Zil, Windling Elementalist

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ChrisDDickey
Posts: 608
Joined: Sun Nov 27, 2016 10:02 pm

Zil, Windling Elementalist

Post by ChrisDDickey » Thu Jan 02, 2020 8:38 am

Roll20 Name:   Chris D.
Discord ID:   chrisddickey (@chrisddickey#0745)
Character Name:   Zil of Middle Jothan.
Race:   Windling. Astral Sight, Flight, Increased PD+2.  -25% armor costs. -80% weight. 

Characteristics
Dex: 14 (6) (Init -1 armor, -2 shield).
Str: 4 (3)
Tou: 11 (5)
Per: 16 (7)
Wil: 16 (7)
Cha: 15 (6)

Karma Mod: 6 Karma Step: 4 (d6) Karma Max: 12

PD: 12 (8 +2 Race, +2 Shield)
MD: 12 (9 + 2 Shield, +1 El 2nd)
SD: 9 (9)
PA: 5 (5 Hide armor)
MA: 4 (3 Nat, +1 Hide armor)
Uncon: 28 (22 + Dur)
Death: 35 (27 + Dur)
Wound Threshold: 9
Recovery tests per day: 2
Movement: 6/16 (fly)
Carrying Capacity: 25 (Armor 5 lbs, Shield 3 lbs. gear 11 lbs)

Discipline: Elementalist  
Circle: 2
Discipline Abilities:  Free Talent: Standard Matrix x2.
Half-Magic: Elementalists use 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 game master may choose to make this Half-Magic test on behalf of an Elementalist character at any time, as this innate sense is always active. 
Matrixes - Standard: 3 (2,2,1). 

[Discipline] Talents
1st DT: Awareness 3 Per (10)
1st DT: Patterncraft 2 Per (9)
1st DT: Spellcasting 3 Per (10)
1st DT: Thread Weaving Per (Elementalism) 3 (10)
1st DT: Wood Skin 3 Tou (8)
2nd DT: Fire Heal 2 Wil (9)
1st TO: Standard Matrix (1)
2nd DT: Avoid Blow 0 Dex
Other Talents
Racial Talent: Astral Sight: 1 Per (9) 

Talent Knacks
Talent Knack Name

Skills
Knowledge Skills:
1 Per (8): Barsaive History
1 Per (8): Legends and Heroes
1 Per (8): Horror Lore
Artisan Skills: 1 Chr (7) Beading:
General Skills: 3 Per (10): Physician
3 Per (10): Research
Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)

Equipment: (Carried)
Hide Armor (5 lbs) Crystal Raider Sheild (3 lbs). Light Quarts, small (worn as a necklass) 2 lbs.
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak) (<1 lbs)
bellypack, pouche, flint & steel, waterskin (4 lbs), Knife, whistle, chalk.
Grimoire (see above) (1 lbs).
Notebook book (unlisted, est 10 sp est <1 lbs).
Physicians Kit (3 lbs).
Potions, charms, Etc.: Kelia’s Antidote x 2.
Equipment on mount
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack) 2 pouches. 2 wooden buckets. Winter/Mountain gear and heavy blankets.
Artisan Tools: Beading kit (Beads and tools for making and stringing beads), stuff in the process of being made into beads (Earth Qwirl beaks, lion teeth, etc).
Writing Kit. 100 feet rope, 100 feet cord, 100 yards string. (38 lbs)
Trail Rations & Physicians Kit refills (See adventure rewards for numbers).

Threads Tied: None.

Mount:
Nanny - Ridding Goat. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA. Have Riding Tack.


Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. 
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter
(2) Air Mattress, Icy Surface, Shield Willow.
Spoiler:
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter
Spoiler:
Air Armor:
Spoiler:
Threads: 0 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank + 5 rounds
Effect: +3 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (minutes), Increase Effect (+1 Physical Armor), Additional Target (+Rank)
Air. This spell creates a protective cushion of air. The magician exhales slowly and makes a Spellcasting test against the target’s Mystic Defense. If successful, air rushes in under the target’s clothing, pushing outward to create a cushion and providing padding as well as ventilation. The target adds +3 Physical Armor and the effects of fatigue are reduced (GM’s discretion). If the target is not wearing clothing or armor he receives no benefit—there is nothing to constrain the air cushion, so it disperses. This spell is popular with elemental fire mining crews working near Death’s Sea.
Earth Darts:
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL + 3/Physical and -2 Physical Armor
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 Effect Step), Increase Effect (-2 Physical Armor), Increase Range (+10 yards), Additional Target (+1)
Earth. This spell transforms earth into crystalline darts that fly toward a foe, temporarily rending their armor in the process. The magician flings a handful of dirt into the air and makes a Spellcasting test against the target’s Mystic Defense. If successful, his Effect test determines how much damage is inflicted before Physical Armor is reduced. The damage is only dealt once; the duration refers to the armor reducing effect. The target’s armor returns to normal at the end of the duration.
Heat Food:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6 Range: Touch Duration: Rank + 5 minutes
Effect: Heats and rejuvenates one meal
Success Levels: Increase Effect (+1 meal)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (+1 meal)
Fire. This spell heats food and infuses it with beneficial magic. The magician breathes on his hands as if to warm them, causing them to glow a gentle red, then touches a meal and makes a Spellcasting (6) test. If successful, the glow transfers to the food which, within a minute, becomes steaming hot. Eating the food increases the effectiveness of Recovery tests. Consumption of a heated meal adds a +4 bonus to his next Recovery test.
Purify Water:
Spoiler:
Threads: 1 Weaving: 5 / 10 Casting: 6+ (see text) Range: Touch Duration: 1 round
Effect: WIL + 8
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step)
Water. This spell removes impurities from water. The magician smears a drop of water on his lips and then makes a Spellcasting test against the water’s Mystic Defense. Water that is simply muddy has a Mystic Defense of 6; disease-ridden or poisoned water resists with the Mystic Defense of the disease or poison; water that is Horror-tainted has a Mystic Defense equal to that of the Horror. Beverages with high water content, such as wine, juice, beer, or milk, can be purified by the spell, with all of the flavorful “impurities” removed, leaving behind pure water.
The magician’s Effect test determines how many quarts of water or beverage are purified.
This spell can be held in the same spell matrix as Purify Earth.
Shelter
Spoiler:
Threads: 4 Weaving: 5 / 10 Casting: 6 Range: 20 yards Duration: 10 hours
Effect: Creates a suitable shelter for one person
Success Levels: Increase Effect (+1 Person)
Extra Threads: Increase Effect (+1 Person), Increase Effect (+2 Detection), Increase Range (+10 yards)
Wood. This spell bends and weaves trees to form a suitable place to sleep for the night. The magician stands near the desired location of his shelter, visualizes the form it will take, pantomiming shaping the local flora into the necessary shapes with his hands, and then makes a Spellcasting (6) test.
If successful, the magician creates the desired shelter suitable for one person per success. The default shelter is rather crude, but effective. Extra threads may be woven to make the shelter more inaccessible, such as hidden at the base of a tree, or in the boughs of trees, increasing the difficulty of any Detection tests by +2 per thread.
(2) Air Mattress, Icy Surface, Shield Willow.
Spoiler:
Air Mattress:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: 10 hours
Effect: +2 Recovery test bonus
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 bonus), Increase Effect (-1 hour sleep required, minimum 4 hours), Additional Target (+Rank)
Air. This spell creates an air bed to promote healing. The magician anchors the corners of a blanket with something from any one of the four non-air elements—tree branches, rocks or dirt clods, and the like—then blows into his clenched fist as if inflating a balloon and makes a Spellcasting (6) test. If successful, a cushion of air forms under the blanket, turning it into a comfortable one-foot-thick mattress. Those who sleep on the mattress for six hours gain a +2 bonus to the first Recovery test they make within an hour of waking and are considered to have had sufficient sleep. The mattress remains inflated for the spell’s duration or until the blanket is moved or damaged.
Icy Surface:
Spoiler:
Threads: 0 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank + 5 rounds Area of Effect: 60-square-yard area, no greater than 20 yards in any dimension
Effect: WIL
Success Level: Increase Effect (+2 Effect Step)
Extra Threads: Increase Effect (+2 Effect Step), Increase Area (+10 square yards)
Water–Cold. This spell creates a slippery, icy surface that is treacherous to cross. The magician blows on the surface he wishes to affect and makes a Spellcasting (6) test. If successful, the target area is immediately covered with ice. The spot the magician blows on is one edge of the area—the ice extends from this point, to a maximum size equal to the area of effect. The magician’s Effect test determines the Difficulty Number for crossing the ice without slipping. Characters negotiating the slippery surface must make a Dexterity or suitable Talent or Skill test (creatures make a Dexterity
or Knockdown test). If successful, they can move across the icy surface at half their Movement Rate. If failed, they are Knocked Down.
Shield Willow:
Spoiler:
Threads: 1 Weaving: 6 / 11 Casting: 6 Range: Touch Duration: Rank minutes
Effect: +2 to its Physical and Mystic Defense
Success Level: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+1 bonus), Additional Target (+Rank)
Wood. This spell improves the resiliency of shields. The magician joins his fingers together, then touches the target shield and makes a Spellcasting (6) test. If successful, the shield sprouts roots and leaves and gains the resiliency of a willow tree, adding +2 to its Physical and Mystic Defense for the spell’s duration.

