Lharzin
Re: Lharzin
ACTIVE CHARACTER SHEET:
Lharzin of Clan Grimhald, Female Dwarf, Speaker of Stone

Sunsign, Psyche, Psionics:
Attributes and Skills:
Spells:
Herbs and Alchemy:
Contacts:
Equipment:
Lharzin of Clan Grimhald, Female Dwarf, Speaker of Stone

- Born the 24th Day of Nolus, Early Summer.
- Sunsign: Ahnu, the Fire Dragon
- Age: 28
- Heavy in frame, 4'8" and 100lbs. Of Plain appearance with fair skin, black hair, and green eyes.
- Born a Bastard, only lovechild of father with his mother. Unacknowledged by father, King Hazmadul III.
- Mother is Herrithr, Apothecarist of clan Grimhald
Sunsign, Psyche, Psionics:
Last edited by Marullus on Tue Mar 12, 2024 4:35 pm, edited 8 times in total.
Re: Lharzin
CHARACTER DEVELOPMENT:
Marullus wrote: ↑Sat Jan 06, 2024 1:43 am Lharzin, Female Dwarf, Speaker of Stone
Born the 24th Day of Nolus, Early Summer.
Sunsign: Ahnu, the Fire Dragon
Only Child, born a Bastard, but acknowledged by Father who is the Clanhead.
Heavy in frame, 4'8" and 100lbs.
Of Plain appearance with fair skin, black hair, and green eyes.
Sheet:Lharzin - Speaker of Stone.pdf...to be continued.
- I need help determining Age, then can move to Contacts/Friends/Enemies.
- I need help setting languages and scripts.
- I need the GM to set clan and social class, given she's the acknowledged bastard of a Clanlead of higher station, then her mother is a guilded Apothecarist.
- I need the GM to set the level of the Chantry I am from.
- I need GM to adjudicate psionics (open, dormant, combinable?)
- I need to get the Magic PDF and pick spells (16pts)
- I need help knowing what "Tools of the Trade" are, what clothing and armor I have from my social class and station, and what to use on the Family Wealth table.
(I'm assuming no veteran options - she's young and weird, and hampered by her temper.)
The Process:
Marullus wrote: ↑Sun Jan 07, 2024 2:54 am Question for the group:
What is the theme/feel of the current campaign and your characters? Are we dark and gritty, or noble and heroic?
I have worked through and developed a character and reached a decision point. I am happy with either choice, and that the result to best-fit with the theme and the other characters.
Which character would you and your character prefer to join-up with?
Either way, Lharzin is the bastard love-child of a rather important Dwarven Clanlead's extramarital affiar with her guilded apothecarist mother. Born under the Sign of the Dragon and, perhaps fulfilling ancient prophesy, she evidenced strange and eldritch powers quite unusual among the Khudzul. Evan as a child they realized that, when she walks in her dreams, she walks the real world and sees that which she should not know, and that she found solace in the deep tunnels and caverns listening to the mountain speak of ancient lore, because for her the walls really DO talk. Whether from an imbalance of nature or trauma of childhood, also evolved a violent and uncontrollable temper, much like a firy dragon herself. To help her overcome her temper and harness her eldritch nature (and to move her out of sight as her father politics around the uncomfortable truth of her bastard existence), she was sent to be cloistered at a chantry among the Shek Pvar.
Option 1: (Dark and Gritty)
She was trained to embrace her fire and anger, as the wizards seek most to unlock her inner power. She has learned to face and use her rage and frenzy, not to fear it. Her inner fire also lends itself to the forge and she can smelt items and weapons (and imbue them with firy enchantment).
(Peleahn convocation, Fire magic. Skills of Alchemy, Cookery, Weaponcraft, Metalcraft)
Option 2: (Noble and heroic)
She was trained to balance her fiery anger with the immutable power of earth and life. By focusing on life force, healing, and the growing of things, she can keep her fiery nature in check. Her anger and rage is a liability she balances and controls, containing and hiding it (until she can't).
