Orlam Rolfson, Human Elementalist

Moderator:etherial

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am
Orlam Rolfson, Human Elementalist

Post by Sharkforce » Tue Jun 30, 2020 1:54 am

Roll20 Name: Sharkforce
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)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

The veil appears as a glistening series of interconnected tiny sequins, even in the stillness the veil seems to shimmer. For how polished the sequins are they do not appear to be metallic, and make no noise as the veil moves.

Thread Rank One
Key Knowledge: The owner must learn the item’s Name.
Effect: The Veil grants +1 Social Defense

Thread Rank Two
Effect: The Veil grants +1 Mystic Defense

Thread Rank Three
Key Knowledge: Must learn where the Veil was made (Arkhazid Jungle)
Effect: The Veil grants +2 Social Defense

Thread Rank Four
Effect: The Veil grants +2 to Interaction tests

Thread Rank Five
Key Knowledge: What is the veil made of (Jabberwocky Cicadas, a tiny silvered insect from the Arkhazid Jungle)
Effect: The veil begins to shift and move, the ‘sequins’ begin to coalesce upon the wearer's mouth and disappear. When the user next opens their mouth, their tongue is covered in the sequins. For 2 strain, the adept may treat a talent that targets an opponent's Social Defense as inflicting an additional -1 to impairment/debuff effects (i.e. BattleShout, Taunt, Distract).

Thread Rank Six
Effect: The wearer may spend an additional point of Karma on any talent that targets an opponent's Social Defense and has an impairment/debuff effect.
Note to self: the Karma use can be done multiple times per round.

Heavy Hide of Feathered Glory - Rank 6 (3/3 item history, 1/3 research)
Spoiler:
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

This black hide armor has large shoulder guards adorned with large feathers and the entire armor is stitched together with blue thread. The blue thread is also used to create wondrous images of griffin's in flight and at rest.
The armor keeps a shine in all conditions and the feathers regrow if lost due to heavy usage by the wearer. After some time the tough hide molds to the wearer which results in the wearers skin to darken and take on the hides toughness.

Without a thread tied to the item it functions as a normal set of hide armor
Physical Armor: 5
Mystic Armor: 1
Initiative Penalty: 1

Thread Rank One
Key Knowledge: Learn the Armor's name: Heavy Hide of Feathered Glory
Effect: The armor is Physical Armor 6

Thread Rank Two
Effect: When using Woodskin, the bark in the wearer's skin now carries repeating patterns of feathers. The wearer gains +1 Rank to Woodskin.

Thread Rank Three
Key Knowledge: Discover which creature's hide you are wearing: Griffin
Effect: The armor is Physical Armor 7

Thread Rank Four
Effect: The wearer gains +2 Woodskin

Thread Rank Five
Key Knowledge: Research for whom the armor was created for and why)
Effect: The wearer gains the ability to spend an additional karma point on any recovery tests.

Thread Rank Six
Effect: The wearer gains +1 recovery test
Animal Companions:
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.
Last edited by Sharkforce on Mon Apr 11, 2022 8:10 am, edited 23 times in total.

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

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by ottdmk » Tue Jul 14, 2020 10:38 pm

Sanctioned!
Spoiler:
Sharkforce wrote:
Tue Jun 30, 2020 1:54 am
Roll20 Name: Sharkforce
Discord ID: sharkforce#4983
Character Name: Orlam Rolfson
Race: Human

Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 4

Discipline: Elementalist
Circle: 1
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.

Characteristics
Dex: 13 (6 )
Str: 13 (6 )
Tou: 13 ()
Per: 16 (7)
Wil: 13 (6 )
Cha: 13 (6)

Karma Mod: 5
Karma Step: 4 (D6)
Karma Max: 6
Uncon: 29 (26 + durability 3)
Death: 36 (31 + durability 3 + circle 1)

PD: 8 (10 with shield)
PA: 0 (5 in armour)
MD: 9 (9 with shield)
MA: 2 (3 in armour)
SD: 8

Movement: 12
Carrying Capacity: 125
Wound Threshold: 9
Recovery tests per day: 3

Elementalist Talents
First Circle Discipline Talent: Awareness (1; Per)
First Circle Discipline Talent: Patterncraft (1; Per)
First Circle Discipline Talent: Spellcasting (3; Per)
First Circle Discipline Talent: Thread Weaving: Elementalism (3; Per)
First Circle Discipline Talent: Wood Skin (0; Tou)

Free Talent: Standard Matrix (1)
Free Talent: Standard Matrix (1)

Other Talents
Racial Talent: Versatility (0)

Talent Knacks
None

Spells
Air Armour (1)
Crunch Climb (1)
Earth Darts (1)
Flameweapon (1)
Heat food (1)
Shelter (1)
Waterproof (1)

Skills
Knowledge Skill: Barsaive History (1; Per)
Knowledge Skill: Botany (1; 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: Avoid Blow (3; Dex)

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 (1 week)
Hide Armour
Footman's Shield
Candle (5)
Chalk (25)
Scroll Case
Whistle
Torches (2)
Water Skin
Rope (8 yds)


List each additional item on its own line

Threads Tied:
None


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.

