About Verik of Abadar
LG Medium Humanoid (Human)
AC 24, touch 10, flat-footed 24 (+10 full plate, +4 shield w/ focus) / AC 14 (Chain Shirt only)
HP 47 (5d8+1d10+12+1)
Fort +9, Ref +2, Will +10 (includes bonuses from Cloak +1, CON belt, WIS headband)
Spd 30 ft. (Heavy/Medium Armor) / 40 ft. (Light or No Armor)
Melee Mw Warhammer +7 (1d8+2/x3) or Mw Handaxe +7 (1d6+2/x3) or Light Hammer +6 (1d4+2/x2) or Dagger +6 (1d4+2/19x2)
Ranged Light Crossbow +4 (1d8/19x2 80') or Light Hammer +4 (1d4+2/x2 20') or Dagger +4 (1d4+2/19x2 10')
Spiritual Weapon Light Crossbow +9 (1d8+1 force dmg/19x2 150', 5 rds.)
Str 14, Dex 10, Con 14(12), Int 10, Wis 20(18), Cha 15 (includes CON belt and WIS band)
Attractiveness 14(13 w/o Belt) (based on Lorekeeper's ATTR rules)
Base Atk +4; CMB +6; CMD 16
Feats (Heavy/Light/Medium Armor Proficiency, All Shields Proficiency, Martial/Simple Weapons Proficiency) (Hu)Extra Channeling, (1st)Selective Channeling, (3rd)Craft Wondrous Item, (5th)Craft Wand, (1st FT)Shield Focus
Traits Ease of Faith, Suspicious
Skill Points 23
Trained Skills Diplomacy +11, Heal +11(+9), Knowledge: Arcana +4, Knowledge: History +4, Knowledge: Religion +5, Knowledge: Engineering +4, Linguistics +4, Profession: Bureaucrat +9, Sense Motive +13, Spellcraft +9
Untrained Skills Acrobatics -6, Climb -4, Escape Artist -6, Fly -6, Intimidate +2, Perception +5, Perform (Oratory) +2, Ride -4(-6), Stealth -6, Survival +5, Swim -4
Languages Common, Celestial
SQ Strong Lawful Aura, Channel Energy 30'R Burst 3d6 Will DC 14 7/day; Command Will DC 17 8/day; +2 to Bluff, Diplomacy, or Sense Motive 8/day.
Verik's Enchanted Cloak of Resistance +1 1020gp
Verik's Enchanted Belt of Mighty Constitution +2 4030gp
Verik's Enchanted Headband of Inspired Wisdom +2 4100gp
Absalom Enchanted Full Plate +1 2650gp
Masterwork Warhammer 312gp
2x Traveler's Outfits 2gp
2x Belt Pouches 2gp
Abadaran Prayer Book The Order of Numbers 10gp
Wand of Cure Light Wounds (CL1)
Total Personal Gear Value: 15638gp, 9sp, 15cp
"Giles" Heavy Draft Horse 200gp (HP 19, AC 17, Fort +8, Ref +7, Will +3)
Leather Barding (+2 Horse AC) 40gp
Military Saddle (+2 Ride Check) 20gp
Saddle Blanket 5sp
Bit & Bridle 2gp
Large Tent (4-man) 30gp
50' Hemp Rope 1gp
1x Grappling Hook (common) 1gp
Iron Pot 8sp
Fishing Kit 5sp
Horse Gear Value: 300gp, 3sp, 0cp
250gp, 25sp, 13cp
Inevitable Sub-Domain (of Law):
Command (Su): As a standard action, you can give a Command (as per the spell), Will DC 17 (10+.5CL+Wis). You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day (3+Wis). 8/day.
Trade Sub-Domain (of Travel):
Base Speed increased by 10 feet (Ex)
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a +2 bonus on the roll (.5CL, minimum +1). You can use this ability a number of times per day (3+Wis).
