Jael, Elven Beastmaster 12

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nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas
Jael, Elven Beastmaster 12

Post by nathaniel » Wed Jan 01, 2020 4:53 pm

Roll20 Name: Nate
Discord ID: Nathaniel#0774 (Nate)
Character Name: Jaen'val'Jael 'Jael' Savre
Race: Elf

SOP
Spoiler:

Code: Select all

**Jael SOP**
Karma Ritual in the morning. Wood Skin all day. 

**Animal Companions Present (Animal Bond 13)**
Selena - Griffin (Circle 13) - Tricks Known:  Combat Trained, Mount Trained, "Attack", "Retreat", "Pick Up", "Drop Off", "Go Home", "Rescue: Pull away and shake awake", "Pry Loose"
Selena swoops all the time unless noted.
Lifetime Legend Total: 1,899,850
Unspent Legend: 3710
Thread Item Points: 16
Silver: 4379.75
Orichalcum: 2000sp
True Air: 1000sp
True Fire: 1000sp
Rare/Expensive materials: 1000sp

ECR: 12
Discipline: Beastmaster 12
Path: Scholar 3
Path: Woodsman 7

Charcteristics
Dex: 22* (Base 19 +2 Taika + 1 Training)
Str: 10
Tou: 16 (Base 13 +3 Tough Hide)
Per: 11
Wil: 11
Cha: 15

Karma Step: 4
Karma Max: (Circle x4) +1 = 45
Uncon: 123 (32+7x Circle+1 Afancy Shell)
Death: 143 (39+8x Circle+1 Afancy Shell)
Blood Magic: 10 (Absorb Blow x2, Scholar Oath, Woodsman Oath, Tough Hide, Protection of a Scholar’s Passion)

PD: 21 (12 +4 Disc +3 Shield +2 Ophidian Mantle)
PA: 13 (0 Base +5 Armor +8 Forging)
MD: 13 ( base 7 +3 Shield + 1 Afancy Shell +1 River Serpent, +1 Disc)
MA: 3
SD: 11 (9 +2 Disc)

Movement: 14
Init: 11 (Base 9 +1 Disc +1 Taika +2 Ophidian Mantle -2 Shield)
Carrying Capacity: 80
Wound Threshold: 22 (Base 10 +12 Unflinching Fortitude)
Recovery tests per day: 6 (Base 3 +1 Binding of Melkree +2 Discipline) (+12 Burning Vigor)

Discipline Abilities (only highest bonus applies)
Beastmaster: +4 PD,+2 SD, +1 MD +2 Recovery test, +1 init, Karma on Recovery tests, Karma on Unarmed Damage tests, Karma Point per round on any noncombat test made while in the wilderness, Karma Point on an Attack test made against a target they have previously damaged
Cat’s Grace: The adept automatically succeeds at tests to maintain balance (not including Knockdown tests) and may stand up as a simple action with no cost or test.
Woodsman: +2 PD, +1 MD
Scholar: +1 SD


Talents
Discipline Talents
1st Circle: Avoid Blow (13)+3
1st Circle: Unarmed Combat (12)+2
1st Circle: Wilderness Survival (9) +1
1st Circle: Threadweaving (12)
1st Circle: Claw Shape (13)+1
2nd Circle: Awareness (7)
3rd Circle: Dominate Beast (12)
4th Circle: Great Leap (7)
5th Circle: Blood Share (1)
6th Circle: Animal Talk (6)
7th Circle: Down Strike (12)
8th Circle: Claw Frenzy (13)
9th Circle: Relentless Recovery (5)
10th Circle: Critical Hit (12)
11th Circle: Unflinching Fortitude (12)
12th Circle: Momentum Attack (0)

Optional Talents
1st Circle: Animal Bond (13)
2nd Circle: Animal Training (13)
3rd Circle: Enhance Animal Companion (13)
4th Circle: Danger Sense (7)+3
5th Circle: Animal Companion Durability (12)
6th Circle: Cobra Strike (12)
7th Circle: Iron Constitution (8)
8th Circle: Lion Heart (7)
9th Circle: Burning Vigor (12)
10th Circle: Life Check (5)
11th Circle: Resist Pain (6)
12th Circle: Goring Attack (4)

Scholar (3)
Scholar Path Rank 1: Item History (7)
Scholar Path Rank 2: Research (4)
Scholar Path Rank 3: Read and Write Language (5)

