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]