The Plane of Knowledge - EverQuest!

Delusion

First Post
Welcome to the Plane of Knowledge, resting place of the adventurers of Norrath. Here you will find all you need to know about five heroic adventurers and their epic conquests.

Experience, loot, and possibly maps (if I can find some good ones) will be posted here.
 

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Caliber

Explorer
Deeboo

Class: Wizard 3
Race: Erudite
Size: Medium
Gender: Male
Alignment: ON
Diety: Prexus

Abilities:
STR: 6/-2 (2 pts, -4 racial)
DEX: 10/+0 (4 pts, -2 racial)
CON: 14/+2 (6 pts)
INT: 26/+8 (12 pts, +6 racial, +2 item)
WIS: 14/+2 (4 pts, +2 racial)
CHA: 6/-1 (-2 racial)

Derived:
Speed: 30'
Init: +4
Training: 0 (15 - 7 (feat) - 8 (resists))
HP: 2d4+10 (15, Rolls)
Mana: 48 (8 x 2 x 3)

Attacks:
BAB: +1
Grapple: -1
Melee: -1
Ranged: +1
Dagger (Melee): -1, 1d3-1/19-20/x2
Dagger (Thrown): +1, 1d3-1/19-20/x2, 10' RI

Defenses:
AC: 12, Touch 10, Flat Footed 12
Fort: +3
Ref: +1
Will: +5
Acid Resist: 0
Cold Resist: 3
Disease Resist: -1
Electricity Resist: 0
Fire Resist: 3
Magic Resist: 2
Poison Resist: 0
Sonic Resist: 0

Languages:
Common +12, Erudite +12, Dragon +12, Elder Erudin +12

Perceptions:
Spot +4 (-4 in low-light), Listen +4, Search +8

Abilities:
Racial: Bad Eyesight, -4 Spot in low-light
Class: Proficient with all simple 1HB, 2HB, Piercing, and Thrown
Class: Quicken Mastery, can choose to quicken any Wizard spell for +300% mana (x4 cost)

Feats:
Level: Quest Spell
Training: Improved Initiative

Spellcasting:
1st - Frost Bolt, Minor Shielding, Numbing Cold, Shock of Frost, Sphere of Light
2nd - Fade, Gate, Icestrike, O'Keils Radiation, Root, See Invisible, Shock of Fire
Commonly Prepared:
O'Keils Radiation - 3 mana, 30', +1 save vs fire, fire resist +2, damage shield 1, 5 rounds (D)
Shock of Frost - 1 mana, 130', 1d6 cold, Ref 19 halves
Shock of Fire - 2 mana, 130', 3d6 fire, Ref 20 halves
Quested Icestrike - 7 mana, 130', 1d10 cold/round in 20' radius, 3 rounds, Ref 20 halves
Fade - 2 mana, d4 direction, 1d10x5 feet
Gate - 12 mana, teleports to bind point
Root - 5 mana, 130', 1d8 duration, Ref 20 negates
See Invisible - 4 mana, 30', 30 minutes (D)

Skills: (66 Ranks Total)
Channeling: +8 (6 ranks)
Knowledge (Mysticism): +14 (6 ranks)
Knowledge (Planar Travel): +14 (6 ranks)
Knowledge (Geography): +14 (6 ranks)
Knowledge (History): +14 (6 ranks)
Language (Dragon): +12 (4 ranks)
Language (Elder Erudin): +12 (4 ranks)
Language (Erudin): +12 (4 ranks, racial)
Language (Common): +12 (4 ranks, racial)
Listen: +4 (4 ranks, CC)
Meditation: +14 (6 ranks)
Profession (Sage): +4 (2 ranks)
Spellcraft: +14 (6 ranks)
Spot: +4 (4 ranks, CC)
Swim: +2 (6 ranks, CC)

Equipment:
Carried / Worn
Bat Hide Wristband ($925/0.5-lbs) - Int +1, disease resistance -1
Sheer Bone Mask ($1050/1.5-lbs) - Int +1
Dagger ($2/1-lb)
Raw Silk Robes ($500/7-lbs)
(2) Beltpouch ($2/1-lb)
Waterskin ($1/4-lbs)
8 oz Ink ($8/*-lbs)
Ink Pen ($0.10/*-lbs)
Personal Log ($10/*-lbs)
Chalk ($0.01/*-lbs)
Bedroll ($0.10/5-lbs)
(5) 2nd Level Spells ($500/*-lbs)
7sp, 9cp
WT: 20 lbs/Light Load

Age: 28
Height: 6'2"
Weight: 163 lbs.
Eyes: Green
Hair: Black, kept cropped very short
Skin: Dark Olive
Distinctive Traits: Numerous spider-like arcane sigils trail upwards from back of hands into sleeves

Born with an amazing intellect, even for an Erudite, Deeboo at first fit right in at the Order of the Crimson Hand. Excelling in his studies, his personal tutelage was often a hotly contested item between the various Wizards there. All of this attention, however, did little for Deeboo's emotional upbringing, and he soon found himself friendless and mostly alone, save for the company of his parents and teachers.

