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Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff

Character Notes

The Meta of Mags

I wanted to focus on the potential for character development. PbP moves slowly, limiting the potential to role play within-game (as opposed to "within backstory") character development. So I wanted to create a character who is still facing the steeper portion of the personal development learning curve. Despite being 3rd level, Augur has not yet realized his potential as a hero: he has lived most of his life as a sidekick. He does not see himself as an "adventurer" in the heroic sense. He could use a little more confidence, a clearer identity, and achievement of a role that would more adequately take into account his strengths (i.e. not only does he not see himself as an adventure, but he also doesn't see himself as a rogue arcane trickster--which, of course, is what he actually is). 

My planned progression for this character is: lots of relatively rapid character development. Assuming disasters don't happen, Augur should grow in confidence, identity, and self worth. He will hopefully create new and close friendships with the other PCs, from which he will grow in unpredictable (by me) ways.  He will develop into his role as an adventurer, a team member, and an arcane trickster rogue (I can imagine a future Augur who wears armor and fights with a rapier...). And in that process, he will hopefully shift from something of a sidekick to a hero. 

A secondary focus for this character concept was the very idea of creating a sidekick: a character who initially has not-so-heroic reactions to the events that unfold in the beginning phase(s) of the game. A foil to highlight the heroic values, attitudes, thinking, and actions of the other PCs at the start of the game. [And then of course, watch as that sidekick develops into as much a hero as his companions.]

Character Notes

1. Arcane Trickster: Mags was trained in Deception by the Master, but he's just not any good at it.  Mags' talents lie not in a natural ability to deceive, but in deception via magic. He's very good at arcane trickery--he's got many tricks up his sleeves. 

2. Not a Virgin: While traveling the byways of Grehesia, Mags (and the Master) once saved a young woman from being raped by bandits. She had just lost her husband and had been traveling to stay with distant relatives in another part of Grehesia. She traveled with Mags and the Master for a few days--as they were traveling in the same direction. Mags had just turned eighteen, and she was an attractive nineteen-year-old. During their time together, she teased Mags mercilessly, having discovered his awkwardness around her. On her last night with the Hedge Wizards, she came and found Mags in the night and rewarded him for saving her virtue and life--expressing, affection, comfort, and pleasure in their coupling. This is his only claim to intimate experience Mags has ever had. 

3. Fighting Style: Mags fights primarily with slashing attacks to vital and/or debilitating areas. When he fights, be becomes hyper-focused, using his natural speed, oracular gift, trickery, and divine luck to attack and defend with preternatural speed. His oracular gift sometimes gives him flashes of insight about his opponent, aiding in his ability to faint or in other ways distract before striking true. Similarly, Nezeris' tie to luck sometimes benefits Mags in unexpected ways right when he needs it. Generally speaking Mags-in-combat is much more self-possessed, a genuine transformation from his usual self. 


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff

Character Notes

The Meta of Mags

I wanted to focus on the potential for character development. PbP moves slowly, limiting the potential to role play within-game (as opposed to "within backstory") character development. So I wanted to create a character who is still facing the steeper portion of the personal development learning curve. Despite being 3rd level, Augur has not yet realized his potential as a hero: he has lived most of his life as a sidekick. He does not see himself as an "adventurer" in the heroic sense. He could use a little more confidence, a clearer identity, and achievement of a role that would more adequately take into account his strengths (i.e. not only does he not see himself as an adventure, but he also doesn't see himself as a rogue arcane trickster--which, of course, is what he actually is). 

My planned progression for this character is: lots of relatively rapid character development. Assuming disasters don't happen, Augur should grow in confidence, identity, and self worth. He will hopefully create new and close friendships with the other PCs, from which he will grow in unpredictable (by me) ways.  He will develop into his role as an adventurer, a team member, and an arcane trickster rogue (I can imagine a future Augur who wears armor and fights with a rapier...). And in that process, he will hopefully shift from something of a sidekick to a hero. 

A secondary focus for this character concept was the very idea of creating a sidekick: a character who initially has not-so-heroic reactions to the events that unfold in the beginning phase(s) of the game. A foil to highlight the heroic values, attitudes, thinking, and actions of the other PCs at the start of the game. [And then of course, watch as that sidekick develops into as much a hero as his companions.]

Character Notes

1. Arcane Trickster: Mags was trained in Deception by the Master, but he's just not any good at it.  Mags' talents lie not in a natural ability to deceive, but in deception via magic. He's very good at arcane trickery--he's got many tricks up his sleeves. 

2. Not a Virgin: While traveling the byways of Grehesia, Mags (and the Master) once saved a young woman from being raped by bandits. She had just lost her husband and had been traveling to stay with distant relatives in another part of Grehesia. She traveled with Mags and the Master for a few days--as they were traveling in the same direction. Mags had just turned eighteen, and she was an attractive nineteen-year-old. During their time together, she teased Mags mercilessly, having discovered his awkwardness around her. On her last night with the Hedge Wizards, she came and found Mags in the night and rewarded him for saving her virtue and life--expressing, affection, comfort, and pleasure in their coupling. This is his only claim to intimate experience Mags has ever had. 


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

Wizard of the Coat

Wizard of the Coat

Reserved for Stuff

Character Notes

The Meta of Mags

I wanted to focus on the potential for character development. PbP moves slowly, limiting the potential to role play within-game (as opposed to "within backstory") character development. So I wanted to create a character who is still facing the steeper portion of the personal development learning curve. Despite being 3rd level, Augur has not yet realized his potential as a hero: he has lived most of his life as a sidekick. He does not see himself as an "adventurer" in the heroic sense. He could use a little more confidence, a clearer identity, and achievement of a role that would more adequately take into account his strengths (i.e. not only does he not see himself as an adventure, but he also doesn't see himself as a rogue arcane trickster--which, of course, is what he actually is). 