Woodsman (7)
Woodsman Path Rank 1: Woodskin (8)
Woodsman Path Rank 2: Tracking (7) +1
Woodsman Path Rank 3: Anticipate Blow (8)
Woodsman Path Rank 4: Stealthy Stride (5)
Woodsman Path Rank 5: Wood Walk (7)
Woodsman Path Rank 6: Evidence Analysis (7)
Woodsman Path Rank 7: Wood Speak (6)

Other Talents
Racial Talent: Low Light Vision

R/W Languages 4/5
Spoiler:
Theran, Human, Or'zet, Windling
Skills
Knowledge Skills: Creature Lore (1), Barsaive History (1), Elf Lore (5), Horror Lore (1)
Read/Write Languages: Dwarf (Throalic) (1), Sperethiel (1)
Speak Languages: Dwarf (Throalic) (1), Sperethiel (1)
Artisan Skill: Wood Carving (1)
General Skill: Haggle (3)
General Skill: Navigation (2)
General Skill: Climbing (2)
General Skill: Resist Pain (1)*

*Redundant

Knacks
Sworn Animal Companion Selena (Griffin)
Smarter Than the Average Bear (Selena)
Augment Ally's Form (Selena, Pack Tactics, Soldier +0 Circle)
Transfer Bond
Amplify Animal Companion’s Sense (Sight)
Scholar [Path]
Woodsman [Path]
Savage Limbs
Mold Ally’s Form (Selena, Pack Tactics, Phalanx +1 Circle)
Share Wood Skin
Woodsman’s Home (Karma Point on a Climbing, Plant Talk, or Wilderness Survival test)
Woodman’s Hunt (Karma Point on a Mystic Pursuit or Tracking test)
Resp ke Lavota (Karma Point on a Wood Skin test)
Retishay (Karma Point on tests to detect and find things within a forest. This knack never reveals if the target is within a forest and the Karma Point can be spent without effect.)
Anticipate Movement (use anticipate blow to slow enemies and make a free move when they move)
Claw Tool (use claw as tool, gain +2 on some tests)
Pounce (gain Pounce maneuver)



