Barag Yurdum, Dwarf Elementalist [ECR 2]

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Rathan01
Posts: 57
Joined: Sat Jul 25, 2020 6:50 pm

Barag Yurdum, Dwarf Elementalist [ECR 2]

Post by Rathan01 » Thu Sep 24, 2020 4:15 pm

Roll20 Name: Rathan01
Discord ID: Rathan01#6857
Character Name: Barag Yurdum
Race: Dwarf
Image
ECR: 2 (600-2,299 Legend)
Lifetime Legend Total: 840
Unspent Legend: 40
Thread Item Points: 3
Silver: 28

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[b]Name:[/b] [url=http://fasagames.com/forum/viewtopic.php?p=15862#p15862]Barag Yurdum[/url]
[b]Date of Last Game Played:[/b] 2020-10-16
[b]Circle:[/b] ECR 2
[b]Discipline:[/b] Elementalist 2
[b]Unique:[/b] [list][*]Heat food
[*]Purify water
[*]Shelter[/list]
[b]Downtime:[/b] none
SOP
Spoiler:

Code: Select all

**Barag's SOP**
**Matrices**
Std (2) - Air Armor
Std (2) - Earth Darts
Std (2) - Shield Willow
**Chain Casting**
Air Armor - 1 Extra Thread (Duration: Minutes) - +3 PA self
Shield Willow - +2 PA/MA self
**Camp**
Switch to Heat Food and Shelter
Discipline: Elementalist
Circle: 2
Discipline Abilities
Durability: 3

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 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: 11 / 5
Str: 8 / 4
Tou: 17 / 7
Per: 17 / 7
Wil: 17 / 7
Cha: 10 / 5

Karma Mod: 4
Karma Step: 4
Karma Max: 8
Uncon: 40
Death: 49

Init: 5 (4)
PD: 7 (8)
PA: (5)(10)
MD: 10
MA: 3 (4)(6)
SD: 6

Movement: 10
Carrying Capacity: 80
Wound Threshold: 11
Recovery tests per day: 3

[Discipline] Talents
First Circle Discipline Talent: Awareness (1)
First Circle Discipline Talent: Patterncraft (2)
First Circle Discipline Talent: Spellcasting (2)
First Circle Discipline Talent: Thread Weaving (Elementalism) (3)
First Circle Discipline Talent: Wood Skin (2)
First Circle Talent Option: Standard Matrix (2)
Second Circle Discipline Talent: Fire Heal (1)

Free Talent: Standard Matrix (2)
Free Talent: Standard Matrix (2)

Other Talents
Racial Talent: Heat Vision

Talent Knacks
Talent Knack Name

Spells
Grimoire: Barag's grimoire is composed of a braided ligament necklace with thin metal plates etched with runes. Barag uses a runic shorthand to keep all his spells and research notes on these plates. 

(1) Air Armor, Earth Darts, Flameweapon, Heat Food, Purify Water, Resist Element (fire), Shelter.
(2) Shield Willow
Spell Details:
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 (+2 Physical Armor (errata)), 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.
Flameweapon:
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank + 5 rounds
Effect: Adds Step 4/D6 fire damage to weapon/Physical
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Additional Target (+Rank)
Fire. This spell enflames a weapon. The magician snaps his fingers and makes a Spellcasting test against the wielder’s Mystic Defense. If successful, a flame leaps from his fingers and engulfs the weapon in fire, except for the part where it is held. The wielder adds a D6 Bonus Die to the fiery weapon’s Damage test. The spell can be cast on weapons made from any material—wood, metal, bone, and so on. The flame inflicts no physical damage to the weapon.
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.
Resist Element (fire)
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 Physical and Mystic Armor vs. element
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Effect (+1 bonus), Additional Target (+Rank)
Element [Air, Earth, Fire, Water, and Wood]. This spell is five different spells that must each be learned individually. Each allows a character to better handle sudden and prolonged exposure to the specified element. The magician conjures the element upon the palm of his hand and makes a Spellcasting test against the target’s Mystic Defense. If successful, the element melts away as he touches the target. The target adds +3 to his Physical and Mystic Armor against element-based damage.
The different elemental versions of this spell can be held in the same spell matrix.
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.
Skills
Knowledge Skill: Horror Lore (2)
Knowledge Skill: Heroes and Legends (2)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, Obsidiman)