My planned progression for this character is: lots of relatively rapid character development. Assuming disasters don't happen, Augur should grow in confidence, identity, and self worth. He will hopefully create new and close friendships with the other PCs, from which he will grow in unpredictable (by me) ways.  He will develop into his role as an adventurer, a team member, and an arcane trickster rogue (I can imagine a future Augur who wears armor and fights with a rapier...). And in that process, he will hopefully shift from something of a sidekick to a hero. 

A secondary focus for this character concept was the very idea of creating a sidekick: a character who initially has not-so-heroic reactions to the events that unfold in the beginning phase(s) of the game. A foil to highlight the heroic values, attitudes, thinking, and actions of the other PCs at the start of the game. [And then of course, watch as that sidekick develops into as much a hero as his companions.]

Character Notes

1. Arcane Trickster: Mags was trained in Deception by the Master, but he's just not any good at it.  Mags' talents lie not in a natural ability to deceive, but in deception via magic. He's very good at arcane trickery--he's got many tricks up his sleeves. 

2. Not a Virgin: While traveling the byways of Grehesia, Mags (and the Master) once saved a young woman from being raped by bandits. She had just lost her husband and had been traveling to stay with distant relatives in another part of Grehesia. She traveled with Mags and the Master for a few days--as they were traveling in the same direction. Mags was seventeen at the time, and she was an attractive nineteen-year-old. During their time together, she teased Mags mercilessly, having discovered his awkwardness around her. On her last night with the Hedge Wizards, she came and found Mags in the night and rewarded him for saving her virtue and life--expressing, affection, comfort, and pleasure in their coupling. This is his only claim to intimate experience Mags has ever had. 


Starting Gear

  • Rogue Class Gear I'm Not Keeping: rapier (25 sp), shortbow (25 sp), quiver (1 sp), 20 arrows (1 sp), leather armor (5 sp), burglar's pack (8 sp), all sold for 36.5 sp  
  • Rogue Class Gear I'm Keeping: dagger, thieves' tools
  • Background Class Gear: Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
  • Bonus Starting Cash: 200 sp. 
  • TOTAL STARTING CASH: 251 sp 5 cp
  • Purchases:
    • black silk mask 2 sp
    • messenger bag 1 sp
    • sling + 20 sling bullets 5 cp
    • pouch 5 sp
    • 3 darts 15 cp
    • knife 5 cp
    • mess kit 2 cp
    • scroll case 1 sp
    • 10 sheets of parchment 10 cp
    • sealing wax (5 cp)
    • ink pen .2 cp
    • sack .1 cp
    • chalk (1 piece) .1 cp
    • 6 candles .6 cp
    • waterskin 2 cp
    • bedroll 1 sp
    • blanket 5 cp
    • lamp (1 lb) 5 cp
    • oil flask 1 cp
    • steel mirror (5 sp)
    • ink (1 ounce bottle) 10 sp
    • Find Familiar spell components 50 sp,
    • Augur spell components 25 sp
    • Crafting costs for 2 potions of healing 50 sp
    • Crafting costs for 1 antitoxin potion 25 sp
  • TOTAL STARTING PURCHASES: 190 sp  & 6 cp
  • TOTAL STARTING CASH AFTER PURCHASES: 60 sp & 9 cp

Item Crafting

Items Crafted with the Herbalist Kit

According to XGE, Potions of Healing are exceptions to the rules of "Crafting Magic Items." You just need to be proficient with the Herbalism Kit and have materials equal to half the cost of the potion. 

  • Antitoxin: a popular item in areas where venomous snakes are common
  • Potion of Healing: perhaps Augur's biggest money maker

Magic Items Crafted with the Arcana Skill 

According to XGE, to craft a magic item, you need to first learn the magical formula for constructing it. No guidelines are provided as to how a would-be crafter might acquire such a formula. I'm assuming Augur learned several such formula's from the Master because (according to XGE) two crafters can work on the same crafting project, halving the time of construction. Below is an explanation of the Master's philosophy on items worth crafting, as well as a list of specific items Augur learned how to make. 

According to XGE, the formula or recipe for crafting an item always involves an exotic ingredient that can only be obtained by facing a creature of a particular CR Range in the course of an adventure. XGE notes that "facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to." The creature CR Range that must be faced to obtain the exotic material for a Common magic item is CR 1-3.    

The Master's Philosophy on Item Construction: The Master had one important rule when it came to crafting magic items: he did not create items that would put others out of work, i.e. clothes of mending or a Cloak of Many Fashions mean less repair work for tailors, Heward's Handy Spice Pouch could put the local spice merchant out of business...

Items Augur Learned to Craft in the Pursuit of his Trade as a Hedge Wizard's Apprentice: The Master knew how to create many common magic items. The following is a list of those magic item formulas Augur learned, helping the Master to obtain their respective exotic ingredients, and then crafting the items. 

  • Chest of Preserving (XGE): to the right buyer (a tavern owner, innkeep, butchers, baker...) this is a must have item. 
  • Ear Horn of Hearing (XGE): a popular item with the hard-of-hearing gaffers of the village
  • Ersatz Eye (XGT): basically, an artificial eye. Not a common request, but those who need one are willing to pay the full price.
  • Perfume of Bewitching: not quite a love potion, but nevertheless a popular request. 
  • Prosthetic Limb (TCE): Again, not a common request, but those who need one are willing to pay full price without haggling.

 

 

 

image.png

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