After a shorter than usual apprenticeship, Deeboo decided to continue his studies, making a living as a Sage, investigating the mysteries of magic and the planes among the thousands of books within the Odus Library. He gained a talent with not only the tongue of Dragons, but that of Ancient Erudites, and spent countless hours searching for books that would further extend his findings of the past.

Unfortunately, even after his apprenticeship ended, his isolation did not. Unable to help himself, Deeboo dove into his work, paying little attention to those who could not help him in his research, further driving those who might have been his friends away. It wasn't long before his behavior resulted in his avoidance by many, a fact that puzzled Deeboo to no end. When Deeboo's parents passed away during a vicious assault from Paineel, Deeboo found he had lost more than his parents. He had lost the only people in Odus who were truly friendly towards him.

Deciding a change was in order, Deeboo took what inheritence he had received from his parent's death, and closed his house down, hanging a sign to inform others that the Sage of Deepwater would return at some time in the future.
 

WarShrike

First Post
Done. Spaded and nuetered too. :]

[SBLOCK=Xoranis Onyxclaw -- Iksar Monk]

Xoranis Onyxclaw is rather odd for an Iksar. No less proud of his own abilities than any other, but uncharacteristicly respects, even admires the strengths of other races. He is obsessed with being the best at what he does, and sees the other races as sources of possible improvement.

Iksar as a rule think they're the best at everything, and as such, feel contempt towards those not of the scale. Xoranis isn't looking forward to attaining "Iksar Perfection". He feels his peoples skills have degenerated over time through their extreme isolation, and that becoming the best his mentor's trainning can make him will only waste his potential. So it is that he has decided to travel among other races, doing what he must to become accepted by them, in order to study them and hopefully improve his own abilities.

At first he met little success. He hunted bandits in the lands both south and west of the Human capital of Freeport, and although it seemed like a good idea at the time, it turned out that killing Human bandits did little to endear himself to the majority of the Human population. Bandits or not, he was killing Humans, and that of itself garnered him a rather nasty though undeserved reputation. From that point on, Xoranis understood that to earn the approval of the various "civilized" races in these alien lands, he would have to concentrate on fighting their common enemies, such as Gnolls, Goblins, and Orcs.

Now, having heard tales old and new of the great battles of the Elves of Faydewer against the Orcish hordes, he sets sail from Freeport to meet these Elves, and hopefully learn their ways.

Xoranis Onyxclaw


Class: Monk 3
Race: Iksar
Size: Medium
Gender: Male
Alignment: N
Diety: Agnostic

STR: 20 (8pts, +4 Racial)
DEX: 16 (6pts, +2 Racial)
CON: 14 (6pts)
INT: 10 (2pts)
WIS: 16 (6pts, +2 Racial)
CHA: 4 (0pts, -4 Racial)

Although having a solid grasp of common, his unfamiliarity with the ways and customs of other races causes him to express himself akwardly. His coloring is a dark gray with splotches of black, affording him decent camouflage in his natural rocky homeland. His eyes are black pools with no visible difference between pupil, iris, or sclera, causing his eyes to be "unreadable".

HPs: 23
AC: 20, touch 14, Flat Footed 16
Fort: 4
Refl: 6
Will: 5
Acid: 0
Cold: 3 (+3 trainning)
Disease: 0
Electricity: 0
Fire: 11 (+3 Trainning, +3 Class, +5 Racial)
Magic: 2 (+2 Trainning)
Poison: 0
Sonic: 0

BAB: +3
Grapple:
Melee: +8
Ranged: +7

Abilities:
Speed: 30', Swim 30'
Initiative: +3
Trainning: -7 (Feat), -8 (Resists).
Racial Natural Armor AC +3
Racial Infravision
Racial +5 Fire Resistance
Racial Fast Healing
Racial Wilderness Lore is always a Class Skill
Racial Vulnerability to Cold +20% damage from spells with the Cold Descriptor

Attacks:
Standard 1 (or 2) +8, 1d4+5 (+3, 1d4+5)
Full Attack with Round Kick 1: +6, 1d4+5. 2: +1, 1d4+5. 3: +6, 1d8+5.

