Orlam Rolfson, Human Elementalist [SECONDARY]

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Sharkforce
Posts: 280
Joined: Thu Feb 28, 2019 8:39 am

Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Tue Jun 30, 2020 1:54 am

Roll20 Name: Sharkforce
Discord ID: sharkforce#4983
Character Name: Orlam Rolfson
Race: Human

Lifetime Legend Total: 1680
Unspent Legend: 80
Thread Item Points: 6
Silver: 108.5

Discipline: Elementalist
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
Dex: 13 (6 )
Str: 13 (6 )
Tou: 13 ()
Per: 16 (7)
Wil: 13 (6 )
Cha: 13 (6)

Karma Mod: 5
Karma Step: 4 (D6)
Karma Max: 11
Uncon: 32 (26 + 2 * durability 3)
Death: 40 (31 + 2 * durability 3 + circle 2)

PD: 8 (10 with shield)
PA: 0 (6 in armour)
MD: 10 (10 with shield)
MA: 2 (3 in armour)
SD: 8

Movement: 12
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3

Elementalist Talents
First Circle Discipline Talent: Awareness (2; Per)
First Circle Discipline Talent: Patterncraft (2; Per)
First Circle Discipline Talent: Spellcasting (3; Per)
First Circle Discipline Talent: Thread Weaving: Elementalism (3; Per)
First Circle Discipline Talent: Wood Skin (3; Tou)
First Circle Talent Option: Standard Matrix (1)

Free Talent: Standard Matrix (2)
Free Talent: Standard Matrix (2)

Other Talents
Racial Talent: Versatility (1)
Versatility Talent: Taunt (1; Cha)

Talent Knacks
None

Spells
Air Armour (1)
Crunch Climb (1)
Earth Darts (1)
Flameweapon (1)
Heat food (1)
Shelter (1)
Waterproof (1)
Air Mattress (2)
Shield Willow (2)

Skills
Knowledge Skill: Barsaive History (1; Per)
Knowledge Skill: Botany (1; Per)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, Human)

Artisan Skill: Sculpting (1; Cha)
General Skill: Alchemy (3; Per)
General Skill: Navigation (2; Per)
General Skill: Avoid Blow (3; Dex)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (Clay Sculpting Tools)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (1 week)
Hide Armour (forged +1; expires Oct 10)
Footman's Shield
Candle (5)
Chalk (25)
Scroll Case
Whistle
Torches (2)
Water Skin
Rope (8 yds)
Fine Silk Cloak
Booster Potion
Kelia's Antidote


List each additional item on its own line

Threads Tied:
None


Brief Backstory: Orlam is ready to go out into the world beyond the gates of Throal and find his destiny. He's heard many stories of brave adepts going out into the wilds, making exciting discoveries and defeating dangerous monsters and horrors, and sometimes even coming back with great wealth. He has left an apprenticeship as an alchemist and enchanter to explore, discover, and overcome the enemies of Throal that would threaten the safety of not just the kingdom, but all of Barsaive.
Last edited by Sharkforce on Sun Jul 26, 2020 5:37 am, edited 2 times in total.

ottdmk
Posts: 379
Joined: Mon Dec 12, 2016 10:25 pm

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by ottdmk » Tue Jul 14, 2020 10:38 pm

Sanctioned!
Spoiler:
Sharkforce wrote:
Tue Jun 30, 2020 1:54 am
Roll20 Name: Sharkforce
Discord ID: sharkforce#4983
Character Name: Orlam Rolfson
Race: Human

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 4

Discipline: Elementalist
Circle: 1
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
Dex: 13 (6 )
Str: 13 (6 )
Tou: 13 ()
Per: 16 (7)
Wil: 13 (6 )
Cha: 13 (6)

Karma Mod: 5
Karma Step: 4 (D6)
Karma Max: 6
Uncon: 29 (26 + durability 3)
Death: 36 (31 + durability 3 + circle 1)