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Wed Jul 15, 2020 4:32 am

Git Along Little Dogie!
http://fasagames.com/forum/viewtopic.php?p=14445#p14445

Rewards:
TIPs 3
Legend points 800 (+40 Journal)
Silver 192 (+50 Journal)
Items Silk Cloak (valued at 16 sp)

Items used:
None

Are you going to write a Journal? Yes
http://fasagames.com/forum/viewtopic.php?p=14449#p14449

Downtime:
Circle up to 2 in Elementalist (1 week) (200 sp)

Legend Spent:

Raised Patterncraft from 1 to 2 (200 LP)
Raised Wood skin from 0 to 2 (300 LP)
Raised Awareness from 1 to 2 (200 LP)
Raised Talent Option 1 Standard Matrix to 1 (100 LP)

Remaining unspent LP: 40

Purchases in the Grand Bazaar: (including things mentioned above)

8 sp alternate reward, fancy silk cloak
Training, circle 2 elementalist (200 sp)

Remaining unspent silver: 46

Free spell learned on circle-up: Shield Willow (2)

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Sun Jul 26, 2020 12:13 am

The Farmer in the Dell
http://fasagames.com/forum/viewtopic.php?p=14641#p14641

Rewards:
TIPs 3
Legend points 800 (+40 Journal)
Silver 112.5 (+50 Journal)
Items 1 booster potion, 1 Kelia's antidote

Items used:
None

Are you going to write a Journal? Yes
http://fasagames.com/forum/viewtopic.php?p=14683#p14683

Downtime:
Learn Taunt from Juniper (1 week)
Forge hide armour from 0 to 1 (1 week)

Legend Spent:

Raised Wood skin from 2 to 3 (300 LP)
Raised Versatility from 0 to 1 (100 LP)
Learned Taunt from Juniper up to 1 (200 LP)
Learned new spell Air Mattress (C2) (200 LP)

Remaining unspent LP: 80

Purchases in the Grand Bazaar: (including things mentioned above)

Forge Armour from 0 to 1
Training, circle 2 spell (100 sp)

Remaining unspent silver: 58.5

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Sat Oct 10, 2020 5:01 am

The Wolf Pack and the Six Pack
http://fasagames.com/forum/viewtopic.php?p=16112#p16112

Rewards:
TIPs 3
Legend points 800 (+40 Journal)
Silver 200 (+50 Journal)

Items used:
None

Are you going to write a Journal? Yes

Downtime:
Forge Armour (Hide) from +1 to +2 (100 sp) (1 week)


Legend Spent:

Raise Awareness from 2 to 3 (300 LP)
Learn Fire Heal at rating 3 (600 LP)

Remaining unspent LP: 20

Purchases in the Grand Bazaar: (including things mentioned above)

Forge Armour from 1 to 2 (100 sp)

Remaining unspent silver: 208.5


Thread Item Points:

9 current
9 lifetime
0 pending

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Thu Nov 05, 2020 5:00 am

X Marks the Spot
AAR

Rewards:
TIPs 3
Legend points 800 (+40 Journal)
Silver 190 (+50 Journal)
1 week rations (alternate award, 10 sp/2 = 5 sp)
Grappling Hook (alternate awared, 10 sp/2 = 5 sp)

Items used:
None

Are you going to write a Journal? Yes

Downtime:

Train Elementalist to Circle 3 (5 days)
Learn Battle Shout at rating 1 (1 week)



Legend Spent:

Raise Patterncraft from 2 to 3 (300 LP)
Learn Astral Sight at rating 1 (100 LP)
Increase Versatility to 2 (200 LP)
Learn Battle Shout at rating 1 (200 LP) (versatility, Learned from Keel)

Remaining unspent LP: 60

Purchases in the Grand Bazaar: (including things mentioned above)

alternate awards (1 week rations, grappling hook - 10 sp removed from adventure award)
Training to Circle 3 Elementalist - 300 sp


Remaining unspent silver: 148.5


Thread Item Points:

12 current
12 lifetime
0 pending
Last edited by Sharkforce on Thu Jan 14, 2021 6:48 am, edited 2 times in total.

