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2020-6-17 1422-1-1 Spend 1000 LP (new total 5540 LP) :Haddys Hard Bargain Thread Item Journeyman Tier 0 -> 3 Spend 1300 LP (new total 4240 LP) :Shamanism Novice Discipline Talent 5 -> 6 Spend 500 LP (new total 3740 LP) :Wizardry 2 -> 3 Spend 2100 LP (new total 1640 LP) :Avoid Blow Journeyman Talent Option 3 -> 5 Spend 500 LP (new total 1140 LP) ispel Magic Novice 2nd Discipline Talent 2 -> 3 Spend 500 LP (new total 640 LP) :Creature Analysis Novice 2nd Talent Option 0 -> 2 Spend 200 LP (new total 440 LP) :Tenacious Weave Novice 2nd Discipline Talent 0 -> 1 Spend 0 LP :Astral Targeting Spell Circle 3 (Free Spell on Circle Increase)
Gain 6300 LP (new total 6540 LP) :Mawwwwiage (new career total 34440)
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Roll20 Name: Sharkforce
Discord ID: sharkforce#4983
Character Name: Zivilyn
Race: Windling
Lifetime Legend Total: 28,140
Unspent Legend: 240
Thread Item Points: 21 current (39 lifetime) (-18 pending)
Silver: 684.4
Discipline: Shaman
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 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
Discipline Abilities: Half-magic to recognize different types of magic use, identify specific uses of Wizardry, and knowledge of magical rituals
Characteristics
Dex: 13 (6)
Str: 5 (3)
Tou: 13 (6) (including +1 from attribute training)
Per: 16 (7)
Wil: 16 (7)
Cha: 13 (6) (+1 to interaction tests)
Karma Mod: 6
Karma Step: 4
Karma Max: 30
Uncon: 41 (26 + 5*durability 3)
Death: 51 (31 + 5*durability 3 + circle 5)
PD: 13 (10 base +1 discipline + 2 shield)
PA: 8 (0 base + 8 armour)
MD: 10 (9 base + 1 discipline + 0 shield)
MA: 4 (3 base + 1 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: 3
Shaman Talents
First Circle Discipline Talent: Patterncraft (5; Per)
First Circle Discipline Talent: Spellcasting (6; Per)
First Circle Discipline Talent: Thread Weaving: Shamanism (5; Per)
First Circle Discipline Talent: Wilderness Survival (3; Per)
First Circle Discipline Talent: Awareness (5; Per)
First Circle Talent Option: Standard Matrix (1)
Second Circle Discipline Talent: Astral Sight (5; Per)
Second Circle Talent Option: Animal Bond (5; Cha) (+1 rank; thread item)
Third Circle Discipline Talent: Spirit Talk (1; Per)
Third Circle Talent Option: Animal Training (5; Cha)
Fourth Circle Discipline Talent: Danger Sense (1; Dex)
Fourth Circle Talent Option: Enhance Animal Companion (5; Wil)
Fifth Circle Discipline Talent: Summon (Beast Spirits)
Fifth Circle Talent Option: Avoid Blow (3; Dex)
Free Talent: Standard Matrix (4)
Free Talent: Standard Matrix (4)
Wizard Talents
First Circle Discipline Talent Research (3; Per)
First Circle Discipline Talent Dispel Magic (2; Wil)
First Circle Discipline Talent Threadweaving (Wizard) (2; 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 (3; Per)
Talent Knacks
Spellcasting (2) - Wriggle
Animal Bond (1) - Sworn Animal Companion (Howler)
Animal Bond (5) - Menagerie
Spells
Shaman:
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:
Astral Sense (1)
Bedazzling Display of Logical Analysis (1)
Mage Armour (1)
Quicken Pace (1)
Speed Read (1)
Astral Shield (2)
Wizard Mark (3)
Spellstore (7)
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 (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 (4 uses)
Last Chance Salve
Kelia's Antidote
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 1)
Jolly Jumper (Riding Goat w/tack) (Loyal) (riding)
Pepper (Riding Horse, no tack) (Loyal) (no tricks)
Howler (Dire Wolf, no tack) (Awestruck)(Attack, Heel, Home, Tracking +1, Avoid Blow +2)
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.