Equipment: 10.65 lbs total
Gossamer Robes -- (AC +3, Max Dex +9, Check Penalty +0, Hardness 1, HPs 3, Break DC 22, weight 2.8 lbs) cost 1800gp.
Dusty Ransacker's pack -- Weight Reduction 75%, Space 4 CF, Weight 0.4 lbs, cost 1050gp.
Grappling Hook weight 4 lbs (1 lbs in pack) Cost 1gp
Silk Rope 50' Weight 5 lbs (1.25 lbs) Cost 10gp
Water Skin Weight 4 lbs (1 lbs) Cost 1gp
Trail Rations 4 Days worth Weight 4 lbs (1 lbs) Cost 2gp
Belt Pouch Weight 0.5 lbs Cost 1gp
135gp

He carries with him no tent, bedroll, or blankets, prefering natural environments and the feel of nature on his scales. He prefers live food and fresh water, obtained through his hunting and foraging skills, but carries some "emergency rations" both of food and drinking water, in case he might find himself in an area in which his skills will avail him nought for a prolonged period of time.

Feats:
Power Attack
Cleave

Class Granted Feats:
Level 1:
All Simple and Martial 1HB, 2HB, Hand to Hand, and Throwing Weapons
Dual Wield
Hand to Hand
Mend (9 hps total)
Mystic Strike
Level 2:
Fire Resistance +3
Improved Hand to Hand
Level 3:
Martial Defense AC +1
Round Kick


Skills: Rank, Ability, Misc, (Total) (24 Ranks Total)
Balance...............3, +3, 0, (+6)
Climb..................0, +5, 0, (+5)
Jump..................3, +5, 0, (+8)
Safe Fall..............3, +3, 0, (+6)
Spot...................3, +3, 0, (+6)
Swim..................0, +5, +8, (+13)
Tumble................6, +3, 0, (+9)
Wilderness Lore....6, +3, 0, (+9)
Lang. Common......4, 0, 0, (+4)
Lang. Iksar...........4, 0, 0, (+4)
[/SBLOCK]
 
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Voadam

Legend
Voadam work in progress

Voadam
NG Human
Ranger 1/Monk 1/Rogue 1

Str 16
Dex 16
Con 16
Int 10
Wis 8
Cha 10

F +5, R +9, W +0

hp 28
AC 17 (+4 armor, +3 dex) touch 13, flat footed 14

BAB +2
Grapple +5
Init +3
Melee +5
Ranged +5

Greataxe +5 2d6+4 x3 slashing
Dual Wield shortsword +4 d6+3 19-20 slashing, dagger +0 d4+1 19-20 piercing
Dual Wield unarmed +5 d3+3 blunt, unarmed +0 d3+1 blunt
Javelins +5 ranged d6+3 RI 30'
Darts +5 d4+3 RI 20'
Dagger +5 ranged d4+3 19-20 RI 10'
Alchemist's Fire +5 ranged touch, d6 fire, splash 5' 1 fire, second round burn

Feats: Blindfight, Deflect Arrows, Combat Reflexes, Dual Wield, Hand to Hand, Track,
Proficiencies: Light Armor, Medium Armor, Shields, Simple and Martial: Archery, Blunt, Hand-to-Hand, Piercing, Slashing, Thrown,

Resistance: Cold (1), Electricity (1), Fire (1), Magic (1), Poison (1),
Training points 7 = feat, 5 resistances, 3 = class skill point,

Skills:
Diplomacy +1 (1 rank)
Hide +5 (+3 dex, +2 netted cape)
Heal +0 (1 rank, -1 wis)
Knowledge Local Lore +1 (1 rank)
Knowledge Monster Lore (Outsider specialization) +4 (4 ranks)
Knowledge Nature: 1 (1 rank)
Language Common +4 (4 ranks)
Language Orcish +3 (3 ranks)
Listen +5 (6 ranks, -1 wis)
Profession Merchant +0 (1 rank, -1 wis)
Profession Sailor +0 (1 rank, -1 wis)
Search +1 (1 rank)
Sense Motive +0 (1 rank, -1 wis)
Spot (6 ranks, -1 wis)
Swim +7 (4 ranks, +3 str)
Tumble +5 (2 ranks, +3 dex)
Wilderness Lore +3 (4 ranks, -1 wis)

Equip:
Black robes
Green sash
masterwork chain shirt 250 gp
Short sword, poor quality 5 gp
Great axe
3 javelins
6 darts 3 gp
dagger 2 gp
Handy Haversack 2,000 gp
Netted Cape - 580gp - +2 Hide, light at will (no hide bonus when giving off light) - 0.4 lbs
3 Caltrops 3 gp
Crowbar 2 gp
Silk rope 10 gp
Fishhook 1 sp
Hammer 5 sp
5 days Trail rations 2 gp 5 sp
3 Alchemist's fire 60 gp
Flint and steel 1 gp
Empty flask 3 cp
Whetstone 2 cp
Belt pouch 1 gp
Dice set ?
29 gp 8 sp 5 cp
 
