The Emissary Bard (World Of Chains Book 3)

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The Emissary Bard (World Of Chains Book 3) Page 13

by Lars M.


  Reward:

  +2000 Reputation with the Chief of Nerit

  30 Gold pieces

  The group that returned to Grant's Crossing was less impressive than the one that had left. We were one and all tired, smeared with dark goop, and covered in dust, and, apart from Arack, we all suffered from some debuff or another. Darya had bent a rib during her landing, and my agility debuff was of the 24-hour kind. Lyle wasn't going to fight anything for the next 12 hours, either. Still, the mood among the group was high-spirited, and we shared stories along the way.

  I spent a little while going over our skill increases and was blown away - there was just so much. Apparently, surviving three subsequent battles, one of them protracted and extremely hazardous, was a good way to learn and earn XP too. I went over each of our Character sheets.

  Character Info:

  Name: Arack Nerdiz

  Race: Kobold

  Class: Rogue, Level 4 – experience towards next level: 110/4000

  Crafting Class: Alchemist, Novice

  Gathering Class: None

  Deity: None

  Stats and Attributes:

  Health: 60/60 (+10)

  Mana: 80/80

  Stamina: 60/60 (+10)

  Strength: 4

  Perception: 12

  Endurance: 6 (+1)

  Charisma: 11

  Intelligence: 7

  Agility: 20 (+3)

  Luck: 8

  Skills:

  Skill Name

  Level

  Rank

  Stat

  Acrobatics

  15

  Apprentice

  Agi.

  Alchemy

  3

  Novice

  Int.

  Barter

  3

  Novice

  Cha.

  Blackmail

  1

  Novice

  Cha.

  Brawling

  2

  Novice

  Str.

  Diplomacy

  13

  Apprentice

  Cha.

  Lore:

  4

  Novice

  Int.

  - Crafting Lore

  6

  Novice

  Int.

  - History

  2

  Novice

  Int.

  - Local Lore: Dawnlight Forest

  4

  Novice

  Int.

  - Religion

  5

  Novice

  Int.

  Piercing Weapons

  9

  Novice

  Agi.

  - 1-H Weapon

  14

  Apprentice

  Agi.

  - Dual Wielding

  5

  Novice

  Agi.

  - 2-H Weapon

  2

  Novice

  Agi.

  Sleight Of Hand

  12

  Apprentice

  Agi

  Spot

  8

  Novice

  Per.

  Stealth

  13

  Apprentice

  Agi.

  Teacher

  2

  Novice

  Cha.

  Throwing

  22

  Apprentice

  Agi.

  Tracking

  5

  Novice

  Per.

  - City

  3

  Novice

  Per.

  Traps

  2

  Novice

  Agi.

  Unarmored Dodge

  23

  Apprentice

  Agi.

  Traits and Achievements:

  Naturally agile: Kobolds have been blessed by nature with exceptional dexterity, making them extraordinarily quick and agile. Kobolds gain +1 Agility for each level gained.

  Heat Vision: The vision of kobolds grant them the ability to perceive differences in temperature alongside their regular vision. This can be a matter of life and death, allowing a kobold to pick out enemies or animals among vegetation.

  Impolite society: Your average rogue will be denied entry to a large part of polite society. However, in the lower ranges of society, the thieves guilds have different standards – and here, a rogue is always welcome.

  Mark of Anathema: You have been labeled Anathema to the kobold race. The mark singles you out and followers of Thracken will know that you are casteless, worth less than dirt. This mark is permanent and can only be removed by a priest of Thracken.

  Apprentice Rogue: Agility-based skills increase 3% faster.

  Innocent Demeanor: Due to your sweet personality and inoffensive demeanor, few people suspect you of any ill-doings. For each minute you talk with a target, their Spot skill is reduced by one, to a maximum penalty of five.

  Permanent Upper Tendon Damage: The muscles in your arms have suffered serious damage and can never be restored to their former strength. As a result, you have learned to rely heavily on your nimbleness. Strength reduced by 3. Agility increased by 3.

  Survivor: You have suffered through more pain than the average warrior and have been hardened from the process. You are able to shrug off pain that would leave most people crying. +10% pain resistance.

  Damn. It looked like Arack would be the first of us to take a skill beyond the Apprentice rank. In the beta, I hadn't managed to hit 25 myself, but somebody had mentioned that was where the Journeyman rank was. Both her Unarmored Dodge and Throwing skills were spiraling completely out of control. Amazing.