Zil's Backstory and personal "Way of the Elementalist"  
Zil is Cocky, and Curious, but Friendly and Easy-going.

Zil is Throalic, having grown up in Jothan Hall. He is thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems. 
He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.

Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.
Last edited by ChrisDDickey on Sat Feb 15, 2020 4:29 am, edited 15 times in total.

ottdmk
Posts: 192
Joined: Mon Dec 12, 2016 10:25 pm

Re: Zil, Windling Elementalist

Post by ottdmk » Fri Jan 03, 2020 8:29 pm

Sanctioned!
Spoiler:
ChrisDDickey wrote:
Thu Jan 02, 2020 8:38 am
Roll20 Name:   Chris D.
Discord ID:   chrisddickey (@chrisddickey#0745)
Character Name:   Zil of Middle Jothan.
Race:   Windling. Astral Sight, Flight, Increased PD+2.  -25% armor costs. -80% weight. 

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 2.5 (character creation note: Physicians kit 50, riding goat 10, Windling sized hide armor 37.5)

Discipline: Elementalist  
Circle: 1
Discipline Abilities:  Free Talent: Standard Matrix x2.
Half-Magic: Elementalists use 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 game master 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: 14 (6)
Str: 4 (3)
Tou: 11 (5)
Per: 16 (7)
Wil: 16 (7)
Cha: 15 (6)

Karma Mod: 6
Karma Step: 4 (d6)
Karma Max: 6

Uncon: 25
Death: 31
PD: 10 (8 +2 Race)
PA: 5 (5 Hide armor)
MD: 9 (9)
MA: 4 (3 Nat, +1 Hide armor)
SD: 9 (9)
Movement: 6/16
Carrying Capacity: 25 (Armor 5 pounds)
Wound Threshold: 9
Recovery tests per day: 2

[Discipline] Talents
First Circle Discipline Talent: Awareness 0 Per ()
First Circle Discipline Talent: Patterncraft 2 Per (9)
First Circle Discipline Talent: Spellcasting 3 Per (10)
First Circle Discipline Talent: Thread Weaving Per (Elemntalism) 3 (10)
First Circle Discipline Talent: Wood Skin 0 Tou ()
First Circle Talent Option: Standard Matrix (0)

Other Talents
Racial Talent: Astral Sight: 0 Per () 

Talent Knacks
Talent Knack Name

Skills
Knowledge Skills:
1 Per (8): Barsaive History
1 Per (8): Legends and Heroes
1 Per (8): Horror Lore
Artisan Skills: 1 Chr (7) Beading:
General Skills: 3 Per (10): Physician
3 Per (10): Research
Language Read/Write: 2 (Throalic, Windling)
Speak: 2 (Throalic, Windling)