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Arkhandus

First Post
Nielloryn

Male high elf (Koada'Dal), age 137, paladin 3, orderly good, venerates Tunare
Medium Humanoid, Infravision, Highest Class Favored, total XP is 6,000
3 Training Points Unspent (12 spent for +1 Strength)

Str 14, Dex 10, Con 12, Int 12, Wis 18, Cha 14
BAB +3, Init +0, Fortitude +4, Reflex +1, Will +6, AC 20, HP 23, Speed 30/20

Attacks: Longsword +7 melee for 1d8+2 damage, warhammer +5 melee for 1d8+2 damage, dagger +5 melee or -1 ranged for 1d3+2 damage, longbow +5 ranged for 1d8+2 damage

Skills: Diplomacy +5 (3 ranks, +2 Cha), Heal +10 (6 ranks, +4 Wis), Intimidate +4 (2 ranks, +2 Cha), Knowledge (Religion) +7 (6 ranks, +1 Int), Language (Common) 4, Language (Elvish) 4, Ride +1 (1 rank, +0 Dex), Sense Motive +5 (1 rank, +4 Wis), Taunt +8 (6 ranks, +2 Cha), Trade Skill (Blacksmithing) +10 (3 ranks, +4 Wis, +3 competence)

Feats: Weapon Focus (Longsword)

Class Features: Simple Weapon Proficiency (one-handed blunt, two-handed blunt, one-handed slashing, two-handed slashing, and archery weapons), Martial Weapon Proficiency (one-handed blunt, two-handed blunt, one-handed slashing, two-handed slashing, and archery weapons), Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Lay On Hands (can heal a living creature by touch, once per day for 18 HP), Poison Resistance (inherant Poison Resistance 3, and +2 on saves against poison), Smithing (+3 competence bonus on Trade Skill - Blacksmithing)

Possessions: Masterwork longsword, warhammer, dagger, masterwork mighty composite longbow (allows a +2 Strength bonus to damage), 40 arrows, masterwork large steel shield, masterwork full plate armor, backpack, 10 bandages, bedroll, flint and steel, 2 waterskins, 2 trail rations, artisan clothes (worn while armored or traveling), clerical vestments, noble clothes (with 100 gold pieces worth of adornments), 10 gold pieces, 18 silver pieces, 10 copper pieces

Appearance: This elven man stands just over 5 feet tall, lightly muscled and fairly lean, though his heavy platemail armor lends a slightly bulkier appearance. He's somewhat handsome but certainly no more than the average for his race, with pale skin, dark violet eyes, and short, straight, golden-blonde hair. His armor is obviously well-crafted and fitted to his slender build, decorated with numerous vine and leaf patterns as well as icons of Felwithe and, on the breastplate, a symbol of the goddess Tunare. This high elf also carries a shield on his left arm bearing the Felwithe coat of arms, a fancy but functional longsword at his hip, a dagger sheathed on the other side, and a large composite bow hanging over one shoulder. A warhammer rests on his other shoulder.Also upon his back is a rather stuffed travel pack, with a bedroll strapped to the pack's underside.

Background: Nielloryn is a young paladin of Felwithe, serving the Clerics of Tunare and King Tearis Thex. For the past few years he has patrolled the woods of the Greater Faydark to hone his fighting skills against orcs and bandits. Before that he had spent much of his youth and early adulthood in training, first as a warrior of Felwithe and then as a paladin once he was recognized as blessed by Tunare, taken into the paladin's guild of Felwithe to learn about his blessings and responsibilities as one of Tunare's chosen paladins.

Nielloryn was born into one of the middle-class families of Felwithe, one that has traditionally served as warriors of Felwithe and guardians of the King's palace. So Nielloryn himself was elevated a bit in station when he was recognized as a paladin, but has never been too stuck-up to care about the lower classes and lesser races of Norrath. He's a kind and helpful fellow by nature, but grows fierce in defense of himself or others. Disciplined and devoted, Nielloryn carries out his duties and responsibilities as a paladin and one of the enlightened Koada'Dal without hesitation or remorse. He'll not weep for any orc he slays, any bandit he brings to justice, or any defiler that he punishes in Tunare's name.

A wise and skillful fighter, Nielloryn has always enjoyed wandering the Faydark and helping travelers escape from orcish predations, and has some tactical acumen but no formal training in warcraft. He is quite knowledgeable about the faith of Tunare and other common deities of Faydwer, as well as having some training in blacksmithing his own arms and armor, and a bit of practice at horsemanship in his youth. Nielloryn has trained well in the healing arts so as to aid wounded travelers or comrades-in-arms, and has honed a bit of his natural wit for drawing enemies' attention in combat.
 

scranford

Explorer
Faryellin - High Elf Cleric

Male High Elf, Blonde hair, Amber eyes, 4'11", 101 lbs. Peach skin, 148 years old

Cleric of Tunare, Neutral, Level 3

Medium Hummanoid, Infravision, 6,000 xp
Training Points 0 (7 for Martial Weapon: Archery, 2-each for Cold, Electricity, Fire, and Poison resistance.

