Barag Yurdum, Dwarf Elementalist [ECR 5]

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Rathan01
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Joined:Sat Jul 25, 2020 6:50 pm
Barag Yurdum, Dwarf Elementalist [ECR 5]

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: 5 (16,500-34,999 Legend)
Lifetime Legend Total: 22,260
Unspent Legend: 160
Thread Item Points: 11
Silver: 102.3

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Spoiler:

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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] 2021-3-10
[b]Circle:[/b] ECR 5
[b]Discipline:[/b] Elementalist 5
[b]Unique:[/b] Heat food, Purify water, Shelter, Air Mattress, Plant Feast, Grove Renewal
[b]Downtime:[/b] Item History Rank 3 (14) (Rank 3 + Per 7 + Karma 4)
SOP
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**Barag's SOP**
**Morning**
Fire Heal (1), Heat Food (+6 next recovery test)
**Camp**
Heat Food, Shelter. Air Mattress (+4 recovery test in morning)
**Matrices**
F-Std (5) - Grove Renewal 
F-Enh (5) - Earth Staff
Std (3) - Ice Mace and Chain
Enh (2) - Air Armor
Item Enh (4) - Elemental Spear - Water/Fire
Item Std (2) - Shield Willow
**Chain Casting**  (Elementalism 5)
2 Slots: Air Armor - 1 Extra Thread (Duration: Minutes) - +3 PA self & 5 additional targets
2 Slots: Shield Willow - 1 Extra Thread (Additional Targets: +Rank) - +2 PD/MD self & 5 additional targets
1 Slot: Earth Staff - +1 additional success to cast spells
Discipline: Elementalist
Circle: 5
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.

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 target an additional ally with a spell he is casting.
Defense: The adept adds +1 to his Mystic Defense.
Defense: The adept adds +1 to his Physical Defense.

Characteristics
Dex: 11 / 5
Str: 8 / 4
Tou: 17 / 7
Per: 18 / 7
Wil: 17 / 7
Cha: 10 / 5

Karma Mod: 4
Karma Step: 4
Karma Max: 20
Uncon: 47
Death: 59

Init: 5 (4)
PD: 7 (10)
PA: (13)
MD: (14)
MA: 3 (5)
SD: 6

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

[Discipline] Talents
First Circle Discipline Talent: Awareness (5)
First Circle Discipline Talent: Patterncraft (5)
First Circle Discipline Talent: Spellcasting (6)
First Circle Discipline Talent: Thread Weaving (Elementalism) (5)
First Circle Discipline Talent: Wood Skin (5)
Novice Talent Option: Standard Matrix (3)
Second Circle Discipline Talent: Fire Heal (4)
Novice Talent Option: Item History (3)
Third Circle Discipline Talent: Elemental Tongues (4)
Novice Talent Option: Astral Sight (1)
Fourth Circle Discipline Talent: Elemental Hold (5)
Novice Talent Option: Avoid Blow (5)
Fifth Circle Discipline Talent:
Journeyman Talent Option: Enhanced Matrix (2)

Free Talent: Standard Matrix (5)
Free Talent: Enhanced Matrix (5)

