Discord ID: sharkforce#4983
Character Name: Orlam Rolfson
Race: Human
Lifetime Legend Total: 137,030
Unspent Legend: 130
Thread Item Points: 3 Current, 71 Lifetime, 0 Pending
Silver: 1474.2
Discipline: Elementalist
Circle: 7
Path: Scholar
Rank 4
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.
The adept can also use their Half-Magic to find other Scholars and know the history of Scholars. Additionally, the adept can use Perception-based Half-Magic for information regarding libraries and other academic institutions, and Charisma-based Half-Magic when interacting with the bureaucracy of a library and other academic institutions.
Fire and Ice: For 1 Strain the adept may do one of the following as a Standard action
with a successful Elementalism test against the higher of the target’s Mystic Defense
or a Difficulty Number of 6:
1. Create a small flame between his thumb and forefinger. This fire lasts for only one
round, but is intense enough to light a torch. If used in combat, it inflicts Step 4/D6 fire
damage (Physical Armor provides protection).
2. Freeze water by touching it with his middle three fingers. The adept can freeze up
to one quart of water from each use of this ability. If used in combat, it inflicts Step 4/
D6 cold damage (Physical Armor provides protection).
Karma: The adept may spend a Karma Point on Recovery Tests.
Karma: The adept may spend a Karma Point to add an additional target to a beneficial spell.
Characteristics
Dex: 14 (6) (Trained +1)
Str: 13 (6)
Tou: 13 (6)
Per: 16 (7)
Wil: 13 (6)
Cha: 13 (6)
Karma Mod: 5
Karma Step: 4 (D6)
Karma Max: 36
Uncon: 47 (26 + 7 * durability 3) (note: additional -6 from BMD)
Death: 59 (31 + 7 * durability 3 + circle 7) (note: additional -6 from BMD)
PD: 9 (11 with shield)
PA: 0 (6 in armour)
MD: 11 (11 with shield, includes +1 from thread item)
MA: 2 (3 in armour)
SD: 11 (includes +2 from thread item)
Movement: 12
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 5
Elementalist Talents
First Circle Discipline Talent: Awareness (7; Per)
First Circle Discipline Talent: Patterncraft (7; Per)
First Circle Discipline Talent: Spellcasting (8; Per)
First Circle Discipline Talent: Thread Weaving: Elementalism (7; Per)
First Circle Discipline Talent: Wood Skin (7; Tou) (Thread Item; 9)
First Circle Talent Option: Standard Matrix (2)
Second Circle Discipline Talent: Fire Heal (6; Wil)
Second Circle Talent Option: Astral Sight (7; Per)
Third Circle Discipline Talent: Elemental Tongues (7; Per) (Air, Earth, Wood)
Third Circle Talent Option: Avoid Blow (7; Dex)
Fourth Circle Discipline Talent: Elemental Hold (1; Wil)
Fourth Circle Talent Option: Item History (6; Per)
Fifth Circle Discipline Talent: Summon Elementals (7; Per)
Fifth Circle Talent Option: Enhanced Matrix (3)
Sixth Circle Discipline Talent: Willforce (7; Wil)
Sixth Circle Talent Option: Steel Thought (7; Wil)
Seventh Circle Discipline Talent: Earth Skin (5; Tou)
Seventh Circle Talent Option: Cold Purify (3; Wil)
Free Talent: Standard Matrix (7)
Free Talent: Enhanced Matrix (7)
Scholar Talents
Arcane Mutterings (5; Cha)
Expansive Expertise (2) (Creature Lore - Anatomy, Ecology)
Read and Write Language (2; Per) (no languages chosen yet)
Book Memory (2; Wil)
Other Talents
Racial Talent: Versatility (7)
Versatility Talent: Taunt (5; Cha) (Juniper)
Versatility Talent: Battle Shout (5; Cha) (Keel)
Versatility Talent: Distract (5; Cha) (Truck)
Versatility Talent: Threadweaving - Nethermancy (5; Per) (Dale)
Versatility Talent: Frighten (4; Wil) (Dale)
Versatility Talent: Inspire Others (5; Cha) (Amhran)
Versatility Talent: Tiger Spring (5) (R'edtarian)
Talent Knacks
Acid Spray (Spellcasting, 2)
Jinx (Arcane Mutterings, 5)
Spells
Elementalist:
Air Armour (1)
Crunch Climb (1)
Earth Darts (1)
Flameweapon (1)
Heat food (1)
Purify Earth (1)
Purify Water (1)
Resist Element (Air, Earth, Fire, Water, Wood) (1)
Shelter (1)
Snuff (1)
Waterproof (1)
Air Mattress (2)
Fingers of Wind (2)
Shield Willow (2)
Ice Mace and Chain (3)
Plant Feast (3)
Elemental Spear (Air, Water, Wood) (4)
Lightning Step (4)
Fireball (5)
Metal Wings (6)
Earth Surfing (7)
Nethermancer:
Astral Spear (1)
Experience Death (1)
Shadow Meld (1)
Soul Armour (1)
Death's Head (2)
Last Chance (4)
Skills
Knowledge Skill: Barsaive History (1; Per)
Knowledge Skill: Botany (2; Per)
Knowledge Skill: Creature Lore (5; 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: Physician (3; Dex)
General Skill: Evidence Analysis (1; Per)
General Skill: Research (2; Per)
Alchemy Recipes: Booster Potion, Light Crystal, Kelix's Poultice, Kelia's Antidote
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 (2 weeks)
Hide Armour
Footman's Shield
Candle (5)
Chalk (25)
Scroll Case
Whistle
Torches (2)
Water Skin
Rope (8 yds)
Kelia's Antidote
Grappling Hook
Wool Hat
Wool Jacket
Gloves
Physician's Kit (9 Charges)
Light Quartz Lantern (expires Mar 11)
Navigation Charts
Horror Fend Charm
Common Bone Charm
Dwarf Winternight Cloak
Bedroll of Comfort
Pot of Grumbah, Large
Alchemy Lab
Healing Potion x 3
Last Chance Salve
Earthbound (TI Ring, Enhanced Matrix only)
Silver-tongued Veil of the Vociferously Gibbering Jabberwocky
Heavy Hide of Feathered Glory
2x Booster Potion
List each additional item on its own line
Threads Tied: 4
Scholar Path - Rank 3
Earthbound (Bronze Ring, Enhanced Matrix Item) - Rank 1
Silver-tongued Veil of the Vociferously Gibbering Jabberwocky - Rank 6 (3/3 Item History, 3/3 Research)
Heavy Hide of Feathered Glory - Rank 6 (3/3 item history, 1/3 research)
Misty: Riding Huttawa (Grey pattern) (not combat trained)
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.