STR - 8, -1
DEX - 14, +2
CON - 10, 0
INT - 16, +3
WIS - 18, +4
CHA - 14, +2

BAB +2, Init. +2, Melee +1, Ranged +4, Speed 30/30
AC-18 / 12 / 16, (+1 Chain Shirt, MW Light Shield) HP 17
Fort +3, Reflex +3, Will +8
Resistances: Cold 2, Electricity 2, Fire 2, Poison 2.

MW Longbow - +5, 1d8 (+6, 1d8+1 within 30') (Standard)
Nunchaku - +1, 1d4-1 (Quick)
Warhammer - +1, 1d8-1 (Standard)

Skills:
Speak common +7
Speak Elven +7
Channeling +6
Diplomacy +10
Heal +5
Knowledge: Local +4
Knowledge: Mysticism +4
Knowledge: Religion +5
Meditation +10
Sense Motive +10
Spellcraft +9
Trade Skill (Baking) +5

Feats:
Weapon Class Proficiency: Archery
Point Blank Shot
Proficiencies: 1H Blunt, 2H Blunt, Archery, Light, Medium Heavy Armor, Shield

Mana - 24
Mana Regeneration - 10 per hour

Spells:
1st Level
Strike (2) Evocation
Minor Healing (2) Alteration
Cure Poison (3) Alteration
Divine Aura (2) Abjuration
Yaulp (1) Abjuration

2nd Level
Lifeforce (12) Alteration
Holy Armor (3) Abjuration

Possessions:
Light Horse (Camthalion)Goldwind
Saddle
Saddlebags
-50' Silk Rope
-Spare weapons, and shield
-Bedroll
-Backpack
MW Longbow
Warhammer
Nunchuku
(40) Arrows
+1 Chain shirt
MW Light Steel Shield
+1 Cloak of Resistance
(2) Belt pouches
Healers Kit
Flint & Steel
45 gp, 9 sp

Non Adventuring garb - Belt pouches, Nunchuku, Longbow
On Foot Adventuring - Armor, All weapons

Faryellin is average size for a high elf, and a little soft instead of lean. He has peach colored complexion, and blonde hair and unusual Amber eyes. He normally dresses in a simple tunic and trousers, and his Cloak is very fine and has the holy symbol of Tunare prominantly displayed on it.
 

Bihlbo

Explorer
Daonil Riventha

DN Male Shenba'Dal bard 3; follower of Prexus
Init +8; Senses Infravision
AC 20 (+4 Dex, +4 armor, +1 shield, +1 magical), touch 15, flat-footed 15; Dodge feat
hp 24 (18 base)
Resistance acid 4, cold 11, disease 8, electricity 9, fire 8, magic 4, poison 4, sonic 13
Save Bonus cold +1, disease +1, electricity +4, fire +1, sonic +1; spells +3
Fort +1, Ref +7, Will +2
Speed 30 ft.
Base Atk +2; Grp +2
Melee +3 trident 1d10
Ranged +9 trident 1d10, range 20 ft. or
+8 javelin 1d6, range 30 ft. or
+8 dart 1d4, range 20 ft.
Abilities Str 11 (10 base), Dex 22 (18 base), Con 11 (10 base), Int 17 (14 base), Wis 10, Cha 24 (18 base)
Feats Improved Initiative, Quick Draw, Dodge (from items)
Class Features Sonic resistance, bardic knowledge (+6)
Skills Balance +10, Bluff +13, Climb +2, Diplomacy +9, Disguise +12, Escape Artist +11, Hide +10, Intimidate +9, Jump +2, Knowledge (sailing) +7, Perform +13, Play Instrument (brass) +3, Play Instrument (percussion) +9, Play Instrument (string) +10, Play Instrument (wind) +9, Sneak +10, Swim +10, Trade Skill (tailoring) +12/+14 with help, Tumble +11, Use Rope +10

Songs Prepared (CL 3); Mana 33 (24 base) (meditation +4/hr); Save DC 23+level
Chant of battle
Chords of dissonance
Jaxan’s jig of vigor
Lyssa’s locating lyric
Selo’s accelerando
Anthem de arms
Kelin’s lugubrious lament

Songs Known
Level 1
Chant of battle - +1 Str and Dex, +1 luck AC (3 targets) (percussion = +2)
Chords of dissonance - 1d3 sonic dmg to 3 targets within 15 feet (string = 1d6)
Jaxan’s jig of vigor - Cures nonlethal damage and offsets fatigue for the song's duration
Lyssa’s locating lyric - Corpse locating song
Selo’s accelerando - Increases base speed of targets by +5 ft. or +10 ft. with percussion
Level 2
Anthem de arms - +2 Str, +1 AC, -1 weapon delay (3 targets)
Kelin’s lugubrious lament - Causes the target to become depressed.