(Fyvria convocation, Earth/life magic. Skills of Agriculture, Herblore, Foraging, Animalcraft, Tracking, Survival, Embalming, Physician)
Rex wrote: ↑Sun Jan 07, 2024 7:19 am That is an interesting question.
They saved a caravan and discovered a hidden dwarven key along the way.
The key led them to a long abandoned dwarven outpost where they met the ghost of its ancient caretaker. Should mention they defeated an Orc patrol/hunting party along the way.
They located and gave proper burial to the ghosts earthly remains, thus freeing it to move on to its reward.
Tracked and killed a Drake (land dragon), claiming its horde.
Met and negotiated with the Baron who holds the lands the outpost is on. Agreed to go on a griffin hunt with the Barons and other important people.
Either option works but I am very interested to hear what those involved think of it.
shaidar wrote: ↑Sun Jan 07, 2024 6:05 pm Interesting. I think we're somewhere in the middle.
If dark and gritty is 1 and noble and heroic is 10, I think I'd place us at a 6. I think we all have our reasons for looking for wealth and influence, but we're not quite a band of roving murder-hobos, but are looking for our own advancement via generally positive means.
I can see advantages with either character version. With the type of circles we are looking to move in to set some of this up the angry fiery version could make things interesting, but that's not necessarily a bad thing.
Ahlmzhad wrote: ↑Mon Jan 08, 2024 4:35 pm I'm probably more on the gritty side. Son of a local cheif's son and the village seeres. My Uncle was our protector, but Mom died and I figured it was better to get out of dodge. Mainly trying to find a way to live reasonably and do no harm (to good people). I'm more focused on my visions, readings, and use my crafts warily to aid others.
Last edited by Marullus on Fri Jan 19, 2024 8:25 pm, edited 2 times in total.
Re: Lharzin
Rex wrote: ↑Sun Jan 07, 2024 11:35 pm So far everything looks good. That said I can't really check everything until I know for sure what your occupation is and what your parents occupation is. Based on the other post you are thinking fire or earth mage I think. You will also get Dwarf Clansman.
The most common convocation for dwarves is Jmorvi (metal/artifice), followed equally by Peleahn (fire/action), and Fyvria (earth/life cycles). The other 3 are very rare.
Important note about Jmorvi vs Fyvria: A stone wall of a castle (ie the stone is worked into something) is artifice thus the domain of Jmorvi. A cave wall worked by nature is Fyvria. For most spells the final objective can be obtained by different convocations just by thinking about it from a different approach.
Re: Lharzin
Marullus wrote: ↑Mon Jan 08, 2024 10:39 pm
Thanks! Am I working in a different version of the book? I have Version 3.5.2. Addressing below, let me know.
Perfect, thanks! Updated.
It says (p. Character 16) the first skill gets a x2 (Herblore) and then another skill gets x1 (I picked Physician). g
I added this to Fyvria Herblore/3, Physician/2 to get what I used: Herblore/5, Physician/3.
...I still want Physician as my second pick, are the numbers then right?
In your instructions you had: " Discuss Milita option with DM, if granted add Melee Weapon/4, Spear/4 and Shield/4 for unarmored Foot or Bow/4 and Melee Weapon/4, Crossbow/5 and Melee Weapon/4, or Melee Weapon/4 and Sling/3 for unarmored Archer."Rex wrote: ↑Mon Jan 08, 2024 4:47 pmAs a dwarf you get clansman skills (even females): This will grant you the following skills you don't already have Heraldry/2 (missing), Weaponcraft/2 (missing), and modify the following you do have: Initiative/5 (you have 4), Spear/6 (you have 4), Axe/5 (you have 4), Shield/5 (you have 4), Foraging, Survival, and Physician you have correct
Switching to your dwarf version: Heraldry/2, Weaponcraft/2, Initiative/5, Spear/6, Axe/5, Shield/5
...updated.
My Foraging, Survival, and Physician come from Fyvria, are you saying there is an additional amount from dwarf militia?