Spells
Grimoire: Zil's grimoire is constructed by Beading, and consists of necklaces, bracelets, anklets, belts, headbands, etc. Each bead, it's size, shape, composition, and order has meaning to him. Zil wears his grimoire, and many of his possessions have bead-work incorporated into it. He also carries a small book for more mundane notes, which some might mistake for his grimoire. 
(1) Air Armor, Earth Darts, Heat Food, Purify Water, Shelter
(2) Shield Willow.

Equipment: 
Hide Armor.
Adventurer’s Kit (bellypack, bedroll, flint & steel, torch, waterskin, large sack).
Artisan Tools: Beading kit (Beads and tools for making and stringing beads).
Knife
Grimoire (see above).
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Physicians Kit (usages left: 3)

Threads Tied: None.

Mount:
Nanny - Ridding Goat. Speed 16, Weight 150, Carry 250, Feed 1cp per day, stable NA.

Zil's Backstory and personal "Way of the Elementalist"  
Zil is Cocky, and Curious, but Friendly and Easy-going.

Zil is Throalic, having grown up in Jothan Hall. He is thrilled to be free of it's underground halls. He has a wide-eyed enthusiasm and curiosity about this newly opened surface world that he has previously only heard about in song and legend. He was raised in one of the several Windling communities that weathered the scourge in Throal. There did not happen to be any Windling elementalists in his community, so when he proved to be an Aspirant, he was apprenticed to a well respected dwarf who works in the public works department maintaining the huge kaers air and water systems. 
He has an appreciation for the arts and delights in plays and song. He is friends with several Questors of Astendar, and has contemplated joining their ranks.

Zil takes Elementalism very seriously, and believes in the elemental balance of the world. He will be delighted at the air and wood, and the untamed water outside the gates of Throal. He will realize that all his life he has been suffering from an imbalance of too much earth. He will be shocked to his core the first time he see's horror taint and corruption.

ChrisDDickey
Posts: 608
Joined: Sun Nov 27, 2016 10:02 pm

Re: Zil, Windling Elementalist

Post by ChrisDDickey » Wed Jan 15, 2020 5:43 pm

Marking the Beginnings (GM rewards)
Spoiler:
LFG/AAR: http://www.fasagames.com/forum/viewtopi ... 307#p11307

Code: Select all

                    Old   Award  Journal  Spent  Current     Lifetime - Old      New 
TIPs                  0       3                        1                  0        1
Legend points         0     100             100        0                  0      100
Silver              2.5      75              76.3      1.2                0       75
Items awarded -     
Items used / Purchased:
Physician Kit - Used: 0, Current: 6. Bought refill (+3)(25 sp).
Buy Tack for riding goat (3.3 sp). Buy Writing Kit (23 sp) and empty notebook book (unlisted, est 20 sp), 3 pouches, waterskin, whistle, chalk.

Downtime: 14 days awarded. Activity: None.

Legend Spent: Talent Option: Standard Matrix 0->1 (100 lp).
Hunting Party
Spoiler:
LFG/AAR: http://fasagames.com/forum/viewtopic.ph ... 387#p11387

Code: Select all

                    Old   Award  Journal  Spent  Current     Lifetime - Old      New 
TIPs                  1       1                        4                  0        4
Legend points         0     200     10      200       10                100      310
Silver              1.2     150     37.5     14      174.7             112.5      262.5
Items awarded -     
Items used / Purchased:
Physician Kit - Used: 1 Current: 5.
Buy Small Notebook (10 sp), 2 wooden buckets (4 sp).

Downtime: 14 days awarded. Activity: None.