Daonil's Epic Adventures in Tailoring
[sblock=Very long details]Note: This assumes that the market value of one spiderling silk is 50 cp (based on 2 webs making one silk thread worth 2 sp, or 200 cp) and the market value of tanned hides is 20 cp for ruined, 1 sp for low-quality, 50 sp for medium-quality, and 1 gp for high-quality. Plant materials are worth about 1 cp for 10 hemp plants, 1 cp for 1 cotton plant, and 200 cp for 1 flax plant. These are assumed because they are not detailed anywhere, and the values are based on my best guess.

Daonil starts off his career by buying his tools for 20 gp (-20 gp, +4, 1 rank)

Gain Rank 2: His goal is to eventually rush in making four backpacks (DC 15 each) so he gets enough hemp to make 12 cords, and buys 12 high-quality hides for a total of 12 gp, 6 cp. (-32.0006 gp, +4, 1 rank)
He takes 10 when making the hemp cords
First attempt fails (-1 cord and hide)
Second attempt succeeds
Third attempt fails
Fourth attempt fails
Fifth attempt succeeds
Sixth attempt fails
Seventh attempt succeeds
Eighth attempt fails
Ninth attempt succeeds

This qualifies him to gain his next skill rank, but he's going to use the rest of his materials to make up his losses. This time he takes his time and takes 10 each of the 3 attempts.

He takes his 7 backpacks and sells them to travelers for 2gp each. (-18.0006 gp, +5, 2 ranks)

He needs to recoup his losses so he makes some belt pouches for profit.
First he buys 100 hemp plants for 10 cp, and 20 low-quality hides for 20 sp. (-18.2016 gp, +5, 2 ranks)
He takes 10 on all of the cords and pouches, selling the pouches for 1 gp each. (+1.7984 gp, +5, 2 ranks)

Gain Rank 3: His next goal is to rush 4 spell component pouches (DC 16). For this he buys 72 spiderling webs for 36 sp, and 12 high-quality hides for 12 gp. (-10.5616 gp, +5, 2 ranks)
He takes 10 when making the silk thread and silk cords, and then starts making spell component pouches.
First attempt succeeds
Second attempt fails
Third attempt succeeds
Fourth attempt succeeds
Fifth attempt succeeds

Happy that he did well with those, he takes his time with the rest of his materials and gains another skill rank. He sells his spell component pouches for 55 gp. He then buys enough materials for 9 more and sells those for a profit of 3.97 gp each. (+80.1684 gp, +6, 3 ranks)

More confident in his abilities and now flushed with cash, he talks to a local blacksmith about getting some studs made. He negotiates a discount on studs if he buys 1000, getting them for 6sp each instead of 7sp. He also swings a bulk deal on some hides, buying 100 medium-quality hides. He wanted to get a better deal but only got a 2 sp discount on each hide. The total for the studs and hides was 108 gp. (-27.8316 gp, +6, 3 ranks)
He takes this material and makes 20 suits of studded leather armor, which each sell for 25 gp. (+472.1684 gp, +6, 3 ranks)
He then gets to work on making tents. Each tent costs only 24 cp for the hemp plants, but it's still time-consuming work, so he buys all of the raw materials to make the ropes and tents only, making the cost for each tent 7.25 sp. After selling 20 tents he makes 198.55 gp. (+670.7184 gp, +6, 3 ranks)

Gain Rank 4: For his next rank he decides to make some cured silk armor (DC 17), hoping to get some business from the local mages. Each suit of armor takes 20 silk swatches, 3 silk thread, and 20 heady kiolas. He'll need 206 spiderling webs for the silk, so he buys them in bulk, getting 500 total for 250 gp. 40 heady kiolas set him back another 40 gp. (+380.7184 gp, +6, 3 ranks)
First attempt fails, which causes him to lose half his materials.
Second attempt fails
Third attempt fails
Fourth attempt fails
Fifth attempt succeeds
Sixth attempt succeeds
Seventh attempt succeeds with a natural 20, no less!
Eighth attempt succeeds

He now gains another skill rank.
Ninth attempt succeeds
Tenth attempt fails
Eleventh attempt succeeds
Twelfth attempt fails
Thirteenth attempt succeeds
Fourteenth attempt fails
Fifteenth attempt succeeds
Sixteenth attempt succeeds
Seventeenth attempt fails
Eighteenth attempt succeeds
Nineteenth attempt succeeds
Twentieth attempt succeeds

Of this batch, his 8 failures leave him enough material to make 4 more tries:
First attempt fails
Second attempt fails
Third attempt (with the previous two failures' materials) succeeds
Fourth attempt fails with a natural 1. Daonil buys more tools for 20 gp.
Fifth attempt succeeds
His left-over materials are now: 400 studs, 10 silk swatches, 1.5 silk thread, 10 heady kiolas.