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Sun Nov 15, 2020 2:20 am

Bridging the Gap
AAR

Rewards:
TIPs 3
Legend points 1400 (+70 Journal)
Silver 275 (+68.8 Journal)

Items used:
None

Are you going to write a Journal? Yes

Downtime:

Skill Training (Evidence Analysis, Rank 1) (1 Week)



Legend Spent:

Learn 3rd Circle Discipline Talent Elemental Tongues at 1 (100 LP)
Learn 3rd Circle Talent Option Avoid Blow at 3 (600 LP)
Raise Spellcasting from 3 to 4 (500 LP)

Learn New Skill Evidence Analysis to Rank 1 (300 LP)

Remaining unspent LP: 30

Purchases in the Grand Bazaar: (including things mentioned above)

Skill Training: Evidence Analysis (rank 1) (10 sp)
Wool Hat, Wool Jacket, Gloves (14.2 sp)
Riding Huttawa (95 sp)


Remaining unspent silver: 373.1


Thread Item Points:

15 current
15 lifetime
0 pending

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Sun Nov 29, 2020 7:28 am

I Like Big Buds and I Cannot Lie.
AAR

Rewards:
TIPs 3
Legend points 1400 (+70 Journal)
Silver 200 (+68.8 Journal)
Physician's Kit (50 sp value, 25 as reward)
6 charges physician's kit refill (50 sp value, 25 as reward)
Booster Potion (50 sp value, 25 as reward)

Items used:
None

Are you going to write a Journal? Yes

Downtime:

Increase Skill Botany from 1 to 2 (2 weeks)


Legend Spent:

Increase Skill Botany from 1 to 2 (300 LP)

Increase Wood Skin from 3 to 4 (500 LP)
Increase Avoid Blow from 3 to 4 (500 LP)

Remaining unspent LP: 200

Purchases in the Grand Bazaar: (including things mentioned above)

Physician's Kit (25 sp - 50% discount as alternate award)
Physician's Kit Refill, 6 Charges (25 sp - 50% discount as alternate award)
Booster Potion (25 sp - 50% discount as alternate award)
Skill Training (Botany, Rating 2) (40 sp)


Remaining unspent silver: 601.9


Thread Item Points:

2 current
18 lifetime
16 pending http://fasagames.com/forum/viewtopic.php?p=16867#p16867
Last edited by Sharkforce on Sun Jan 03, 2021 1:19 am, edited 1 time in total.

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist [SECONDARY]

Post by Sharkforce » Sun Jan 03, 2021 1:19 am

Gateway to the Mountain Kingdom
AAR

Rewards:
TIPs 3
Legend points 1400 (+70 Journal)
Silver 82.5 (+68.8 Journal)
Healing Potion (300 sp value, 150 sp as reward)
Light Quartz Lantern (85 sp value, 42.5 sp as reward)

Items used:
None

Are you going to write a Journal? Yes

Downtime:

Forge Hide Armour from +2 to +3 (1 week)
-- during same week, Item History on Enhanced Matrix Object (Bronze Ring "Earthbound")(from Calina)
Research on Enhanced Matrix Object (Bronze Ring "Earthbound") (1 week)


Legend Spent:

Tie Rank 1 Thread to Enhanced Matrix Object (Bronze Ring "Earthbound") 200 LP
Increase Taunt(versatility) from 1 to 2 (300 LP)

Increase Threadweaving - Elementalism from 3 to 4 (500 LP)
Increase Awareness from 3 to 4 (500 LP)

Remaining unspent LP: 170

Purchases in the Grand Bazaar: (including things mentioned above)

Healing Potion (150 sp - 50% discount as alternate reward)
Light Quartz Lantern (42.5 sp - 50% discount as alternate reward)

Forging Armour to +3 (150 sp)
Item History rank 1 (37.5 sp) (50% discount from Calina)
Research (75 sp) (50% discount from Calina


Remaining unspent silver: 490.7 sp


Thread Item Points:

5 current
21 lifetime
0 pending
Last edited by Sharkforce on Thu Jan 14, 2021 6:41 am, edited 1 time in total.

Sharkforce
Posts:527
Joined:Thu Feb 28, 2019 8:39 am

Re: Orlam Rolfson, Human Elementalist

Post by Sharkforce » Mon Jan 11, 2021 2:18 am

False Profit
AAR

Rewards:
TIPs 5
Legend points 2000 (+100 Journal)
Silver 413 (+103.3 Journal)

Items used:
None

Are you going to write a Journal? Yes

Downtime:

Circle 4 Elementalist Training (5 days)


Legend Spent:

Increase Elemental Tongues from 1 to 2 (200 LP)
Increase Patterncraft from 3 to 4 (500 LP)
Increase Fire Heal from 3 to 4 (500 LP)
Learn New Talent Elemental Hold to Rank 1 (100 LP)
Learn New Talent Item History to Rank 3 (600 LP)

Learn New Spell Plant Feast (3) (300 LP)
Learn New Spell Lightning Step (4) (free on circle increase)

Remaining unspent LP: 70

Purchases in the Grand Bazaar: (including things mentioned above)

Circle 4 Elementalist Training (500 sp)
Plant Feast (3) (150 sp)


Remaining unspent silver: 357 sp


Thread Item Points:

10 current
26 lifetime
0 pending

Post Reply