On Character 27, it says those skills go to Military except Militia. We're getting them anyway?
Harnic/3 added (as 42), Lakise added, Khudzul added, Runic was right.
Page Character 26 says all Shek P'var start with Folklore/5, and that Fyvria start with Tracking/3. I don't want to use OP on them (even if they're lower.)Rex wrote: ↑Mon Jan 08, 2024 4:47 pm5 Option points: You have Folklore/5 (4 from occupation +1 from OP) so 1 OP here, Runecraft/4 (opens at 2 with 1 OP and then +2 is another 3 OP) so 4 OP here, Tracking/3 (2 from occupation +1 from OP) so 1 OP here, Weatherlore/4 (opens at 4 with 1 OP) so 1 OP here, Mental Conflict/4 (opens at 4 with 1 OP) so 1 OP here). Total of 8 OP, 3 over, need to trim here.
I said I spent my points on (in "the process" spoiler):Did I get Cookery from somewhere else in your math?Optional Points (5) [from Mage option list]: Cookery/4, Runecraft/2+1=3, Mental Conflict/4, Weatherlore/4
Runecraft was only set to 3 (Runecraft/2 plus I did spend 1 OP). That said, in the post about Murgar today he said he's focusing on divination so I don't want to edge into that territory. I'll drop Runecraft.
...can I add these points to Weaponcraft instead? That feels extra-dwarfy.
Yep! Fixed.
That's awesome.Rex wrote: ↑Mon Jan 08, 2024 4:47 pmI am fine with you being an unacknowledged bastard of the King. You may even be a known bastard but that doesn't place you in line for the throne but would grant you some obvious privileges. For an example of this the King of Kaldor has 3 known but unacknowledged sons. All are treated as noble (only one is from a noble mother) and hold positions of power in the kingdom. You would pick your mothers clan name as Shek-Pvar don't have their own clans they remain part of their parents clan. I know you have Azadmere but if you need help finding it let me know.This should add to the story. No intention of being in-line for the throne - this just adds political interest as we head to Azadmere.
If your read what's in my spoiler tag with all the rolls, the rolls were Only Child (from this union), Bastard Acknowledge by Father, Father is Clanlead, and Popular in the clan.
...being clear, you're saying we're switching to Unacknowledged Bastard and to my Mother's clan instead of Tarazakh (in which case, what is her clan?)? My Popular applies to mother's clan and you'll set a starting disposition for her relationship with Tarazakh?
What is her Social Status? Is she Noble even if not Tarazakh, or another tier?
What is her age? I can't figure that out.
Once we know that, I can continue into the Contacts, Equipment, etc that's still unanswered under the spoiler in my post.
Rex wrote: ↑Tue Jan 09, 2024 6:03 am I hate trying to get quote boxes to split so I will use numbers to match up with each of your non-quoted sections.
1. We definitely have different versions. Use yours and I will go off your clip.
2. Chantries, all set.
3. Your clip is higher for Foraging, Survival, and Tracking by 1 OML each. Foraging and Survival will get +1 OML each from Clansman (see later). So you should be Foraging/5, Survival/5, Tracking/3
By the rules you always start with Occupation and if something adds to something you already have you don't add OML's but increase the higher by 1. So it isn't Herblore/2 + Herblore/3 = 5, it is Herblore/3 +1 =4, hopefully this makes sense. Adding to physician is fine but clansman also adds for a total of 4 (2+1+1=4)
4. Sorry for the confusion, that is for non-dwarves. All dwarves get Clansman at a cost of 4 years. It is All Military skills plus Khuzdul Clansman Skills. You would be a member of the Crech Guard or more likely the Guardians (Azadmere 28, newest version). Any skill you already have gets +1 OML. Algrim and Beryl are both members of the Beardless Guard.
