Discord ID: Montaugh(#3578)
Character Name: William Carver
Race: Human
Lifetime Legend Total:]2,604,550 Current total LP
Unspent Legend: 625
Thread Item Points Lifetime Total: 181
Thread Item Points Pending Spent: 10
Thread Item point spent: 18, 16, 16, 16, 16,16
Thread Item Points spent in upgrades: 10, 10, 10, 10, 10
Thread Item Points current total: 23
Silver: 8324.7 Silver Total Currently
Discipline: Scout
Circle: 12
Discipline Abilities
Free Talent: Navigation (12)
Half-Magic: A Scout may use
half-magic to recognize tracks and
trails left by different types of animals
and Namegivers, know about the plants
and creatures native to a region, even general
information on the different cultures
across Barsaive.
Circle 1: Karma: The Adept can spent karma on any test to find something.
Circle 2: Defense: +1 Physical Defense
Circle 3: Karma: Karma can be spent on Initiative Tests
Circle 4: Defense: +1 Mystic Defense
Circle 5: Karma: Karma can be spent on recovery tests
Enhanced Senses: For 1 Strain, the adept enhances one of his natural senses
as a Simple action and gains a +2 bonus to Perception tests based on the sense for 1
round. If that sense is unhindered, you may ignore Blindness penalties by using your
enhanced sense as your primary sense.
Circle 6: Defense: +2 Physical Defense
Circle 7: Initiative: The adept adds +1 Step to his Initiative.
Circle 8: Defense: The adept adds +3 to his Physical Defense.
Circle 9: Karma: The adept may spend a Karma Point on any test made to escape detection.
Supernal Awareness: The adept performs an eight-hour ritual to
heighten their senses to supernatural levels. Each adept’s ritual is unique,
often based on their training and personal philosophy. Some forge a deep
connection with nature, losing a bit of themselves in the process, while others
may commune with the spirit—literal or metaphorical—of a city. The ritual is
often performed as the last step of becoming a Warden, but may be done at any
time. After the ritual, the adept takes 1 Blood Magic damage and permanently
adds +3 to their Perception value.
Circle 10: Defense: The adept adds +2 to their Mystic Defense.
Recovery: The adept gains an additional Recovery test per day.
Circle 11: Defense: The adept adds +1 to their Social Defense.
Karma: The adept may spend a Karma Point on Attack tests made against
opponents who have not yet attacked the adept in that encounter.
Circle 12: Defense: The adept adds +4 to their Physical Defense.
Initiative: The adept adds +2 to their base Initiative Step.
Discipline: Thief
Circle:9
Discipline Abilities:
First Circle: Free Talent Danger Sense 9
Half Magic Thief: Thieves may use
half-magic to build or bypass security
measures intended to prevent theft,
and to recognize different types of
locking mechanisms.
Circle 1: Karma: The adept may spend a Karma Point on any
Charisma-based test when the adept is attempting to deceive
a target.
Circle 2: Defense: The adept adds +1 to his Physical Defense. (scout 2)
Circle 3: Karma: The adept may spend a Karma Point on Initiative tests. (Scout 3)
Circle 4: Defense: The adept adds +1 to his Social Defense.
Circle 5: Shadowcloak: For 2 Strain, the Difficulty Number for any tests made to detect
the adept are increased by +2 for a number of minutes equal to the adept’s Thief
Weaving Rank. This is a Simple Action.
Karma: The adept may spend a Karma Point on Attack tests against a Surprised
or Blindsided opponent.
Circle 6: Defense: The adept adds +2 to his Physical Defense. (Scout 6)
Circle 7: Initiative: The adept adds +1 Step to his Initiative. (Scout 3)
Circle 8: The adept adds +3 to his Physical Defense. (Scout 8)
Circle 9: Shadow Sight: The adept no longer suffers any penalties due to visibility.
This includes spells and other effects that impose these penalties, like Ethereal
Darkness. In addition, the adept’s Shadowcloak grants them greater insight
into the dark. While Shadowcloak is active, the adept adds a +3 bonus to
Awareness when darkness penalties would normally apply. This ability does
not affect penalties brought about by blindness.
Karma: The adept may spend a Karma Point on Recovery tests.