  Character Info:

  Name: Lyle Brenathan

  Race: Human

  Knight, level 3 – experience towards next level 2730/3000

  Crafting Class: Armorer, Apprentice

  Gathering Class: Mining, Novice

  Stats and Attributes:

  Health: 190/190 (+10)

  Mana: 90/90

  Stamina: 190/190 (+10)

  Strength: 18

  Perception: 8

  Endurance: 19 (+1)

  Charisma: 10

  Intelligence: 9

  Agility: 8

  Luck: 5

  Skills:

  Skill Name

  Level

  Rank

  Stat

  Armorsmithing

  20

  Apprentice

  Str.

  Barter

  6

  Novice

  Cha.

  Blunt Weapons:

  9

  Novice

  Str.

  - 1-H Weapon and Shield

  11

  Apprentice

  Str.

  - Charge

  1

  Novice

  Str.

  - Crushing Strike

  4

  Novice

  Str.

  - Shield Bash

  7

  Novice

  Str.

  - Shield Kick

  6

  Novice

  Str.

  Heavy Armor

  15

  Apprentice

  End.

  Lore:

  8

  Novice

  Int.

  - Crafting Lore

  15

  Apprentice

  Int.

  - Geography

  14

  Apprentice

  Int.

  - Groupings

  3

  Novice

  Int.

  - History

  6

  Novice

  Int.

  - Local Lore: Dawnlight Forest

  13

  Apprentice

  Int.

  - Magic Lore

  4

  Novice

  Int.

  Spot

  3

  Novice

  Per.

  Throwing

  2

 
; Novice

  Agi.

  Traits and Achievements:

  Jack of all Trades: Humans are proficient with any manner of skills. Skill increases are 2% more likely to happen.

  Well-liked: Humans are universally well-liked. +10% to any reputation gain.

  Sign of the Bear. Once a day, gain +10 Endurance for 60 seconds.

  ...in Shining Armor. Knights tend to spend a lot of time in their armor, and are able to use it more effectively than most other classes. +5 AC.

  Clumsy. You are clumsier than most – or just plain unlucky. You are more apt to skin your knee, drop your knife, or stumble. The bad side to this is that it seems to have become a permanent thing. The good side is that your numerous incidents have hardened you beyond the usual. You are affected by -5 Luck but gain +3 Endurance and a +5 to any roll to resist pain.

  Survive the Swarm I: You have survived an attack by more than ten times your group’s number. In the future, your group receives +2 to all defensive skill checks when your group is heavily outnumbered.

  Defeat the Swarm I: You have eliminated a group numbered more than ten times your group’s number. In the future, your group receives +2 to all offensive skill checks when your group is heavily outnumbered.

  Valor of Blackrock Spire: Odds mean nothing to you. You have proved that you are willing to risk your life for the things that matter the most to you - be they honor, family, or a cheap thrill. Thus, when your life is at stake, you are strengthened. When you face overwhelming odds, you receive a 3 minute +10 bonus to endurance and +10% pain resistance.

  Lyle was also becoming a monster. He was damn close to level 4, and all his close-combat skills were powering up nicely, along with his armorsmithing. His 1-H Weapon and Shield had managed to hit Apprentice, and the upgrade was a nice one.

  Congratulations. You have reached the Apprentice level with your skill:

  1-H Weapon and Shield

  Damage from any strikes with either weapon or shield is increased by +20%

  I especially loved the new Charge skill Lyle had learned mid-fight.

  Charge

  You crash into your target shield-first with overwhelming force. Executed correctly, the target is flung back and is at risk of being dazed or even stunned with the impact.

  Causes strength damage

  Chance to daze, stun or knock back enemy

  Cooldown: 30.0 seconds

  Cost: 40 stamina

  Character Info:

  Name: Arcangelo

  Race: Half-elf

  Class: Bard, Level 5 – experience towards next level: 1895/5000

  Crafting Class: Tinkerer, Novice

  Gathering Class: Chronicler, Apprentice

  Deity: Serune, Initiate. Clergy points: 400/2000

  Stats and Attributes:

  Health: 110/110 (+20)

  Mana: 100/100 (+110)

  Stamina: 110/110 (+20)

  Strength: 8

  Perception: 17 (+1)

  Endurance: 11 (+2)

  Charisma: 37 (+7)

  Intelligence: 10(+1)

  Agility: 8

  Luck: 16

  Skills:

  Skill Name

  Level

  Rank

  Stat

  Acrobatics

  11

  Apprentice

  Agi.