Legend Spent: Awareness, woodskin 0->1 (100, 100 lp).
A Brotherhood of Stone GM rewards
Spoiler:
LFG/AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=1563

Code: Select all

                    Old   Award  Journal  Spent  Current     Lifetime - Old      New 
TIPs                  4       1               0        5                  4        5
Legend points        10     100      0      100       10                310      410
Silver             174.7     75      0.0    165       84.7              262.5    337.5
Items awarded -     
Items used / Purchased:
Physician Kit - Used: 0 Current: 11. (after buying two more refills 50 sp).
Buy: Rope 38 1/3 yards (115 sp) (38 lbs).

Downtime: 14 days awarded. Activity: None.

Legend Spent:Wood Skin 0->1 (100 lp)
Searching Survivors
Spoiler:
LFG/AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=1572

Code: Select all

                      Award  Journal  Spent  Current        Lifetime 
TIPs                      3               0        8               8
Legend points           200     10      200       20             620
Silver                  150     37.5    225       47.2           525
Items awarded -     
Items used / Purchased:
Physician Kit - Used: 1 Current: 10.
Buy: Crystal Raider Sheild (150sp). Light Quarts, small (worn as a necklass) 75sp.

Downtime: 14 days awarded. Activity: Worked with Maksym Koval (Craftsman step 16) to convert 5 yards of rope into 100 yards of twine and 100 feet of cord.
Legend Spent:Wood Skin 1->2 (200 lp)
Tale of Three Brothers: The Hidden
Spoiler:
LFG/AAR: http://www.fasagames.com/forum/viewtopi ... 361a563d1e

Code: Select all

                      Award  Journal  Spent  Current        Lifetime 
TIPs                      5               0       13              13
Legend points           300     15      300       35             935
Silver                  225     56.25   225       78.45          806.25
Items awarded -     
Items used / Purchased:
Trail Rations - Used: 3. Current: 11. Bought 7 days (10 sp)
Physician Kit - Used: 3. Current: 10. Bought one refill (25 sp)
Buy: Circle Training (200 sp). Winter/Mountain Clothing and blanket (15 sp).

Downtime: 14 days awarded. Activity: Circle Training, 7 days. (Learned Icy Surface spell). Spent some time researching the true names of several monsters I have fought recently. Cadaver Men.
Legend Spent:Awareness 1->2 (200 lp), Fire Heal 0->1 (100 lp)
Searching Reagents
Spoiler:
LFG/AAR: http://www.fasagames.com/forum/viewtopi ... =55&t=1582

Code: Select all

                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3               0       16              16
Legend points           800     40      200       75            1775
Silver                  105     57.5    100      140.95          968.75        125
Items awarded -  2 Kelia’s Antidote    
Items used / Purchased:
Trail Rations - Used: 0. Current: 11.
Physician Kit - Used: 1. Current: 9.
Buy: Air Mattress spell (100 sp 200 lp)

Downtime: 14 days awarded. Activity:
Legend Spent:Awareness, Wood Skin 2->3 (300, 300 lp).
River Access
Spoiler:
http://fasagames.com/forum/viewtopic.ph ... 701#p11701

Code: Select all

                      Award  Journal  Spent  Current        Lifetime   LT loot in lue of silver
TIPs                      3              18        1              19
Legend points           200     10      200       85            1985
Silver                  150     37.5      0      328.55         1157.25        125
Items awarded -  None    
Items used / Purchased:
Trail Rations - Used: 0. Current: 11.
Physician Kit - Used: 0. Current: 9.
Buy:

Downtime: 14 days awarded. Activity:
Legend Spent: Fire Heal 1->2 (200).

Thread Item Request:
Character Name: Zil
Character forum thread link: http://www.fasagames.com/forum/viewtopi ... 361#p11361
Points spent on item tier (10/20/30): 10 (Journeyman)
Points spent on random upgrade chance (0-8): 0
Points spent on item choice (0-8): 8
If 6 or 8 points spent on item choice, select exact base item: Worn, Spellcasting, a tiny bracelet.
If 8 points spent on item choice, select 1 requested power: A Matrix of rank equal to the thread rank).
Total TIPs spent: 18
Note: This item is not a stand-alone Spell Matrix Object. It is a thread item, one of it's powers is that it contains a spell matrix.

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