Daonil sells the 14 suits of cured silk armor for 1650 gp each. (+23,460.7184 gp, +7, 4 ranks)

Gain Rank 5: He now sets out to see how fast he can make some raw silk armor (DC 21). For this he'll need 200 spiderling silk per suit. He has enough platinum now to pay double full price, even when buying in bulk, so he makes sure to get what he needs, and buys a full 5,000 for 50 gp, then turns this into silk swatches. (+23,410.7184 gp, +7, 4 ranks)

First attempt fails
Second attempt fails
Third attempt fails
Fourth attempt succeeds
Fifth attempt fails
Sixth attempt succeeds with a natural 20
Seventh attempt fails
Eighth attempt fails with a natural 1, costing him another 20 gp for tools.
Ninth attempt fails with another natural 1
Tenth attempt fails
Eleventh attempt succeeds
Twelfth attempt fails
Thirteenth attempt fails
Fourteenth attempt fails
Fifteenth attempt fails
Sixteenth attempt fails
Seventeenth attempt succeeds with a natural 20.

Daonil gains another skill rank. (+23,370.7184 gp, +8, 5 ranks)

Gain Rank 6: He continues to do rushed raw silk work (DC 21). His 17 previous attempts used up 17/25 suits' worth of materials, leaving him 8 more attempts until he needs to buy more material.

First attempt fails
Second attempt succeeds
Third attempt fails
Fourth attempt fails
Fifth attempt fails
Sixth attempt fails
Seventh attempt fails with a natural 1.
Eighth attempt succeeds

Daonil now buys some more material. With his success rate so far, he buys another 5,000 spiderling webs for 50 gp again and makes swatches. (+23,300.7184 gp, +8, 5 ranks)

First attempt fails
Second attempt succeeds
Third attempt fails
Fourth attempt succeeds

Daonil gains a skill rank.

Gain rank 7: He continues the same work, with enough materials for 21 more attempts.

First attempt succeeds
Second attempt fails
Third attempt succeeds
Fourth attempt succeeds
Fifth attempt succeeds

Now qualified for his next rank, Daonil works the rest of material into quality goods to be sold on the market (DC 14).

First attempt fails
Second attempt succeeds
Third attempt succeeds
Fourth attempt succeeds
Fifth attempt fails
Sixth attempt succeeds
Seventh attempt fails with a natural 1. This time he replaces his tools with masterwork tools which cost 70 gp.
Eighth attempt succeeds
Ninth attempt succeeds
Tenth attempt succeeds
Eleventh attempt succeeds
Twelfth attempt succeeds
Thirteenth attempt succeeds

He figures that since he has some nice tools, he aught to hire an assistant too, paying 1 sp per day.

Now with 20 well-made suits of raw silk armor, he puts them on the market at 495 gp each, because he's feeling generous, and he gives two away to traveling erudite enchanters who also follow Prexus. This leaves him with 90 swatches. (+33,250.7184 gp, +9, 6 ranks)

He uses these to make some masterwork raw silk armor (DC 22). First he buys more silk, another 5,000 for 50 gp, and makes swatches.

First attempt fails
Second attempt fails
Third attempt succeeds
Fourth attempt succeeds
Fifth attempt fails
Sixth attempt fails with a natural 1. The help is blamed and another 70 gp is spent on tools.
Seventh attempt succeeds
Eighth attempt succeeds
Ninth attempt succeeds
Tenth attempt succeeds
Eleventh attempt succeeds with a natural 20.
Twelfth attempt succeeds
Thirteenth attempt succeeds
Fourteenth attempt fails with a natural 1. The help is blamed and sacked. Another 70 gp for tools.
Fifteenth attempt fails
Sixteenth attempt succeeds
Seventeenth attempt fails
Eighteenth attempt succeeds
Nineteenth attempt fails
Twentieth attempt fails with a natural 1 again. This time Daonil goes easy on the assistant, who can't count past twenty:
First attempt succeeds
Second attempt succeeds
Third attempt succeeds
Fourth attempt succeeds
Fifth attempt fails
Sixth attempt succeeds
Seventh attempt succeeds
Eighth attempt fails with a natural 1. The assistant loses a toe, and can only count to 19 now.
Ninth attempt succeeds

With 18 suits of masterwork raw silk armor, Daonil puts them on the market for 650 gp each. After paying his assistant 1 sp / day (or 11 sp per attempt) he's spent 3.19 gp on the help. (+44,617.5284 gp, +13, 6 ranks)