  Barter

  9(+2)

  Novice

  Cha.

  Blackmail

  8

  Novice

  Cha.

  Brawling

  1

  Novice

  Str.

  Chronicler

  11

  Apprentice

  Int.

  Concentration

  13

  Apprentice

  End.

  Diplomacy

  15(+2)

  Apprentice

  Cha.

  Gambling

  8

  Novice

  Cha.

  High Tide

  Max

  Cha.

  Leadership

  9

  Novice

  Cha.

  Lore:

  5

  Novice

  Int.

  - Crafting Lore

  4

  Novice

  Int.

  - History

  6

  Novice

  Int.

  - Local Lore: Dawnlight Forest

  9

  Novice

  Int.

  - Magic Lore

  7

  Novice

  Int.

  - Religion

  3

  Novice

  Int.

  Multicast

  8

  Novice

  Int.

  Musician

  15

  Apprentice

  Cha.

  Performing

  9

  Novice

  Cha.

  Singing

  9

  Novice

  Cha.

  Sonic Spells

  13

  Apprentice

  Cha.

  - Charm Person

  2

  Novice

  Cha.

  - Entrance Animals

  5

  Novice

  Cha.

  - Sleep

  5

  Novice

  Cha.

  - Sonic Missile

  18

  Apprentice

  Cha.

  - Sonic Push

  13

  Apprentice

  Cha.

  - Sonic Wave

  17

  Apprentice

  Cha.

  - Stream Of Songs

  6

  Novice

  Cha.

  - Stun Blast

  14

  Apprentice

  Cha.

  - Veil Of Sound

  9

  Novice

  Cha.

  Spot

  10

  Apprentice

  Per.

  Teacher

  6

  Novice

  Cha.

  Throwing

  6

  Novice

  Agi.

  Tinker

  8

  Novice

  Int.

  Tracking

  6

  Novice

  Per.

  - Forest

  4

  Novice

  Per.

  Unarmored Dodge

  13(+3)

  Apprentice

  Agi.

  Leadership Skills:

  Resilience I: Mêlée damage taken is reduced by -10%.

  Magic Resistance I: Magic damage taken is reduced by -10%.

  Improved regeneration I: + 10% increased stamina, mana, and health regeneration speed in combat.

  Combat Movement I: +5% movement speed in combat.

  Traits and Achievements:

  Fair Visage: Being blessed with the best from both parents, half-elves gain +1 Charisma for each level gained.

  Low-light Vision: A half-elf can see twice as far as a human in poor illumination. He retains the ability to distinguish color and detail under these conditions.

  Pariah to Elves: In general, Elves disregard half-elves as both a disgrace and as proof of the dishonor of the parent elf. Half-elves start with a ”Disliked” reputation to all Elven factions, and earn -10% reputation gain with Elves.

  Universally Welcome: A bard is always welcomed, almost regardless of where he goes. Everybody knows that a bard entering the room will soon result in cheerful music, good conversation, laughter, and enjoyment. The Bard’s initial reputation with any faction that would otherwise start at ‘disliked’ or ‘neutral’ is automatically increased to the next level. Reputations below disliked and above neutral are not affected.

  Apprentice Bard: Charisma-based skills increase 3% faster.

  Bringer of Joy: Yo
u have shown that you are able to bring people together and joy to the crowds wherever you go. Reputation gain while performing or playing is increased by 25%.

  Survive the Swarm I: You have survived an attack by more than ten times your group’s number. In the future, your group receives +2 to all defensive skill checks when your group is heavily outnumbered.

  Defeat the Swarm I: You have eliminated a group numbered more than ten times your group’s number. In the future, your group receives +2 to all offensive skill checks when your group is heavily outnumbered.

  The Ends Justify the Means: You have proven that you are willing to go to extraordinary, and even amoral, lengths to get to the bottom of what you believe to be the truth. People know and respect that you are a man who gets results, but dislike the methods that you tend to use. Any positive reputation gain is increased by 20%, but negative reputation is increased by 40%.

  A Champion is Born: You have gained the full confidence of a grouping, and they look up to you as their Champion and guide. For better or worse, the Anathema of Nerit have seen the light in you and will often look to you for guidance or help.

 

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