Thread Items
Taika
Spoiler:
Taika means "Claw" in the language of Crojen
Taika is a single Bracer made from dark brown leather, with deep claw-marks.
When the user has a thread woven to the bracer and activates the Claw Shape Talent, the claw-markings on the bracer emit a slight silver light.
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Rank 7:
Research
Rank 1: Known
Rank 3: Known
Rank 5: Known
Deed
Rank 7: The owner must stalk, hunt, and battle a suitable legendary creature. (Incomplete)
Threads 6/8 woven
Rank 1: +1 to Unarmed Combat
Rank 2: +1 to Claw Shape
Rank 3: +2 to Unarmed Combat
Rank 4: +1 to Initiative
Rank 5: +2 Dexterity
Rank 6: The wearer gains the Crojen’s Rage ability. As a Simple action for 1 Strain, the wearer gains +2 to Claw Shape tests until the end of the round.
Rank 7: When using Crojen’s Rage and the wearer causes a Wound, they gain +2 to their next Initiative test and their target suffers a -2 penalty to their next Initiative test. The bonuses and penalties do not stack.
Rank 8: When using Crojen’s Rage, the wearer now gains +3 to Claw Shape tests, and if they cause a Wound, they gain +3 to their next Initiative test and their target suffers a -3 penalty to their next Initiative test.
The Binding of Melkree
Spoiler:
Crystalweave Armor fashioned of green ferns and white vines, with red crystal rings.
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Rank 7: Known
Research
Rank 1: Known
Rank 3: Known
Rank 7: Known
Deed
Rank 5: Water the Strand of Vine that was used to Forge the armor (Complete)
Threads 8/8 woven
Rank 1: PA+1
Rank 2: MA +1
Rank 3: Init Penalty 0
Rank 4: PA+1
Rank 5: +1 Recovery Test per day
Rank 6: The wearer gains the Melkree’s Third Arm special maneuver.
Melkree’s Third Arm (Wearer, Unarmed Combat): The wearer can spend two additional successes on an Attack test to cause white vines to grow from the armor and pull the opponent close. The opponent is grappled and takes unarmed damage each round until the grapple is broken.
Rank 7: The wearer gains The Binding of Melkree ability. As a Simple action for 1 Strain, white vines up to 6 yards long shoot out from the armor. These can be used to grab items, suspend the wearer from branches, or initiate a grapple.
Rank 8: The wearer gains +1 rank to Wilderness Survival. The wearer can use The Binding of Melkree as a Free action to remove themselves from danger with a successful Wilderness Survival test, providing an effect similar to Great Leap (Player’s Guide, p. 151). For example, this can be used to prevent falling damage if there is something within 6 yards to grab onto.
Ophidian Mantle
Spoiler:
This sleek cloak hugs tightly to the wearer and never hinders their movement. It’s made of single yellow snakeskin with a dark, undulating dorsal stripe and dark skin between the scales. The hood has several dark plates and causes the wearer’s head to resemble a snake when worn. Once a thread is attached, the wearer’s movements take on a sinuous quality, with an almost unnerving grace.
Key Knowledge
Rank 1: The owner must learn the cloak’s Name.
Rank 3: The owner must learn the bound spirit’s Name.
Rank 5: The owner must learn who created the cloak.
Rank 7: The owner must learn the Name of the snake the skin came from.
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Rank 7: Known
Research
Rank 1: Known
Rank 3: Known
Rank 5: Known
Rank 7: Known
Threads 8/8 woven
Rank 1: +1 to Initiative tests
Rank 2: +1 to Physical Defense
Rank 3: +2 to Initiative tests
Rank 4: +2 to Physical Defense
Rank 5: The wearer gains the Ophidian Mantle ability. As a Free action for 1 Strain, the cloak forms to the wearer as a second skin. The wearer can gain a bonus to their Initiative up to their Thread Rank. They suffer penalties to their Physical and Mystic Defense equal to this bonus. This ability must be used before their Initiative test and they cannot use Aggressive Attack or Defensive Stance combat options.
Rank 6: The wearer gains +2 to tests to escape from a grappling or entangling effect.
Rank 7: While Ophidian Mantle is active, the wearer gains +4 to close combat Attack tests against opponents with lower Initiative.
Rank 8: While Ophidian Mantle is active, the wearer gains +4 to close combat Damage tests against opponents with lower Initiative.
Protection of a Scholar’s Passion
Spoiler:
The front of this curious crystal raider shield is carved to appear as though an open tome is set into it. There is a rectangular depression on the back sized so most books and scrolls would fit partially submerged if placed within. Symbols associated with Mynbruje adorn the rim.
Imbedded Book: 'A young elves guide to Barasive' (Elf Lore, Pre-Scourge History, and Barsaive History)
Key Knowledge:
Rank 1: The owner must learn the shield’s Name.
Rank 3: The owner must learn where the living crystal was harvested.
Rank 5: The owner must learn the first book stored in the shield
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Research
Rank 1: Known
Rank 3: Known
Rank 5:
Threads 4/6 woven
Rank 1: The shield's Mystic Defense +3
Rank 2: The shield's Physical Defense +3
Rank 3: The owner can place a written work into the depression and take 1 Blood Magic Damage. When a text is stored in this fashion, the tome glows faintly gold. The contents of the work can be read from the carved tome on the front of the shield as long as the Blood Magic Damage remains. The owner gains +1 to appropriate knowledge and Research tests when referencing the stored text and can choose to end the ability at any time, allowing the damage to be healed as normal. Only one text may be stored at a time in this fashion, but a new text can be stored immediately after it is ended on the previous text.
Rank 4: The bonus from a stored text increases to +2
Rank 5: The wearer gains the Protection of a Scholar’s Passion ability. As a Simple action for 1 Strain, the wearer gains +2 to Mystic Defense until the end of the round.
Rank 6: While the wearer is using Protection of a Scholar’s Passion and they are targeted by an ability that targets their Mystic Defense (it does not need to be successful), the wearer may take 1 Blood Magic Damage and store the memory of that ability in the shield. When an ability is stored in this fashion, the symbols on the rim glow faintly gold. The wearer gains an additional +2 to their Mystic Defense against future uses of the ability when they are using Protection of a Scholar’s Passion. Only one such ability may be stored at a time and general abilities (e.g., Horror Power or Spellcasting) are not applicable, but the more specific abilities are (e.g., specific Horror powers or spells).