Artisan Skill: Rune Carving (2)
General Skill: Avoid Blow (2)
General Skill: First Impression (1)
General Skill: Physician (2)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (Rune Carving)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Hide Armor (50sp) 25lbs
Buckler (5sp) 3lbs
Quarterstaff (5sp) 4lbs
Firefly Chalk 1 (12sp)
Physician's Kit and 2 refills


Threads Tied:

Animal Companions:

Brief Backstory:
Barag Yurdum comes from a somewhat wealthy family in Throal. He is the second son and definitely an odd duck to the rest of his family. His parents have realized that his focus isn't on the family business and they have sent him out to figure out his place in the world. He is very focused on learning all the intricacies and interactions of the five elements and will go into great detail about them if asked.

Barag is a fairly young dwarf who has chestnut brown hair, grey eyes, and a full beard braided into 5 parts. Each part of his braided beard ends with a ring. Each ring represents one of the five elements; Ebony wood, Marble earth, Lightning glass air, Light quartz fire, and Lapis Lazuli water. (The light quartz is too small to give off any usable amount of light.) He also shaves his head to show off the runic designs he has tattooed on his scalp.
Last edited by Rathan01 on Sat Oct 17, 2020 5:45 am, edited 13 times in total.

ottdmk
Posts: 403
Joined: Mon Dec 12, 2016 10:25 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 1, Secondary] - Needs Sanction

Post by ottdmk » Wed Oct 07, 2020 5:10 pm

Sanctioned!
Spoiler:
Rathan01 wrote:
Thu Sep 24, 2020 4:15 pm
Roll20 Name: Rathan01
Discord ID: Rathan01#6857
Character Name: Barag Yurdum
Race: Dwarf
Image
ECR: 1 (0-599 Legend)
Lifetime Legend Total: 0
Unspent Legend: 0
Thread Item Points: 0
Silver: 28

Sign Up
Spoiler:

Code: Select all

[b]Name:[/b] [url=http://fasagames.com/forum/viewtopic.php?p=15862#p15862]Barag Yurdum[/url]
[b]Date of Last Game Played:[/b] never
[b]Circle:[/b] 1
[b]Discipline:[/b] Elementalist
[b]Unique:[/b] na
[b]Downtime:[/b] none

Note: [color=#FF0000][b]Secondary Character.[/b][/color]
SOP
Spoiler:

Code: Select all

**Barag's SOP**
Karma Ritual in the morning.
**Matrices**
Std (1) - Air Armor
Std (1) - Earth Darts
Std (1) - Flameweapon
Discipline: Elementalist
Circle: 1
Discipline Abilities
Durability: 3

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 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: 11 / 5
Str: 8 / 4
Tou: 17 / 7
Per: 17 / 7
Wil: 17 / 7
Cha: 10 / 5

Karma Mod: 4
Karma Step: 4
Karma Max: 4
Uncon: 37
Death: 45

Init: 5 (4)
PD: 7 (8)
PA: (5)
MD: 10
MA: 3 (4)
SD: 6

Movement: 10
Carrying Capacity: 80
Wound Threshold: 11
Recovery tests per day: 3

[Discipline] Talents
First Circle Discipline Talent: Awareness ()
First Circle Discipline Talent: Patterncraft (1)
First Circle Discipline Talent: Spellcasting (2)
First Circle Discipline Talent: Thread Weaving (Elementalism) (3)
First Circle Discipline Talent: Wood Skin (1)
First Circle Talent Option: Standard Matrix (1)

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

Other Talents
Racial Talent: Name (Rank)

Talent Knacks
Talent Knack Name

Spells
Grimoire: Barag's grimoire is composed of a braided ligament necklace with thin metal plates etched with runes. Barag uses a runic shorthand to keep all his spells and research notes on these plates. 