Other Talents
Racial Talent: Heat Vision

Talent Knacks
Acid Splash (Spellcasting)
Spoiler:
Talent: Spellcasting Requirements: Rank 2 Restrictions: Elementalist 2 Step: Rank+PER
Action: Standard (Special) Strain: 1 Skill Use: No
Water - Acid. The Elementalist makes a flicking motion at a target within 10 yards, causing acid to manifest and weaken their armor briefly. The Elementalist makes a Spellcasting test against the target’s Mystic Defense. If successful, the target has -2 Physical Armor until the end of the next round. Using this knack is a Simple action if the adept has used Elementalism to attempt weaving threads this round.
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, Crunch Climb, Earth Darts, Flameweapon, Heat Food, Purify Water, Resist Element (fire), Shelter.
(2) Air Mattress, Shield Willow
(3) Ice Mace and Chain, Lightning Bolt, Plant Feast
(4) Elemental Spear - water/fire, Grove Renewal
(5) Earth Staff
Spell Details:
Spoiler:
--1st Circle--
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.
Crunch Climb:
Spoiler:
Threads: 1 Weaving: 5/10 Casting: TMD Range: Touch Duration: Rank + 5 minutes
Effect: +3 Climbing test bonus
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Effect (+2 bonus), Additional Target (+Rank)
Earth. This spell enhances climbing ability. The magician crouches down on all
fours and then touches the target as he begins to climb and makes a Spellcasting test
against the target’s Mystic Defense. If successful, the target gains a +3 Climbing test
bonus.
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.
--2nd Circle--
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.
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.
--3rd Circle--
Spoiler:
Ice Mace and Chain
Spoiler:
Threads: 0 Weaving: 7 / 12 Casting: TMD Range: 20 yards Duration: 2 rounds
Effect: WIL + 2/Physical
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Water–Cold. This spell creates an icy weapon that is thrown at an opponent. The
magician hurls two pebbles, coins, or other objects at the target, then makes a Spellcasting
test against the target’s Mystic Defense. If successful, the objects transform
into frozen spiked mace-heads joined by an icy chain, which wrap around the target.
The magician’s Effect test determines how much damage is inflicted. If he rolls any
Bonus Dice on the Damage test, the mace and chain shatter. If the mace and chain
survive the blow, the target is Harried until he frees himself at the end of the following
round.
Lightning Bolt:
Spoiler:
Threads: 1 Weaving: 7/ 12 Casting: TMD Range: 20 yards Duration: 1 round
Effect: WIL + 6/Physical
Success Levels: Additional Target (+1)
Extra Threads: Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Air–Electric. This spell strikes the target with bolts of electricity. The magician
raises his hands toward the sky, then points at the target and makes a Spellcasting test
against the target’s Mystic Defense. If successful, crackling bolts of electricity fly from
the magician’s fingers, striking the target. The magician’s Effect test determines how
much damage is inflicted.
The initial Spellcasting test is used against any additional targets that may result.
Additional success levels on secondary targets will not cause additional bolts.
Plant Feast:
Spoiler:
Threads: 3 Weaving: 7 / 12 Casting: 6 Range: 10 yards Duration: Rank hours
Effect: WIL + 2 meals.
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 hours), Increase Effect (+2 Effect Step),
Wood. This spell converts any kind of plant material into a tasty feast. The spell requires three intact plants, no matter how scrawny. The magician cuts or tears the plants into small pieces, then makes a Spellcasting (6) test. If successful, his Effect test determines the number of meals produced. Each meal has the following parts: appetizer, soup, salad, bread, entree, vegetable, and dessert. All of the meals are identical. Although they can appear to contain meat, none actually do. The meals are as nutritious and tasty as their real counterparts.
The spell only creates types of food that the magician has tasted within the last year and a day—a good reason for him to occasionally eat fine food to excess. Uneaten meals vanish when the spell ends.
--4th Circle--
Spoiler:
Elemental Spear - Water & Fire:
Spoiler:
Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 20 yards Duration: Varies (see text) Area of Effect: Varies (see text)
Effect: WIL + 4/Physical
Success Levels: Increase Effect (+2 Effect Step)
Extra Threads: Increase Duration (+2 rounds, if applicable), Increase Effect (+2 Effect Step), Increase Range (+10 yards), Additional Target (+1)
Element [Air, Earth, Fire, Water, or Wood]. This spell forms a spear from one of the elements. There is an Elemental Spear for each element: air, earth, fire, water, and wood. Each version of the Elemental Spear spell is learned separately but can be held in the same spell matrix.
The magician touches some of the desired element and makes a Spellcasting test against the target’s Mystic Defense. If successful, a spear is formed from the element, which hurtles toward the target, striking him. The magician’s Effect test determines how much damage is inflicted. Regardless of the result, the spear dissipates after the attack.
Each spear provides a different secondary effect.
• Air spears cause a clap of thunder when they impact the target. The Effect test is compared to the Mystic Defense of each character within 2 yards of the target. If successful, all affected characters suffer a -2 penalty to Action tests until the end of the next round.
• Earth spears force the target to resist Knockdown against a Difficulty Number equal to the total damage received after armor.
• Fire spears deal an additional Step 4/D6 damage die.
• Water spears heal instead of harm; the target may immediately spend a Recovery test with a +2 bonus (this does not benefit from other effects that improve Recovery tests, e.g., booster potions or the Heat Food Spell).
• Wood spears sprout entangling vines which cause the target to be Harried until the end of the next round.
Grove Renewal
Spoiler:
Threads: 1 Weaving: 8 / 13 Casting: TMD Range: 10 yards Duration: Rank +5 rounds
Effect: Grants the target continual healing
Success Levels: Increase Duration (+2 rounds)
Extra Threads: Increase Duration (+2 rounds), Increase Effect (+2 damage healed), Increase Range (+10 yards), Additional Target (+1)
Wood. This spell heals the target a small amount each round it is in effect. The magician holds some dried plant matter in his fingers, blows it away, and makes a Spellcasting test against the target’s Mystic Defense. If successful, the plant matter is returned to vibrancy and floats around the target briefly, surrounding them with a momentary green glow. Either the target or the magician must spend a Recovery test and the target heals 4 damage each round on their Initiative.
Outside of combat, healing is reduced to 1 damage per round and is not affected by additional threads.
--5th Circle--
Spoiler:
Earth Staff
Spoiler:
Threads: 1 Weaving: 9 / 14 Casting: 6 Range: Touch Duration: Rank + 10 minutes
Effect: Increase successes on Elementalism spells
Success Levels: Increase Duration (+2 minutes)
Extra Threads: Increase Duration (+2 minutes), Increase Weapon Damage (+2 Steps)
Earth. This spell creates a quarterstaff from a handful of earth or a piece of stone,
or emerging directly from the earth. The magician touches the material and then
makes a Spellcasting test. If successful, a five-foot-long quarterstaff (with all equivalent
attributes) is formed that can be used as a melee weapon in combat. The appearance
of each earth staff is unique to the Elementalist and will change as he increases
in Circle (generally becoming more distinctive and ornate). While the Earth Staff is
in hand, all successfully cast Elementalism spells are treated as though they have an
additional success. Only those with knowledge of Elementalism may wield the earth
staff. If a character without Elementalism wields an earth staff in combat, the spell
ends as soon as the staff is used, causing no effects, and reverting back to its original
components.
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: First Impression (2)
General Skill: Physician (3)