Afancy Shell
Spoiler:
This afanc skin belt is dyed with splotches and rings of bright colors. Pieces of afanc shell are incorporated into the belt, giving it a unique design.
Key Knowledge:
Rank 1: The owner must learn the belt’s Name
Rank 3: The owner must learn the exact composition of materials used to craft this belt.
Rank 5: The owner must learn who created the belt.
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Research
Rank 1: Known
Rank 3: Known
Rank 5:
Threads 4/6 woven
Rank 1: The wearer gains +1 Circle to a Discipline of their choice for the purpose of determining Durability.
Rank 2: The wearer gains +1 to Mystic Defense.
Rank 3: The wearer gains the Afancy Shell ability. As a Simple action for 1 Strain, the outline of an ethereal shell appears around the wearer with bright rings of color running through it. The wearer gains +2 to their Mystic Armor until the end of the next round.
Rank 4: When the wearer uses Afancy Shell, they may spend an additional 1 Strain. This causes shell pieces like those incorporated into the belt to appear over the wearer, giving them +2 Physical Armor until the end of the next round.
Rank 5: While Afancy Shell is active, the flames lick from the wearer’s Wounds. The wearer can spend an additional Karma point on Attack tests against targets who Wounded them..
Rank 6: While Afancy Shell is active, the flames burn behind the wearer’s eyes. The wearer can spend an additional Karma point on Damage tests against targets they Wounded.
River Serpent
Spoiler:
A blue, crystal torc fashioned to look like a serpent. The detail is astounding and almost impossibly life-like, seeming like a snake is wrapped around the wearer’s arm. Some viewers even claim to see it move slightly, tightening a little when the owner is in danger. Whenever the torc is used, it turns clear as the True water within flows into the wearer, turning their vessels and sclera blue.
Key Knowledge
Rank 1: The owner must learn the torc’s Name.
Rank 3: The owner must learn the bound spirit’s Name.
Rank 5: The owner must learn where the living crystal and True water used to craft the torc were harvested.
Item History
Rank 1: Known
Rank 3: Known
Rank 5:
Research
Rank 1: Known
Rank 3:
Rank 5:
Threads 2/6 woven
Rank 1: +1 rank to Swimming (talent).
Rank 2: +1 to Mystic Defense.
Rank 3: The wearer can touch a body of water and make a PER + Thread Rank (10) test. If successful, the owner learns about events within Thread Rank yards in the past number of hours equal to the number of successes. This effect can be used once per day.
Rank 4: As a Free action for 1 Strain, the owner gains +3 to Physical and Mystic Armor against fire damage until the end of the next round.
Rank 5: Effect: As a Simple action for 2 Strain, the wearer can breathe underwater for the next 10 minutes.
Rank 6: As a Standard action for 3 Strain, the wearer can use the Manipulate Water spirit power (Gamemaster’s Guide, p. 373). This can affect up to Thread Rank yards and lasts for Thread Rank minutes. This effect can be used once per day.
Mistish Farad
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman
This dark green nordaltres features an embroidered stag as the symbol for the nordal. Like all nordaltres, it repels dirt and stains, always looking clean and new.
Key Knowledge
Rank 1: The owner must learn the nordaltres’s Name.
Rank 3: The owner must learn which nordal it symbolizes.
Rank 5: The owner must learn the fate of the nordal.
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Research
Rank 1: Known
Rank 3: Known
Rank 5: Known
Threads 6/6 woven
Rank 1: The wearer gains +3 to resistance tests against gases.
Rank 2: The wearer gains +1 rank to Tracking.
Rank 3: The wearer gains +1 rank to Wilderness Survival.
Rank 4: The wearer gains +1 rank to Awareness.
Rank 5: The wearer gains the Mistish Farad ability. After succeeding on a Tracking test, the wearer can declare a hunt and take 1 Blood Magic Damage to make the target they are tracking their quarry. This sharpens the wearer’s senses and focuses them on their quarry. The wearer gains +2 to Awareness tests against their quarry and Danger Sense tests if the quarry is included in the opposing group. They also do not suffer penalties from sensory deprivation against their quarry. For example, the wearer doesn’t suffer Blindness penalties to attacks against their quarry.
The wearer can end their hunt at any time and heal the damage as normal. Once the hunt ends, the wearer must find their trail and succeed at a Tracking test to declare a hunt against the target. The wearer can only have one hunt declared at a time.
Rank 6: The wearer’s predatory instincts are honed against their quarry while a hunt is declared with Mistish Farad. The wearer gains +2 to Attack and Damage tests against their quarry as long as the Blood Magic Damage is committed.
Storm’s Approach
Spoiler:
A set of golden earrings in the shape of lightning bolts with a center inset of living crystal. Once a thread is tied to them the distant roll of thunder can be heard from time to time.
Key Knowledge
Rank 1: The owner must learn the item’s Name.
Rank 3: Where the earrings were made. (Thunder Mountains)
Rank 5: Who made the earrings (A group of 6 enchanters, Sala, Havares, Alindar, Zybrot, Ametias, and Moluck)
Rank 7: Who the earrings were first made for (The blind swords-woman Todara Seigen)
Item History
Rank 1: Known
Rank 3: Known
Rank 5: Known
Rank 7: Known
Research
Rank 1: Known
Rank 3: Known
Rank 5: Known
Rank 7: Known
Threads 8/8 woven
Rank 1: +1 Avoid Blow.
Rank 2: +1 Danger Sense
Rank 3: +2 Avoid Blow
Rank 4: +2 Danger Sense
Rank 5: As a Free action, for 2 Strain, the owner may use Avoid Blow against a spell with a touch range, or which is visible (e.g. Earth Darts, Ephemeral Bolt, and Razor Orb). The living crystal in the earrings flash when activated.
Rank 6: After a successful Avoid Blow, the user gains +2 Physical Defense until the end of the round.
Rank 7: As a Free action, for 1 strain, the owner may use Avoid Blow against Blindside or Surprise attacks as a crack of thunder can be heard by the wearer in the distance. This can be paid in addition to the 2 Strain from the Rank 5 ability to avoid touch, or visible ranged spells.
Rank 8: +3 Avoid Blow and +3 Danger Sense