Path: Journeyman
Rank 5
Path Abilities:
Rank 1: Speak Languages (3)
Rank 2: Emotion Song (6)
Rank 3: Cold Purify (6)
Rank 4: Inspire Others (8)
Rank 5: Morphism (7)
Discipline: Cavalier
Cavalier
Circle: 7
Discipline Abilities:
Circle 2: +1 Physical Defense (Scout Circle 1)
Circle 3: Karma on Recovery Tests ( Scout Circle 5)
Circle 4: +1 Social Defense (Thief Circle 4)
Circle 5: One Soul, Two Bodies: The adept gains a +2 bonus to any beast ability involving their bound mount.
Karma: The adept may spend a Karma Point on Damage tests made while mounted.
Circle 6: +2 Physical Defense (Scout 6, Thief 6)
Circle 7: +1 Recovery Test per day (Scout 10)
Circle 8: Defense: The adept adds +3 to their Physical Defense
Removed Cavalryman Circle Abilities
Dex: 15 (6) Increased to 16 (7)
Str: 13 (6) Increased to 15 (+2 Str from Shepard's Strength)
Tou: 14 (6)
Per: 15 (6) Increased to 16 (7) Increased to 17 (7) (Increased to 19 +2 Peili) (+3 Perception from Supernal Awareness) (22)
Wil: 13 (6)
Cha: 10 (5)
Karma Mod: 5
Karma Step: 4 (d6)
Karma Max: 10
Uncon: 47
Death: 58
PD: 9 (10) with buckler or scout bonus (11) with Scout Bonus and buckler.
PA: 13 Peili (Blood Pebble Armor (5 base) Forged with 7 PA, +1 PA Peili (+8 PA total) )
MD: 9 (10) with Scout bonus.
MA: 7 Peili (Blood Pebble Armor 3 Base, 2 Will, +2 Peili)
SD: 6
Movement: 12 (13 with sprint)
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3
Scout Talents
Novice (1) Scout Discipline Talent: Climbing (12)
Novice (1) Scout Discipline Talent: Scout Weaving (12)
Novice (1) Scout Discipline Talent: Tracking (12)
Novice (1) Scout Discipline Talent: Wilderness Survival (12)
Novice (1) Scout Discipline Talent: Awareness (12)
Novice (2) Scout Discipline Talent: Stealthy Stride (12)
Novice (3) Scout Discipline Talent: Mystic Pursuit (12)
Novice (4) Scout Discipline Talent: Danger Sense (12)
Novice (1) Scout Talent Option: Creature Analysis (12)
Novice (2) Scout Talent Option: Missile Weapons (12)
Novice (3) Scout Talent Option: Avoid Blow (12)
Novice (4) Scout Talent Option: Great Leap (12)
Journeyman (5) Scout Discipline Talent: Evidence Analysis (3)
Journeyman (6) Scout Discipline Talent: Astral Sight (5)
Journeyman (7) Scout Discipline Talent: Safe Path (12)
Journeyman (8) Scout Discipline Talent: Orbiting Spy (9)
Journeyman (5) Scout Talent Option: Spirit Mount (2) (was Animal Bond 7)
Journeyman (6) Scout Talent Option: Borrow Sense (7)
Journeyman (7) Scout Talent Option: Spot Armor Flaw (12)
Journeyman (8) Scout Talent Option: Open Slot Placeholder
Warden (9) Scout Discipline Talent: Eagle Eye (10)
Warden (10) Scout Discipline Talent: Chameleon (11)
Warden (11) Scout Discipline Talent: Echolocation (12)
Warden (12) Scout Discipline Talent: Bloodhound Form (13)
Warden (9) Scout Talent Option: Iron Constitution (10)
Warden (10) Scout Talent Option: Open
Warden (11) Scout Talent Options: Open
Warden (12) Scout Talent Option: Open
Thief Talents
((Thief Talents Cost as Journeyman Talents))
Novice (1) Thief Discipline Talent: Pick Pocket (1)
Novice (1) Thief Discipline Talent: Lock Picking (9)
Novice (1) Thief Discipline Talent: Thief Weaving (9)
Novice (1) Scout/Thief Discipline Talent: Awareness (12)
Novice (1) Scout/Thief Discipline Talent: Stealthy Stride (12)
Novice (2) Thief Discipline Talent: Disable Traps (9)
