Learn Talent Knack - Wriggle (200 LP)
Increase Animal Bond from 3 to 4 (500 LP)

Wizard (2nd Discipline):

Training Talent 3 out of 3 to rating 1, as part of new discipline training (1500 LP from previous update post spent) (288 sp):
Learn Discipline Talent Research at 1
Learn Discipline Talent Dispel Magic at 1
Learn Discipline Talent Threadweaving (Wizardry) at 1

Learn 1st Circle Optional Talent Standard Matrix at 1 (200 LP)
Increase Research from 1 to 2 (300 LP)
Increase Dispel Magic from 1 to 2 (300 LP)
Increase Threadweaving (Wizardry) from 1 to 2 (300 LP)

Learn 2nd Circle Optional Talent Item History at rating 1 (200 LP)
Increase Item History from 1 to 2 (300 LP)


New LP Total Remaining: 130



Purchases in the Grand Bazaar: (I've included sp costs from above activities) (4% haggle discount)

Training - Talent Knack (Wriggle) (96 sp)
Training - Talent 3 out of 3 to rating 1, as part of new discipline training for wizard (288 sp)
Training - Circle 2 Wizard (192 sp)

New total silver remaining: 152.7

Learn 2 new Wizard Spells for free as part of circling up:

Quicken Pace (1)
Astral Shield (2)
Last edited by Sharkforce on Mon May 18, 2020 11:47 pm, edited 1 time in total.

Sharkforce
Posts: 259
Joined: Thu Feb 28, 2019 8:39 am

Re: Zivilyn, Windling Magician (Shaman/Wizard)

Post by Sharkforce » Mon May 18, 2020 4:27 am

A River(bed) Runs to It
AAR

Rewards:
TIPs: 3
Legend points: 2200 (+110 Journal)
Silver: 375 (+93.8 Journal)


Items used:


Are you going to write a Journal? yes
http://fasagames.com/forum/viewtopic.php?p=13037#p13037


Downtime:
Circle up Shaman from 3 to 4 (1 week) (480 sp)
Enhancing Animal Companions (+3 PD to Pepper, +3 PD to Jolly Jumper) (6 days)

Activity (Details) (Duration)


Legend Spent:

Shaman (1st Discipline):

Learn 4th Circle Discipline Talent: Danger Sense to 1 (100 LP)
Learn & Increase 4th Circle Talent Option: Enhance Animal Companion to 3 (600 LP)
Increase Spellcasting to 5 (800 LP)
Learn Spell Mark of the Boar (200 LP) (96 sp)


Wizard (2nd Discipline):

Increase Item History to 3 (500 LP)

New LP Total Remaining: 240



Purchases in the Grand Bazaar: (I've included sp costs from above activities) (4% haggle discount)

Training - Circle 4 Shaman (480 sp)
Learn Spell Mark of the Boar (96 sp)

New total silver remaining: 40.5

Note: Free Spell (Ferret Reflex, circle 4) gained upon circling up to 4 in Shaman, and two free spell matrices improved to rating 4 as well.

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