Equipment
Hide Armor (Base: 5/1/1, Forged: +3 PA ) 8/1/1
Binding of Melkree (Base: 5/5/0, Forged: +9 PA) 14/5/0
Protection of a Scholar’s Passion (+3 PD/+3 MD/-2 init)


Adventurer’s Kit (Backpack, bedroll, flint and steel, torch, waterskin, large sack, Tent)
Artisan Tools (Wood Carving)
Dagger
Traveler’s Garb (Soft Boots, Belt, Shirt, Breeches, Cloak)
Nordaltres (Dark Green, +2 to resistance tests against gases)
Trail Rations (1 week)
Animal Rations (1 week)
Book (Elf Lore, Pre-Scourge History, and Barsaive History)
Firefly Chalk, 1 stick
25 yards, Rope
Grappling Hook
Navigation Charts
Saddle and Blankets (Selena)
Kelia’s Antidote x2
Kelix’s Poultice x1
Healing Potion x3
Booster Potion x7
Last Chance Salve x1
Physician's Kit (6 uses)
Bedroll of Comfort
Bedroll of Comfort (Large, Selena Size)
Bell Tent (10 person tent)
Travelers Mug

Absorb Blow charm x5 (x2 in use)
Horror Fend charm

Animal Companions:
Sworn Companion: Selena (Griffin, Circle 13 [Base 5 Phalanx +1 Enhanced +7] )
Tricks: Combat Trained (Free) Mount Trained, "Attack", "Retreat", "Pick Up", "Drop Off", "Go Home", "Rescue: Pull away and shake awake", "Pry Loose", Avoid Blow +13)

Stable: (kept by Jael but not sworn companions)
Rocky (Stone Lion)
Hedbut II (Riding Goat, Combat Trained, "Attack", "Retreat")
Fang (Alpha Wolf, Combat Trained, "Attack", "Retreat")
Sobek (Crocodile, Combat Trained, "Attack", "Retreat")
Ebony (Shrouded Preces,Combat Trained, "Attack", "Retreat")

Brief Backstory
Born in Throal, Jael grew up with a chip on his shoulder and a curiosity to meet all the varied animals of the surface. He spent most of his childhood getting into fights with other children and serving out punishment for said fights in the beast hold. What was started as a punishment eventually led to him, willingly, tending to the animals sequester within the safety of the Kaer. With the return of the Earthdawn, Jael apprenticed himself to the Beastmasters and swiftly picked up a knack for interacting with animals and hitting things with his fists. After declaring him as prepared an adept as one could be Jael left the Kaer to explore the world.
Last edited by nathaniel on Sat Apr 17, 2021 7:22 pm, edited 191 times in total.