5. All set.
6. I think we have this covered based on the different version. All set now
7. I just missed cookery completely somehow. All set.
8. She would be treated as a noble by anyone who knows she is the kings bastard. Interestingly all Khuzdul are treated as noble outside Azadmere (just too much risk otherwise). Keep in mind all Khuzdul are free. Her clan would be Grimhald (the only Khuzdul Apothecary clan, E8 on Azadmere City 9).
Age = 13 plus 1d3 + occupation years +1 for Dwarf language/scripts bonus. In your case 13+9+4+1=27+1d3, note I house rule Shek-Pvar from 7 to 9 years based on the fact they get a lot of skills.
When you are ready to start on spells we can work on those.
Marullus wrote: ↑Tue Jan 09, 2024 11:09 pm Okay! Combined all together, that gives these skills:...and these OMBs:...and then this age:
Age [1d3+27]=1+27=28
Updated all that on my sheet. I'll go figure out more stuff later when I get time and come back to post it. (Saving for now so I don't lose this work.)
Re: Lharzin
Marullus wrote: ↑Wed Jan 10, 2024 3:35 am The remainder of the Process:Resulting Elements...
Contacts Table:
Name Contact Relationship Loyalty Kalil Hardakain
Guldbund Dhuzak**
Valka Hurenfal
** Azadmere City B4Church (King's Court)
Palace Builder*
Guardians Jukhar*
Dwarf Guildsman (Apprentice Sage/Tutor)
Church
Church (High Official)
* (GM Option)
Acquaintance
Acquaintance
Acquaintance Best Friend
Unfriendly
Enemy
Unfriendly
.47
46
84
30
None
24
.
Equipment and Wealth: (GM Discretion [Notes above])
Credentials: (GM Discretion)
Spells:
Eye of Kemdal (I)
Talin’s Eye (II)
Balm of Gresan (I)
Figure of Aestras (I)
Verdant Hand (II)
Vine of Alguinas (IV)
Animus of Nithri (V)
Updated sheet attached.
Lharzin - Speaker of Stone.pdf
Re: Lharzin
Herbs Known:
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)]
Fletherane (uncommon) [Non-Alchemy (dried and smoked)]
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)]
Homura (common) (poisonous in any form)
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)]
Quessel (uncommon) [Alchemy (paste cures infections)]
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)]
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)]
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
Revised Spells:
Spells:
Berilik (common) [Alchemy (battlefield anesthetic) and Non-Alchemy (tea)]
Fletherane (uncommon) [Non-Alchemy (dried and smoked)]
Habsulara (common) [Alchemy (mind-enhancer) and Non-Alchemy (tea, energy boost)]
Homura (common) (poisonous in any form)
Kithyl (common) [Alchemy (bleeding, infection) and Non-Alchemy (bandages, poultice, root paste)]
Lavaryctia (uncommon) [Alchemy (sleeping potion) and Non-Alchemy (tea)]
Quessel (uncommon) [Alchemy (paste cures infections)]
Raskile (uncommon) [Alchemy (abortifactant) and Non-Alchemy (tea, contraceptive)]
Tirageyth (common) [Alchemy (narcotic) and Non-Alchemy (chew leaves, euphoria)]
Zahuruk (uncommon) - for a subteranean mushroom [Non-Alchemy (light source)]
Revised Spells:
Spells:
- Eye of Kemdal (I)
- Talin’s Eye (II)
- Balm of Gresan (I)
- Figure of Aestras (I)
- Putrid Hand (I)
- Verdant Hand (II)
- Animus of Nithri (V)
Re: Lharzin
Contacts Table:
Herbs Known:
Name | Contact | Relationship | Loyalty |
---|---|---|---|
Kalil | Church (current location) | Acquaintance | 47 |
Guldbund Dhuzak** | Palace Builder* | Acquaintance | 46 |
Valka Hurenfal | Guardians Jukhar* | Acquaintance Best Friend | 84 |
Dwarf Guildsman (Apprentice Sage/Tutor) | Unfriendly | 30 | |
Church | Enemy | None | |
Church (High Official) | Unfriendly | 24 | |
** Azadmere City Book, B4 | * (GM Option) |
Herbs Known:
Herb Name | Herb Rarity | Habitat | Non-Alchemy Use | Alchemy Product | Alchemy Rarity | Alchemy Effect |
---|---|---|---|---|---|---|
Berilik | (common) | tea; | Ichor of Agrik | (Common) | ||
Fletherane | (uncommon) | dried and smoked; | Fletharasha | (Common) | ||
Habsulara | (common) | tea; energy boost | Uhla Oil | (Rare) | ||
Homura | (common) | (poisonous in any form) | N/A | N/A | ||
Kithyl | (common) | bandages, poultice, root paste | N/A | N/A | ||
Lavaryctia | (uncommon) | tea; | Heavy Curtains | (Uncommon) | ||
Quessel | (uncommon) | N/A | Elmithra | (Rare) | ||
Raskile | (uncommon) | tea; contraceptive | Baby-can-Wait | (Common) | ||
Tirageyth | (common) | chew leaves; euphoria | Halea's Tresses | (Rare, illegal) | ||
Zahuruk | (uncommon) | subteranean mushroom (light source) | N/A | N/A | ||
N/A | N/A | Eye-of-Dwarf | (Common in Azadmere) |
Re: Lharzin
Equipment
Set of wool travel/work clothing (Long sleeve dress, leggings, vest (bustier) and cloak)
Set of fine wool clothing (Long sleeve dress, leggings, vest (bustier) and cloak)
Boots, knee, leather
Belt, leather
Gauntlets, leather
Backpack
Belt Pouch
Azure Bowl Pendant, Holy Symbol, Azurite, blessed (Seim)
Tinder Box
Linen cloth (bandana/scarf/bandage)
Waterskin
Danistor, 10 lbs of smaller mushrooms
Blanket/wool
Torch (12)
Tools
Herbalist (snips, gathering pouch, pruning knife etc)
Alchemist (metal lab set, mortar & pestle, etc)
Herbs/Potions
Tharin's Rock Salt (required for dwarves diet outside of Azadmere)
Ichor of Agrik (Berilik Balm), 4 doses
Kithyl root paste, 4 doses
Kithyl root bandages, 8 doses (must be boiled immediately before use)
Eye-of-Dwarf, 8 doses
Knife (primarily used as a tool and for eating)
Spear, Stone (enchanted, hard as steel), +2 WQ
Warhammer, Stone (enchanted, hard as steel), +2 WQ
Round Shield, Wooden (Light), +2 WQ (protects as Kurbal +2 AQ)
Quilt Gambeson, +1 AQ
Quilt Leggings, +1 AQ
Leather Gambeson, +1 AQ
Leather Leggings, +1 AQ
Kurbal Breast/Back Plate, +2 AQ
Quilt Cowl, +1 AQ
Leather Cowl, +1 AQ
Kurbal Helm, +2 AQ
Leather Calf Boots, +1 AQ
Leather Gauntlets, +1 AQ
Horse, Chelni (Harnic Pony)
Trained for combat so a warhorse of the very light charger type. Relatively small horse averaging 13 hands and 700 pounds.
Tack, blanket, saddle, reigns, hobbles, and saddle bags
Horse, Chelni (Harnic Pony)
Trained as a pack/riding horse, not combat.