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
Crystal Buckler (50sp) 5lbs
Quarterstaff (5sp) 4lbs
Firefly Chalk 1 (12sp)
Physician's Kit
Cold Weather Clothing
Climbing Kit
Kelix's Poultice
Kelia's Antidote
Booster Potion

Threads Tied:
Beard Ring
Thread Ranks: 4
Spoiler:
Image
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

Thread Rank One
Key Knowledge: The owner must learn the item’s Name. (Beard Ring)
Effect: The armband holds an Enhanced Matrix of rank equal to the Thread rank.

Thread Rank Two
Effect: The armband holds an Enhanced Matrix of rank equal to the Thread rank.

Thread Rank Three
Effect: The armband holds an Enhanced Matrix of rank equal to the Thread rank.

Thread Rank Four
Effect: The armband holds an Enhanced Matrix of rank equal to the Thread rank.

Thread Rank Five
Effect: The armband holds an Enhanced Matrix of rank equal to the Thread rank.

Thread Rank Six
Effect: The armband holds an Enhanced Matrix of rank equal to the Thread rank.
Rainstone Armband
Thread Ranks: 2
Spoiler:
Image
Maximum Threads: 2
Mystic Defense: 12
Legend Point Cost: Journeyman

A leather armband meant to be worn around the bicep. It is covered in tiny stones that rustle like rain whenever they move. They’re also very shiny. The armband is edged with beads of malachite and agate.

Thread Rank One
Key Knowledge: The owner must learn the item’s Name.
Effect: The armband holds a Standard Matrix of rank equal to the Thread rank.

Thread Rank Two
Effect: The wearer gains +1 to Spellcasting tests.

Thread Rank Three
Key Knowledge: The owner must learn the name of the item’s creator (Quillia Windwhisper)
Effect: The wearer gains +1 to Thread Weaving tests.

Thread Rank Four
Effect: The wearer gains +1 rank to Willforce.

Thread Rank Five
Key Knowledge: The owner must learn where the stones originated (Pebble River, Throal Mountains)
Effect: The wearer gains the Stone Rain maneuver. Their spells are often accompanied by a hail of tiny, distracting pebbles that make unusually soothing sounds.
Stone Rain (Wearer, Spellcasting): The wearer can spend an additional success on a Spellcasting Test and 2 strain per target to cause pebbles to pelt the targets. The targets are Harried until the end of the next round.

Thread Rank Six
Effect: The wearer gains the Pebble River maneuver. Now there are pebbles underfoot. These make soothing sounds, too.
Pebble River (Wearer, Spellcasting): The wearer can spend 2 additional successes on a Spellcasting test and 2 strain to force the target to make a Knockdown test against the damage received (after armor). Obviously, this can only be done with damaging spells, and only on one target.
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 Thu Mar 11, 2021 5:50 pm, edited 55 times in total.

ottdmk
Posts:462
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:96
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?
Journal Entry

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
Last edited by Rathan01 on Sun Nov 01, 2020 7:55 pm, edited 1 time in total.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 2]

Post by Rathan01 » Mon Oct 26, 2020 9:15 pm

The Chains of Time

Spoiler:
Rewards:
TIPs: 3
Legend points: 840
Silver: 224.5

Items used:
-2 Physicians Kit charges

Are you going to write a Journal?
Journal Entry

Downtime:

Legend Spent:
Thread Weaving 3 to 4 (500 lp)
Item History 0 to 1 (100 lp)
Crunch Climb Spell (100 lp)

Purchases in the Grand Bazaar:
Climbing Kit (16 sp) 1/2
Cold Weather Clothing (7.5 sp) 1/2
Booster Potion (50 sp)
Kelix’s Poultice (50 sp)
Crystal Buckler (50 sp)
Crunch Climb Spell (25 sp) 1/2
Last edited by Rathan01 on Tue Nov 17, 2020 10:40 pm, edited 1 time in total.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 2]