ottdmk
Posts:462
Joined:Mon Dec 12, 2016 10:25 pm

Re: Jael, Elven Beastmaster

Post by ottdmk » Mon Jan 06, 2020 6:20 pm

Sanctioned!
Spoiler:
nathaniel wrote:
Wed Jan 01, 2020 4:53 pm
Roll20 Name: Nate
Discord ID: Nathaniel#0774 (Nate)
Character Name: Jaen'val'Jael 'Jael' Savre
Race: Elf

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points:0
Silver: 2.3 (100-97.7)

Discipline: Beastmaster
Circle:1

Charcteristics
Dex: 19
Str: 10
Tou: 13
Per: 11
Wil: 11
Cha: 15

Karma Step: 4
Karma Max: (Circle x4) +1 = 5
Uncon: 33 (26+7)
Death: 40 (32+8)

PD: 12 (11+1)
PA: 5
MD: 7
MA: 3
SD: 9

Movement: 14
Carrying Capacity: 80
Wound Threshold: 9
Recovery tests per day: 3

Talents
Discipline Talents
First Circle: Avoid Blow (2)
First Circle: Unarmed Combat (3)
First Circle: Wilderness Survival (1)
First Circle: Threadweaving (0)
First Circle: Claw Shape (1)

Optional Talents
First Circle: Animal Bond (1)

Other Talents
Racial Talent: Low Light Vision

Skills
Knowledge Skills: Wild Animals (1), Barsaive History (1)
Read/Write Languages: Dwarf (Throalic) (1), Sperethiel (1)
Speak Languages: Dwarf (Throalic) (1), Sperethiel (1)
Artisan Skill: Wood Carving (1)
General Skill: Haggle (3)
General Skill: Navigation (2)
General Skill: Climbing (2)


Equipment
Adventurer’s Kit
Artisan Tools
Dagger
Traveler’s Garb
Trail Rations (1 week)
Animal Rations (1 week) (7c)

Hide Armor (50s)
Buckler (5s)
Firefly Chalk, 1 stick (12s)
10 yards, Rope (30s)

Animal Companions:
Riding 'Attack' Goat (free)

Brief Backstory
Born in Throal, Jael grew up with a chip on his shoulder and a curiosity to meet all the varied animals of the surface. He spent most of his childhood getting into fights with other children and serving out punishment for said fights in the beast hold. What was started as a punishment eventually led to him, willingly, tending to the animals sequester within the safety of the Kaer. With the return of the Earthdawn, Jael apprenticed himself to the Beastmasters and swiftly picked up a knack for interacting with animals and hitting things with his fists. After declaring him as prepared an adept as one could be Jael left the Kaer to explore the world.

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Marking the beginnings

Post by nathaniel » Mon Jan 06, 2020 7:47 pm

Marking the beginnings
LFG
AAR

Rewards:
3Tips, 200 LP, 150 sp

Are you going to write a Journal?
No

Downtime:
Forge Armor PA 0-> 1 (50sp -6% haggle = 47sp, 7 days)
Forge Armor PA 1-> 2 (100sp -6% haggle = 94sp, 7 days)

Legend Spent:
Raise Claw Shape 1 -> 2 (200lp)

Purchases in the Grand Bazaar:
none

Running Totals: TIP 3, 0/200 LP, 11.3 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Hunting Party

Post by nathaniel » Sun Jan 19, 2020 8:11 pm

Hunting Party
LFG
AAR

Rewards:
3Tips, 200 LP, 150 sp

Are you going to write a Journal?
No

Downtime:


Legend Spent:
Animal Bond 1 -> 2 (200lp)

Purchases in the Grand Bazaar:
Tent (30s)
Navigation Charts (15s)
replacement Trail rations (10s)
replacement Animal rations (0.7s)
Total cost: 55.7 - 6% haggle = 52.4

Running Totals: TIP 6, 0/400 LP, 108.9 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Hidden Treasures

Post by nathaniel » Mon Jan 27, 2020 2:22 am

Hidden Treasures
LFG
AAR

Rewards:
3Tips, 200 LP, 150 sp

Are you going to write a Journal?
No

Downtime:
Circle 2 Training (200sp, 7 days)

