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.