Novice (3) Thief Discipline Talent: Haggle (9)
Novice (4) Thief Discipline Talent: Conceal Object (0)
Novice (1) Thief talent option: Surprise Strike (9)
Novice (2) Thief Talent Option: First Impression (4) (was Melee Weapons 7)
Novice (3) Thief Talent Option: Sprint (9)
Novice (4) Thief Talent Option: Taunt (9)
Journeyman (5) Thief Discipline Talent: Engaging Banter (0)
Journeyman (6) Thief Discipline Talent: Slough Blame (0)
Journeyman (7) Thief Discipline Talent: Fast Hand (0)
Journeyman (8) Thief Discipline Talent: False Sight (9)
Journeyman (5) Thief Talent Option: Graceful Exit (6)
Journeyman (6) Thief Talent Option: Mimic Voice (9)
Journeyman (7) Thief Talent Option: Disguise Self (9)
Journeyman (8) Thief Talent Option: Open
Warden (9) Thief Discipline Talent: Power Mask (0)
Warden (9) Thief Talent Option: Perfect Focus (8)
Scout and Thief Shared Talents
Novice (1) Thief/Scout Discipline Talents: Awareness (12) Paid for as Scout
Novice (1) Thief /Novice(2) Scout Discipline Talent: Stealthy Stride (12) Paid for as Scout
Cavalier
Novice (1) Cavalier Discipline Talent: Animal Bond (8)
Novice (1) Cavalier Discipline Talent: Cavalry Charge (8)
Novice (1) Cavalier Discipline Talent: Melee Weapons (8)
Novice (1) Cavalier Discipline Talent: Mount Weaving (1)
Novice (1) Cavalier Discipline Talent: Riding (8)
Novice (2) Cavalier Discipline Talent: Animal Training (8)
Novice (3) Cavalier Discipline Talent: Enhance Animal Companion (8)
Novice (4) Cavalier Discipline Talent: Battle Cry (8)
Novice (1) Cavalier Talent Option: Call Animal Companion (8)
Novice (2) Cavalier Talent Option: open
Novice (3) Cavalier Talent Option: open
Novice (4) Cavalier Talent Option: open
Journeyman (5) Cavalier Discipline Talent: Armor Mount (8)
Journeyman (6) Cavalier Discipline Talent: Fearsome Assault (8)
Journeyman (7) Cavalier Discipline Talent: Wheeling Attack (8)
Journeyman (8) Cavalier Discipline Talent: Lightning Charge (9)
Journeyman (5) Cavalier Talent Option: Animal Companion Durability (9)
Journeyman (6) Cavalier Talent Option: Open
Journeyman (7) Cavalier Talent Option: Open
Journeyman (8) Cavalier Talent Option: Open
Removed Cavalryman Talents
Racial Talent: Versatility (10)
Versatility Talent: (1) : Forge Weapon (9) (J)
Versatility Talent (2) : True Shot (5) (J)
Versatility Talent (3): Item History (10) (J)
Versatility Talent (4): Research (10) (J)
Versatility Talent: (5): Waterfall Slam (4) (J)
Versatility Talent: (6): Wood Skin (9) (J)
Versatility Talent (7): Burning Vigor (6) (M)
Versatility Talent (8): Earth Skin (7) (W)
Novice Journeyman Talent: Speak Languages (5) (Spoken Languages 1: Elvish--2: Theran 3: T'srang 4: Open 5: Open)
Novice Journeyman Talent: Emotion Song (6)
Journeyman Journeymen Talent: Cold Purify (7)
Journeyman Journeyman Talent: Inspire Others (8)
Journeyman: Master Talent: Morphism (7)
Talent Knacks
Talent Knack: Mapmaking (Navigation)
Talent Knack: One Eye Opened (Borrow Sense)
Talent Knack: Heal Animal Companion (Animal Bond)
Talent Knack: Detect Elements (scout weaving)
Talent Knack: Applied Versatility (Versatility)
Talent Knack: Sworn Animal Companion (Cavalryman Free, can be taken multiple times)
Talent Knack: Melee Weapon Rank 7: Overpower
Talent Knack: Emotion Song (accompaniment)
Talent Knack: Emotion Song Telling the Tale.