(1) Air Armor, Earth Darts, Flameweapon, Heat Food, Purify Water, Resist Element (fire), Shelter.
Spell Details:
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 (+2 Physical Armor (errata)), 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.
Flameweapon:
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank + 5 rounds
Effect: Adds Step 4/D6 fire damage to weapon/Physical
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Additional Target (+Rank)
Fire. This spell enflames a weapon. The magician snaps his fingers and makes a Spellcasting test against the wielder’s Mystic Defense. If successful, a flame leaps from his fingers and engulfs the weapon in fire, except for the part where it is held. The wielder adds a D6 Bonus Die to the fiery weapon’s Damage test. The spell can be cast on weapons made from any material—wood, metal, bone, and so on. The flame inflicts no physical damage to the weapon.
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.
Resist Element (fire)
Spoiler:
Threads: 0 Weaving: 5 / 10 Casting: TMD Range: Touch Duration: Rank minutes
Effect: +3 Physical and Mystic Armor vs. element
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Effect (+1 bonus), Additional Target (+Rank)
Element [Air, Earth, Fire, Water, and Wood]. This spell is five different spells that must each be learned individually. Each allows a character to better handle sudden and prolonged exposure to the specified element. The magician conjures the element upon the palm of his hand and makes a Spellcasting test against the target’s Mystic Defense. If successful, the element melts away as he touches the target. The target adds +3 to his Physical and Mystic Armor against element-based damage.
The different elemental versions of this spell can be held in the same spell matrix.
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.
Skills
Knowledge Skill: Horror Lore (2)
Knowledge Skill: Heroes and Legends (2)

Read/Write Language: (1) (Throalic)
Speak Language: (2) (Throalic, Obsidiman)

Artisan Skill: Rune Carving (2)
General Skill: Avoid Blow (2)
General Skill: Awareness (1)
General Skill: Physician (2)

Equipment:
Adventurer’s Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack)
Artisan Tools (Rune Carving)
Dagger
Grimoire
Traveler’s Garb (soft boots, shirt, belt, robe or breeches, traveler’s cloak)
Trail Rations (1 week)
Hide Armor (50sp) 25lbs
Buckler (5sp) 3lbs
Quarterstaff (5sp) 4lbs
Firefly Chalk 1 (12sp)


Threads Tied:

Animal Companions:

Brief Backstory:
Barag Yurdum comes from a somewhat wealthy family in Throal. He is the second son and definitely an odd duck to the rest of his family. His parents have realized that his focus isn't on the family business and they have sent him out to figure out his place in the world. He is very focused on learning all the intricacies and interactions of the five elements and will go into great detail about them if asked.

Barag is a fairly young dwarf who has chestnut brown hair, grey eyes, and a full beard braided into 5 parts. Each part of his braided beard ends with a ring. Each ring represents one of the five elements; Ebony wood, Marble earth, Lightning glass air, Light quartz fire, and Lapis Lazuli water. (The light quartz is too small to give off any usable amount of light.) He also shaves his head to show off the runic designs he has tattooed on his scalp.

Rathan01
Posts: 57
Joined: Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 2]

Post by Rathan01 » Sat Oct 17, 2020 5:39 am

Road Trip

Spoiler:
Rewards:
TIPs: 3
Legend points: 840
Silver: 200

Items used:

Are you going to write a Journal?
yes

Downtime:
Elementalist 2 Training (5 days)

Legend Spent:
Patterncraft 1 to 2 (200 lp)
Standard Matrix 1 to 2 (200 lp)
Wood Skin 1 to 2 (200 lp)
Fire Heal 0 to 1 (100 lp)
Awareness 0 to 1 (100 lp)

Purchases in the Grand Bazaar:
Elementalist 2 Training (200 sp)
Physician’s Kit (25 sp) 1/2
Physician’s Kit Refills x2 (25 sp) 1/2

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