Legend Spent:
Wilderness Survival 1 -> 2 (200lp)

Purchases in the Grand Bazaar:
none

Running Totals: TIP 9, 0/600 LP, 58.9 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

February Staff Award

Post by nathaniel » Mon Jan 27, 2020 2:29 am

February Staff Award

Rewards:
3 Tips, 800 LP, 200 sp

Downtime:
Hedbut Training (2 days, Commands "Attack that" and "Heel")

Legend Spent:
Awareness 0->1 (100lp)
New Optional Talent: Animal Training 0->2 (300lp)

Purchases in the Grand Bazaar:
Grappling Hook (10s)
Rope,15 yards (45s, spliced into current rope)
Total: 55s -6% haggle = 51.7

Running Totals: TIP 10, 0/1000 LP, 122.2 sp
Last edited by nathaniel on Sun Mar 22, 2020 4:25 pm, edited 1 time in total.

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Searching Reagents

Post by nathaniel » Mon Feb 10, 2020 3:22 am

Searching Reagents
LFG
AAR

Rewards:
Jael: 3 TIP, 800 Legend, 230 Silver, -1 Hedbut, +1 Alpha Wolf (Fang)

Are you going to write a Journal?
No

Downtime:
Fang: Animal Training (Attack, Heel, Track) 3 days
Hedbut II: Animal Training (Attack, Heel, +1 Attk) 3 days
Forge Armor PA 2->3 (150sp -6% haggle = 141sp, 7 days)

Legend Spent:
Animal Bond 2->3 (300lp)
Animal Training 2->3 (300lp)
Awareness 1->2 (200lp)

Purchases in the Grand Bazaar:
Riding Goat, Hedbut II (10sp)


Running Totals: TIP 13, 0/1800 LP, 191.2 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Re: Jael, Elven Beastmaster

Post by nathaniel » Mon Feb 17, 2020 1:19 am

Mountain Salvage
LFG
AAR

Rewards:
Jael: 3 TIP, 800 Legend, 200 Silver

Are you going to write a Journal?
No

Downtime:

Legend Spent:
Claw Shape 2->3 (300lp)
Avoid Blow 2->3 (300lp)

Purchases in the Grand Bazaar:

Running Totals: TIP 16, 200/2600 LP, 391.2 sp
Last edited by nathaniel on Mon Feb 24, 2020 3:33 am, edited 1 time in total.

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Helping the hunters

Post by nathaniel » Mon Feb 24, 2020 3:32 am

Helping the hunters
LFG/AAR

Rewards:
Jael: 3 TIP, 800 Legend, 200 Silver

Are you going to write a Journal?
No

Downtime:
Circle 3 Training (300sp, 7 days)
Enhance Hedbut II (3 days, +3 PD)
Enhance Fang (3 days, +3 PD)

Legend Spent:
Threadweaving 0->3 (600lp)
New 3rd Circle Talent Dominate Beast 0->2 (300lp)
New 3rd Circle Optional Talent Enhance Animal Companion 0->1 (100lp)

Purchases in the Grand Bazaar:

Running Totals: TIP 19, 0/3400 LP, 291.2 sp

nathaniel
Posts:347
Joined:Wed Dec 13, 2017 1:48 am
Location:Dallas Texas

Impromptu Expedition

Post by nathaniel » Sun Mar 01, 2020 3:45 am

Impromptu Expedition
LFG/AAR

Rewards:
Jael: 3 TIP, 800 Legend, 200 Silver, Thread Item: Leather Bracer

Are you going to write a Journal?
No

Downtime:
Item History: Leather Bracer (Rank 1 Question, 1 week, Zil: Item History Step 14: 1 Success, 75sp/2 = 37.5sp)
Research: Leather Bracer (Rank 1 Answer, 1 week, Zil: Research rank step 13: 1 Success, 20sp library fee + 150sp/2 = 95sp)
Item History: Leather Bracer (Rank 3 Question, 1 week, Zil: Item History Step 14: 1 Success, 225sp/2 = 112.5sp )


Legend Spent:
Leather Bracer 0->2 (500lp)
Dominate Beast 2->3 (300lp)

Purchases in the Grand Bazaar:

Running Totals: TIP 4, 0/4200 LP,246.2 sp
Last edited by nathaniel on Sun Mar 01, 2020 3:35 pm, edited 1 time in total.

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