Post by Rathan01 » Sun Nov 01, 2020 1:22 am

A Bump in the Night

Spoiler:
Rewards:
TIPs: 3
Legend points: 840
Silver: 250

Items used:

Are you going to write a Journal?
Journal Entry

Downtime:
Forge Armor +1 (7 days)
Forge Armor +2 (7 days)

Legend Spent:
Spellcasting 2 to 3 (300 lp)
Patterncraft 2 to 3 (300 lp)
Wood Skin 2 to 3 (300 lp)

Purchases in the Grand Bazaar:
Forge Armor +1 (50 sp)
Forge Armor +2 (100 sp)
Last edited by Rathan01 on Thu Nov 19, 2020 4:02 pm, edited 1 time in total.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 3]

Post by Rathan01 » Mon Nov 02, 2020 3:31 pm

Whatever Happened to Lord Pel?

Spoiler:
Rewards:
TIPs: 3
Legend points: 1470
Silver: 343.75

Items used:
-1 Physician’s Kit Charge

Are you going to write a Journal?
Journal Entry

Downtime:
Elementalist Training 3 (5 days)
Acid Splash Knack Training (2 days)

Legend Spent:
Fire Heal 1 to 3 (500 lp)
Standard Matrix 2 to 3 (300 lp)
Awareness 1 to 2 (200 lp)
Elemental Tounges 0 to 1 (100 lp)
Item History 1 to 2 (200 lp)

Purchases in the Grand Bazaar:
Elementalist Training 3 (300 sp)
Acid Splash Knack Training (100 sp)
Last edited by Rathan01 on Sat Nov 21, 2020 2:07 am, edited 1 time in total.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 3]

Post by Rathan01 » Tue Nov 17, 2020 9:46 pm

Superstition

Spoiler:
Rewards:
TIPs: 3
Legend points: 840
Silver: 250

Items used:

Are you going to write a Journal?
Journal Entry

Downtime:

Legend Spent:
Spellcasting 3 to 4 (500 lp)
Ice Mace and Chain Spell (300 lp)

Purchases in the Grand Bazaar:
Ice Mace and Chain Spell (150 sp)

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 3]

Post by Rathan01 » Sun Nov 22, 2020 4:14 am

Running the Gauntlet

Spoiler:
Rewards:
TIPs: 5
Legend points: 2100
Silver: 516.3

Items used:
-2 Physician Kit charges

Are you going to write a Journal?
Journal Entry

Downtime:
Forge Armor +3 (7 days)

Legend Spent:
Patterncraft 3 to 4 (500 lp)
Astral Sight (100 lp)
Elemental Tongues 1 to 4 (1000 lp)
Wood Skin 3 to 4 (500 lp)

Purchases in the Grand Bazaar:
Forge Armor +3 (150 sp)
Absorb Blow Charm (100 sp)
16 TIPs - Enhanced Matrix Beard Ring
Last edited by Rathan01 on Sat Nov 28, 2020 9:10 pm, edited 1 time in total.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 3]

Post by Rathan01 » Sat Nov 28, 2020 6:17 am

The Road Back

Spoiler:
Rewards:
TIPs: 3
Legend points: 2310
Silver: 468.8

Items used:

Are you going to write a Journal?
Journal Entry

Downtime:
Item History - TI (7 days)
Elementalist 4 training (5 days) same days as Item History
Research (7 days)

Legend Spent:
Awareness 3 to 4 (500 lp)
Fire Heal 3 to 4 (500 lp)
Avoid Blow 0 to 2 (300 lp) convert from skill
TI rank 0 to 3 (1000 lp)
Elemental Hold 0 to 1 (100 lp)

Purchases in the Grand Bazaar:
Elementalist 4 training (500 sp)
Research rank 1 (150 sp)
Last edited by Rathan01 on Fri Dec 11, 2020 4:30 am, edited 1 time in total.

Rathan01
Posts:96
Joined:Sat Jul 25, 2020 6:50 pm

Re: Barag Yurdum, Dwarf Elementalist [ECR 4]

Post by Rathan01 » Thu Dec 10, 2020 2:37 pm

I like big buds, and I cannot lie

Spoiler:
Rewards:
TIPs: 3
Legend points: 1470
Silver: 143.8

Items used:

Are you going to write a Journal?
yes

Downtime:

Legend Spent:
Spellcasting 4 to 5 (800 lp)
Avoid Blow 2 to 3 (300 lp)
Elemental Hold 1 to 2 (200 lp)

Purchases in the Grand Bazaar:
Healing Potion 1/2 (150 sp)
Physician’s Kit Refills x 2 1/2 (50 sp)
Air Mattress Spell 1/2 (50 sp)

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