Discipline: Elementalist 7 / Purifier 6
(totals include 10 Blood Magic Damage)
PD: 10 (+1)
MD: 14 (+1)
Recovery tests per day: 5
Carrying Capacity: 175
Wound Threshold: 13
Discipline Talent 1st circle: Awareness (7)
Discipline Talent 1st circle: Thread Weaving/Elementalism (8)
Discipline Talent 1st circle: Patterncraft (7)
Discipline Talent 1st circle: Spellcasting (8)
Discipline Talent 1st circle: Wood Skin (7)
Discipline Talent 2nd circle: Fire Heal (8)
Discipline Talent 3rd circle: Elemental Tongues (4) (Water, Air, Wood)
Discipline Talent 4rd circle: Elemental Hold (7)
Discipline Talent 5th circle: Summon (7)
Discipline Talent 6th circle: Willforce (8)
Discipline Talent 7th circle: Earth Skin (3)
Talent Option 1st circle: Standard Matrix (2)
Talent Option 2nd circle: Tracking (3)
Talent Option 3rd circle: Astral Sight (7)
Talent Option 4th circle: Wilderness Survival (1)
Talent Option 5th circle: Enhanced Matrix (5)
Talent Option 6th circle: Cold Purify (5)
Discipline Talent 1st circle: Avoid Blow (6)
Discipline Talent 1st circle: Claw Shape (6)
Discipline Talent 1st circle: Thread Weaving/Purity (1)
Discipline Talent 1st circle: Unarmed Combat (6)
Discipline Talent 1st circle: Wound Balance (6)
Discipline Talent 2nd circle: Wood Skin [also an Elementalist Talent]
Discipline Talent 3rd circle: Steel Thought (6)
Discipline Talent 4th circle: Blood Share (1)
Discipline Talent 5th circle: Purification (1)
Talent Option 1st circle: Anticipate Blow (6)
Talent Option 2nd circle:
Talent Option 3rd circle: Danger Sense (6)
Talent Option 4th circle: Tiger Spring (6)
Talent Option 5th circle: Cobra Strike (6)
Knowledge skills(rank): Barsaive History 3, Scourge History 3, Creature Lore 1
Artisan Skill(rank): Sculpting 3
Speak language skills(rank): 2 (Dwarf, Obsid)
Read/Write Language Skill(rank): 2 (Dwarf, Obsid)
Other Skills(Rank): Physician 4, Haggle 3, Animal Bond 1, Navigation 1, Research 1, Horror Lore 1, Resist Pain 2, Second Attack 1
1 Air Armor
1 Crunch Climb
1 Earth Darts
1 Heat Food
1 Purify Earth
1 Purify Water
1 Resist Element (x5)
2 Air Mattress
2 Icy Surface
2 Mantle of the Woodland Hunter
2 Shield Willow
3 Lightning Bolt
3 Plant Feast
3 Winds of Deflection
4 Elemental Spear (x5)
4 Lightning Step
4 Grove Renewal
5 Earth Staff
5 Shattering Stone
6 Tossing Earth
6 Mantle of the Fire Marauder
6 Metal Wings
7 Earth Surfing
8 Earth Wall
1 Crystal Buckler Shield
9 Booster Potion
3 Healing Potion
2 Kelix's Poultice
4 Kelia's Antidote
14 Physician's Kit uses
1 Upandal's Blessings
2 Desperate Spell charm (3 BMD)
1 Death Cheat charm (3 BMD)
3 Last Chance Salve
1 Horror Fend charm (3 BMD)
1 Earth Q'Wril buddy
1 Bone Charm (1 BMD)
Gift of Proteus: A small, everfresh lump of clay.
Journeyman/Enhanced Matrix Object (rank 4 thread tied)
Haldistan's Mantle (fully tied): A fancy black cloak with a silk lining with many pockets. It has silver buttons and a spiderweb pattern on the lining.
Thread Cost: Journeyman
Thread Rank 1: +1 Stealthy Stride
Thread Rank 2: +1 MD
Item History 3: The owner must learn where Haldistan got the materials for the cloak.
Research 3: He stole them.
Thread Rank 3: The owner may pull a strand of spider silk out of the cloak for use as a rope. For 3 Strain, the owner may cast Rope Ladder on the strand.
Thread Rank 4: +1 SD
Deed: The cloak has an Air Elemental inside it that can assist the owner. Appease it.
Thread Rank 5: The owner may alter the appearance of the cloak. For 1 Strain, the cloak can perfectly mimic the owner's surroundings and provide +3 to a Stealthy Stride test.
Thread Rank 6: Haldistan was known for sneaking into people's house through the chimney. The air elemental in the cloak can protect the owner from bad air and other suffocation threats.
Armor forged to +10 PA as of 2018/09/21, Crystal Plate enchantment renewed as of 2018/09/29.etherial wrote: ↑Fri Sep 14, 2018 2:27 amThread Crystal Plate: PA 7, MA 7, Init 5
Rank 1 Key Knowledge: The owner must learn the item's name.
Rank 1 Research Knowledge: Fortress Eternity
Rank 1: -1 Initiative Penalty
Rank 2: +1 Mystic Armor
Rank 3 Key Knowledge: The owner must learn the item's creator.
Rank 3 Research Knowledge: Ukrima the Fist
Rank 3: -2 Initiative Penalty
Rank 4: -3 Initiative Penalty
Rank 5 Deed: The owner must return to the creator's homeland and renew the enchantment there.
Rank 5: +1 Recovery Test
Rank 6: +1 Physical Armor
Rank 7 Key Knowledge: The owner must learn who the item was created for.
Rank 7 Research Knowledge: Oquer the Hammer
Rank 7: +2 Physical Armor, +1 to any Circle for calculating Durability
Rank 8: +2 Mystic Armor, for 1 Strain: +3 to Resist Knockdown
Purifier Half-Magic from ED3:
ED4 half-magic never strictly replaces Talents (that's what free Talents are for) but this is a good reference.Purifiers use half-magic for knowledge about all aspects of nature and when preserving natural environs, but also for knowledge of all that tends to corrupt nature, including the Horrors and misdeeds of Namegiver civilization. They gain access to the Navigation and Wilderness Survival skills via half-magic.
Step: Rank + WIL
The adept to uses their connection to the elements to remove debilitating effects affecting them. Each adept uses this talent in a different way; for example, a centering kata or purifying phrase. The adept then makes a Purification test against the highest Dispel Difficulty or Step (as appropriate) of the negative effects affecting them they wish to end. If successful, all such effects immediately end. This can include creature powers, disease, Horror powers, poison, spells, and talents, but does not include Horror marks or any powers used through Horror marks. During the turn this talent is used, the adept may only perform other Free actions (such as Avoid Blow) - they may not perform any Simple actions as their attention is drawn entirely into their purification ritual.