Daonil then hears about a mysterious master of the monk arts who developed a special suit of armor, and he sets out to learn how to make it. Finally having found a use for his leftover heady kiolas, he gets to work making some of Master Wu's fighting apparel. He buys another 50 gp worth of silk (25 suits worth), 1240 heady kiolas for 1230 gp, plus 20 gp shipping, then 300 vials of viscous mana for 3000 gp, and 25 greater lightstones for 1 gp each. (+40,292.5284 gp, +13, 6 ranks)

Wu's Apparel Attempts: (DC 25)
1 F
2 F
3 S
4 S
5 F
6 S
7 S
8 F
9 S
10 S
11 F
12 F
13 F
14 F
15 S
16 F
17 F
18 S
19 S
20 F
21 S
22 S
23 S
24 S
25 S

11 failures leave enough material for 5 more attempts:
1 F (another attempt possible)
2 S
3 S
4 F
5 S
6 F (another attempt possible)
7 S

32 attempts, 12.5 days per attempt, means a cost of 4.38 gp for the hired help. With 18 suits now made Daonil has one suit dyed sea-green, another dyed blood-red, and sells the other 16 at 5,900 gp each. The red suit doesn't sell as easily has he'd expected, but the sea-green suit fits himself just right. (+134,687.1484 gp, +13, 6 ranks)

Next Daonil sets out to make himself some Goo Boots. For this he buys the pelts for 1 gp and pays another adventurer 1 gp for the pixie dust, and 160 gp for 2 lbs. of goo. (+134,524.1484 gp, +13, 6 ranks)

1 Success[/sblock]

Daonil's Gear
[sblock=swag]
Gold pieces earned through crafting: 134,524.1484
Starting gold: 3,000

Adventuring Basics
Antitoxin (3 vials); 150 gp
Bag of the Tinkerers (weightless contents); 5000 gp 1.5 lb.
Backpack x2; 1 gp (self-made) 2 lb.
Bedroll x2; .01 gp 5 lb.
Disguise kit; 50 gp 8 lb.
Map of western Faydwer in a nice case; 5 gp 1.5 lb.
Flint and steel; 1 gp
Ink and pen; 8.01 gp
Notebook; 1 gp 1 lb.
Rations x10; .5 gp 10 lb.
Silk rope (50 ft.); 5 gp 5 lb.
Sack x2; .01 gp .5 lb.
Soap; .05 gp 1 lb.
Tailor's Kit (masterwork); 70 gp 1 lb.
Tent; 2 gp 20 lb.
Waterskin x2; 1 gp 4 lb.
Whetstone; 1lb.

Drums of the Beast (+4 Perform and Play, +4 to twist if one is percussion, enduring breath when playing the drum); 15740 gp 1 lb.
Masterwork lute (+2 Play strings); 100 gp 3 lb.

Hireling, trained as an adventurer's lackey; .03 gp / day

Weapons and Armor
Masterwork Buckler; 165 gp 5 lb.
Master Wu's Fighting Apparel (AC +4, max Dex +9, check +0, grants the Dodge feat and punches and kicks are considered magical); 1 lb.
Goo Boots (+4 Sneak, +2 Climb arcane); 3 lb.
Ravenscale cloak (Dex +2, cold resist 2 aug, +4 Hide circumstance); 5980 gp 3 lb.
Silver-Plated Leggings (Str +1, Dex +2, acid and cold resist 3 enhancement); 7700 gp 4 lb.
Drake-Hide Sleeves (Con +1, hp +3 enhancement, Extended Range I); 5350 gp
Sphinx-Hair Cord (Int +2, Cha +2; cold, disease, fire, sonic resistance 4 and save +1 augmentation); 13,400 gp
Platinum amethyst mask (electricity save +4 arcane); 1600 gp
Platinum zircon earring (electricity resistance 6 arcane); 1251 gp
A Saprophyte Eye earring (Cha +2, hp +6, mana +4 enhancement); 9350 gp 1 lb.
Gold cat's eye agate bracer (Cha +2 arcane); 4000 gp
Gold jacinth bracer (magic effects save +3 arcane); 1250 gp
Electrum diamond ring (all resistances 4 arcane); 3200 gp
Platinum star ruby necklace (+3 save DC for songs arcane); 13,000 gp

Golden Idol of Prexus (wielder may communicate telepathically with any marine creature within 100 ft.; aquatic creatures with Int 1-2 to not harm the wielder unless provoked; AC +1, Int +1, +5 mana, cold resistance 5, +6 Swim untyped); 44,450 gp 4 lb.

Masterwork trident; 315 gp 5 lb.
20 javelins; 20 gp 40 lb.
30 darts; 1.5 gp 15 lb.

Total Gold spent: 137491.66 gp
Gold remaining: 32.4884
[/sblock]
 
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