Channel Positive Energy (Su): 3d6, 30’R Burst, Will DC 14 (10+.5CL+Cha). Heal Living/Harm Undead. Can exclude 2 foes (Cha) from Channeling area (Selective Channeling). You can use this ability a number of times per day (3+Cha+2 Extra) 7/day.
Spells per Day (4\6\4\3\0\0\0\0\0\0 CL 5th, Concentration d20+10)
An orderly, often pedantic, perfectionist, with a strong sense of duty and a kind heart. Verik loves lists and is a great organizer, though he can be infuriatingly inflexible at times. His penchant for lists and books conceals the fact that his memory is poor and is not very clever away from prepared study. He is often jovial when not in a cycle of sermonizing or stating his opinions, and is able to poke fun at both himself and others in equal fashion. While he has the ability to be sociable and diplomatic, his dealings with women have been naive and conversation of a baudy or amorous nature easily embarrasses him, often to the amusement of opposite sex. For these reasons he can seem prudish at times. Verik is humble and willing to admit his faults, though at times his self-doubts tend to preoccupy him. He is well-kept but never flashy, and always solid and dependable to those that ask for his help.
4708: In Spring 4708, his self-doubt over his battle skills and near-death experience at the mercy of tatzylwyrms caused him to leave his company of friends for a more sedentary existence, reinforced by the demands of the Brevian Archbanker Vinodragov shortly before Taxfest. This led to Verik not fighting by the side of his comrades during the Battle of Stagfall on 16th Gozran, indirectly leading to Jemini Lebeda's death. Due to Verik's guilt over the battle and his giving in to self-doubt, as well as having to found a new Bank without much help or communication from the Brevian Banks have made him stubbornly bolder and more suspicious of his own faith's leadership. Keenly feeling the loss of Jemini (and a growing love as he was the only one to see her spirit) and how it affects his companions, he tries to goad Berrin into fully realizing his potential, with mixed results. The emotional distancing of his cousin after Stagfall intensifies Verik's concern and self-guilt over his judgments of him, and tries to heal the broken bonds wherever he can.
The Jarrows are a family of Absalom based Lawyers and have been for generations, but as the fifth son Verik was not encouraged to follow the family profession. Instead after exhibiting an interest in Abadar, the family's choice of worship, he was encouraged to explore his faith and join the Church.
At thirteen he petitioned to join the Grand Bank of Abadar in Absalom and was accepted as an Initiate, accomplishing the journeyman rank of First Initiate in just two years. He spent four years total learning the faith before receiving his full clerical vestments of a Junior Clerk at age seventeen, just past his Naming Day. Working in the sprawling halls of the First Lady of Laws as a Junior Clerk, he earned the distinguished promotion of Full Clerk and Arbiter-Magistrate by the young age of twenty, and had a bright (if somewhat boring) future in the bureaucratic arena.
At twenty, however, his distinction within the Church took a very different direction when he was offered the rare chance to travel as a cohort with the famed diplomat and negotiator Benervan Knesh, a greatly respected cleric of Abadar, and a mighty Justicar in his younger days. With Venerable Master Knesh, Verik gained real-world experience and learned the valuable lesson that not all civilizations and societies are fair and just. During this period Verik learned from Knesh of a philosophy within the Abadarian Church that some adhered to, the Call of Enlightened Order, and was profoundly moved by this school of thought.
Over a two-year period they traveled to all of the great cities of the Inner Sea, and many more besides, as well as venturing further afield to Korvosa. It was on the return passage from Korvosa that their ship was attacked by pirates - The Red Reavers. Verik was injured early on and fled below decks, while Knesh's divine magics secured victory for the sailors, but cost the aging Justicar his life.
Thoroughly ashamed of himself, Clerk Verik vowed that he would not be found wanting again and returned to the Grand Bank of Abadar in Absalom to train for combat. After some months he was ready to set out into the world seeking to bring civilization, order, and law to those lawless lands where it is most needed. His chance came in the form of a call to far-off Brevoy, where an effort to explore and reclaim the Stolen Lands was taking place. Verik found himself suddenly promoted to Senior Clerk (with little fanfare) and "selected" for the task by Banker Ramuel Lorrell along with his cousin Taisper, who had also answered the call and traveled to Absalom to begin the journey with him up the Sellen River.