Talent Knack: Adaptive Form (rank 4 morphism)
Talent Knack: Versatile Form (Rank 5 Morphism)
Talent Knack: Quick Shift (Rank 6 Morphism)
Talent Knack: Wastelander (Wilderness Survival)
Talent Knack: Hidden Allies
Talent Knack: Practiced Versatility
Talent Knack: Track Astral Form
Talent Knack: Astral Stealth
Talent Knack: Ambush Tactics
Talent Knack: Cleansing Chill
Talent Knack Crooked Charge
Talent Knack: Sure Mount
Talent Knack: Perfect Understanding
Talent Knack: Altitude Inclined Rank 5
Talent Knack: Iron Perseverance rank 7
Talent Knack: Iron Fortitude Rank 8
Spells
(currently not applicable)
Skills
Knowledge Skill: Creature Lore (1)
Knowledge Skill: Animal Lore (1)
Knowledge Skill: Alchemy and Potions (1)
Read/Write Language: 1 Dwarven
Speak Language: 2 Dwarven, Human
Artisan Skill: Woodcarving (1)
Artisan Skill: Stonecarving (2)
General Skill: Animal Handling (1)
General Skill: Swimming (1)
General Skill: Alchemy (4)
Alchemy Known Formulas: Small Light Crystal, Booster Potion, Kelix's Poultice
Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch(2), waterskin, large sack)
Artisan Tools ((Wood Carving))
Knife (1 forging)
Traveler’s Garb (soft boots, shirt, belt, breeches, traveler’s cloak)
Trail Rations (1 week)
Weapons
Short Bow (1)
Short Bow Arrows (40)
Quiver (1)
Sling (1)
Short Sword (1) ()
Mace (1) (f)
Troll Sling 1 ()
Light Quartz Flight Dagger 1 ()
Battle Axe
Armor
Padded Leather Armor (1) (4 pa 0 ma 0 Init Pen)
Blood Pebble Armor 1 (5 PA, 3 MA -1 Ini Pen)
Buckler shield
Misc
Tent
Craftman Tool - Mapmaking
Thief Tools
Belt Pouch
scabbard
Navigation Charts
Forge (Kept in Throal)
Pure Water Pot: casts purify water on any liquid placed within it. Spellcasting and Effect Step of 8/2d6.
Hooded Lantern with light crystal source 10 yard radius, hooked to belt, on/off command.
Climbing Kit
Upandal's Blessings
Healing Kit (3 uses)
Physician's Kit (1 uses)
Alchemist Shop
Common Magic Items:
1 Bedroll of Comfort
1 Bedroll of Comfort (troll sized)
4 Traveler's Mugs
Potions:
Booster Potion (5)
Cure Disease Potion (2)
Halt Illness Potion (1)
Healing Potion (3)
Kelia’s Antidote (3)
Kelix’s Poultice (1)
Last Chance Salve (3)
Salve of Closure (0)
Elemental Kernals
1000 SP of Fire Kernals
500 SP of Orichalcum
Threads Tied:
Total Thread Tied:8 Path: 1 Items: 6 Animal Companions: 1
Shepherd's Strength
Tied to Rank: 7
Forged to Rank: 9
TIP Cost:18+10 Upgrade=28 TIPs
Tied To Rank: 8
Forged to Rank13 (+10 PA, +3 MA)
TIP Cost:16+10=26
Tied to Rank: 6
TIP Cost:16+10=26
Name: Very Useful Gloves
Tied to Rank: 8
TIP Cost:16 Upgrade cost 10. Total cost 26
Tied to Rank: 8
TIP Cost:16+10 upgrade=26
Tied to Rank: 6
TIP Cost:16
Animal Companions:
Huttawa named Charlie. Tricks: Ride, Combat, Stay. Sworn Animal Companion. Animal Companion Durability (6), Enhance Animal Companion (+3)
Elephant Child Mask C3 Named Trym
Baby Griffin Named Holly
Brief Backstory:
My name is William Carver, and I am writing this for the archives. I was told to give a brief description of my life before I set out. I am a human and I follow the Scout Discipline. I have two older sisters and a younger brother. My family are woodworkers. I am currently the only one in our family to follow a Discipline. I was found and trained by the Dwarven Scout named Rorick Shalemace.