PD: 8 (10 with shield)
PA: 0 (5 in armour)
MD: 9 (9 with shield)
MA: 2 (3 in armour)
SD: 8

Movement: 12
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3

Elementalist Talents
First Circle Discipline Talent: Awareness (1; Per)
First Circle Discipline Talent: Patterncraft (1; Per)
First Circle Discipline Talent: Spellcasting (3; Per)
First Circle Discipline Talent: Thread Weaving: Elementalism (3; Per)
First Circle Discipline Talent: Wood Skin (0; Tou)

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

Other Talents
Racial Talent: Versatility (0)

Talent Knacks
None

Spells
Air Armour (1)
Crunch Climb (1)
Earth Darts (1)
Flameweapon (1)
Heat food (1)
Shelter (1)
Waterproof (1)

Skills
Knowledge Skill: Barsaive History (1; Per)
Knowledge Skill: Botany (1; Per)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, Human)

Artisan Skill: Sculpting (1; Cha)
General Skill: Alchemy (3; Per)
General Skill: Navigation (2; Per)
General Skill: Avoid Blow (3; Dex)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (Clay Sculpting Tools)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (1 week)
Hide Armour
Footman's Shield
Candle (5)
Chalk (25)
Scroll Case
Whistle
Torches (2)
Water Skin
Rope (8 yds)


List each additional item on its own line

Threads Tied:
None


Brief Backstory: Orlam is ready to go out into the world beyond the gates of Throal and find his destiny. He's heard many stories of brave adepts going out into the wilds, making exciting discoveries and defeating dangerous monsters and horrors, and sometimes even coming back with great wealth. He has left an apprenticeship as an alchemist and enchanter to explore, discover, and overcome the enemies of Throal that would threaten the safety of not just the kingdom, but all of Barsaive.

Sharkforce
Posts: 280
Joined: Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Wed Jul 15, 2020 4:32 am

Git Along Little Dogie!
http://fasagames.com/forum/viewtopic.php?p=14445#p14445

Rewards:
TIPs 3
Legend points 800 (+40 Journal)
Silver 192 (+50 Journal)
Items Silk Cloak (valued at 16 sp)

Items used:
None

Are you going to write a Journal? Yes
http://fasagames.com/forum/viewtopic.php?p=14449#p14449

Downtime:
Circle up to 2 in Elementalist (1 week) (200 sp)

Legend Spent:

Raised Patterncraft from 1 to 2 (200 LP)
Raised Wood skin from 0 to 2 (300 LP)
Raised Awareness from 1 to 2 (200 LP)
Raised Talent Option 1 Standard Matrix to 1 (100 LP)

Remaining unspent LP: 40

Purchases in the Grand Bazaar: (including things mentioned above)

8 sp alternate reward, fancy silk cloak
Training, circle 2 elementalist (200 sp)

Remaining unspent silver: 46

Free spell learned on circle-up: Shield Willow (2)

Sharkforce
Posts: 280
Joined: Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Sun Jul 26, 2020 12:13 am

The Farmer in the Dell
http://fasagames.com/forum/viewtopic.php?p=14641#p14641

Rewards:
TIPs 3
Legend points 800 (+40 Journal)
Silver 112.5 (+50 Journal)
Items 1 booster potion, 1 Kelia's antidote

Items used:
None

Are you going to write a Journal? Yes
http://fasagames.com/forum/viewtopic.php?p=14683#p14683

Downtime:
Learn Taunt from Juniper (1 week)
Forge hide armour from 0 to 1 (1 week)

Legend Spent:

Raised Wood skin from 2 to 3 (300 LP)
Raised Versatility from 0 to 1 (100 LP)
Learned Taunt from Juniper up to 1 (200 LP)
Learned new spell Air Mattress (C2) (200 LP)

Remaining unspent LP: 80

Purchases in the Grand Bazaar: (including things mentioned above)

Forge Armour from 0 to 1
Training, circle 2 spell (100 sp)

Remaining unspent silver: 58.5

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