Tack, blanket, reigns, lead, hobbles, panniers
Wealth
2400d
Set of wool travel/work clothing (Long sleeve dress, leggings, vest (bustier) and cloak)
Set of fine wool clothing (Long sleeve dress, leggings, vest (bustier) and cloak)
Boots, knee, leather
Belt, leather
Gauntlets, leather
Backpack
Belt Pouch
Azure Bowl Pendant, Holy Symbol, Azurite, blessed (Seim)
Tinder Box
Linen cloth (bandana/scarf/bandage)
Waterskin
Danistor, 10 lbs of smaller mushrooms
Blanket/wool
Torch (12)
Tools
Herbalist (snips, gathering pouch, pruning knife etc)
Alchemist (metal lab set, mortar & pestle, etc)
Herbs/Potions
Tharin's Rock Salt (required for dwarves diet outside of Azadmere)
Ichor of Agrik (Berilik Balm), 4 doses
Kithyl root paste, 4 doses
Kithyl root bandages, 8 doses (must be boiled immediately before use)
Eye-of-Dwarf, 8 doses
Knife (primarily used as a tool and for eating)
Spear, Stone (enchanted, hard as steel), +2 WQ
Warhammer, Stone (enchanted, hard as steel), +2 WQ
Round Shield, Wooden (Light), +2 WQ (protects as Kurbal +2 AQ)
Quilt Gambeson, +1 AQ
Quilt Leggings, +1 AQ
Leather Gambeson, +1 AQ
Leather Leggings, +1 AQ
Kurbal Breast/Back Plate, +2 AQ
Quilt Cowl, +1 AQ
Leather Cowl, +1 AQ
Kurbal Helm, +2 AQ
Leather Calf Boots, +1 AQ
Leather Gauntlets, +1 AQ
Horse, Chelni (Harnic Pony)
Trained for combat so a warhorse of the very light charger type. Relatively small horse averaging 13 hands and 700 pounds.
Tack, blanket, saddle, reigns, hobbles, and saddle bags
Horse, Chelni (Harnic Pony)
Trained as a pack/riding horse, not combat.
Tack, blanket, reigns, lead, hobbles, panniers
Wealth
2400d
Re: Lharzin
Feel free to copy and make notes/basic changes. Name your pony, colors etc.
Weapons: Weapons come in 3 varieties, if not noted it is assumed average. Can also have Light (25% lighter) or Heavy (25% heavier). All 3 types impact is modified by type and users Strength, see Combat 3, custom weapons in sidebar.
In your case, Str 15, Light are 90% (impact x0.9), Average are 110% (impact x1.1), or Heavy are 130% (impact x1.3).
Note that stone weapons can't be heavy weapons.
Example:
Light Stone Warhammer, Wt 3.8 lbs, WQ 11, A/D 15/5, HM -5, impact 5 * (5)
Average Stone Warhammer, Wt 5.0 lbs, WQ 11, A/D 15/5, HM -5, impact 7 * (6)
Keep in mind your encumbrance is based on weight. Your Armor/clothing weights are modified by your size (x0.8 in your case)
Encumbrance = total weight (Armor+Weapons)/Endurance
I assume you will be dropping any backpack/side bag for combat, if not you add that in too.
Weapons: Weapons come in 3 varieties, if not noted it is assumed average. Can also have Light (25% lighter) or Heavy (25% heavier). All 3 types impact is modified by type and users Strength, see Combat 3, custom weapons in sidebar.
In your case, Str 15, Light are 90% (impact x0.9), Average are 110% (impact x1.1), or Heavy are 130% (impact x1.3).
Note that stone weapons can't be heavy weapons.
Example:
Light Stone Warhammer, Wt 3.8 lbs, WQ 11, A/D 15/5, HM -5, impact 5 * (5)
Average Stone Warhammer, Wt 5.0 lbs, WQ 11, A/D 15/5, HM -5, impact 7 * (6)
Keep in mind your encumbrance is based on weight. Your Armor/clothing weights are modified by your size (x0.8 in your case)
Encumbrance = total weight (Armor+Weapons)/Endurance
I assume you will be dropping any backpack/side bag for combat, if not you add that in too.
Re: Lharzin
I'll give her a Light spear and an Average warhammer.
I've named her ponies Barri and Bildr. I've added her wagon (let me know what to subtract from wealth).
Her Mother is Herrithr, Apothecarist of clan Grimhald.
Posted at the top as the Active Sheet.
I've named her ponies Barri and Bildr. I've added her wagon (let me know what to subtract from wealth).
Her Mother is Herrithr, Apothecarist of clan Grimhald.
Posted at the top as the Active Sheet.