Call of Enlightened Order:
A philosophy of thought by a minority group of Abadarians, more frequently spoken and discussed in Absalom and Andoran, and more openly practiced at the Abadarian Banks in Lastwall and Mendev. This philosophy started during the Shining Crusade, but has gained more prominence in the last century following Aroden's death, and what many have cited as the "corruption" of Cheliax to evil. At its heart, the writings and teachings of the Enlightened Order state that while the advancement of civilization is still the goal for those who serve Abadar, civilization must have a purpose towards Light and Weal, so that its citizens may prosper and move society towards a higher state of being. Conversely, those civilizations that are excessively cruel to its citizens and thrive on poverty and the downtrodden are destined for collapse and the subsequent destruction of civilization's promise to mankind. The symbol of those that revere the Call of Enlightened Order is a dual image of the Lawgiver construct with wings unfolded wielding the gavel, side-by-side with an Archon bearing his shield.
Abadarian Clerical Ranks of Note in the Bank:
* Clerk-Initiate or "Initiate" – Describes a novice who has not passed the full examinations and consistently receives the Master’s blessings on a daily basis (pre-1st Level Cleric). Initiates, when not at their many studies, are tasked to labor in the many areas that Clerks of Abadar are expected to perform at a full Bank: Counting coin, scribing dictation, copying contracts and texts, cataloguing the library, serving at negotiations and reciting relevant passages from memory are but a few of their functions. At most Banks, Initiates are not required to take more than just rudimentary weapons and armor training, though it does vary according to the locale and realm.
* Junior Clerk – A fully qualified member of the clergy who receives the Master’s blessings daily, but one that is new to his/her ‘key’ (1st Lvl Cleric), and are often referred to as "the newly minted" clerks. Junior Clerks find that their labors are even more numerous and strenuous than when they were Initiates, as their examination studies no longer apply. Partially, this is to help determine the Junior Clerk’s strengths and weaknesses in a given discipline, so that they might be channeled to a specialty for greatest productivity. Junior Clerks tend to be promoted to Full Clerks after approximately a year or two, when their assessment of talents and drawbacks is fully understood, with drawbacks corrected and talents tailored to maximize their productive output to the Bank.
* Full Clerk or "Clerk" – A fully qualified and vetted member of the clergy, shown to have aptitude in one or more sub-disciplines of the Bank, channeled to reach their utmost potential in productivity and efficiency. Full Clerks are often simply called “Clerk” as the rest is implied. This may be the highest ranking an Abadarian cleric can attain for several years, depending on the size and available positions within the Bank. The larger the Bank, the more the Full Clerks tend to specialize into disciplines such as: Contracts, Arbitration, Commerce, Proselytization, Diplomacy, Archives, City Planning and Dweomercraft. Very large Banks may specialize Clerks further into sub-disciplines. It is at this rank that some Clerks are specifically chosen to begin the path of a Justicar if they so choose, though the road is long and on its own progression completely separate from the Bank.
* Senior Clerk – An elevated rank for those clergy which consistently demonstrate high performance in a discipline or sub-discipline of the Bank, entrusted to the more sensitive tasks as assigned by the Bank’s leaders. Alternatively, Clerks who show signs of leadership potential may be promoted as Senior Clerks, so that their more routine duties can be delegated in preparation for advanced instruction. It is considered the highest ranking that the majority of Abadarian clergy may aspire to at a working level, and also simultaneously is the lowest level of recognized Bank leadership – at times the Senior Clerk is exposed to the interpretation and decision-making process of the Bank’s full leadership. As such, Senior positions over the disciplines and sub-disciplines of a Bank are rare and highly coveted – in many cases this competition for advancement is encouraged by the leadership as long as it serves to provide greater incentive for production. The exact number of positions varies greatly by each Bank.
* Junior Banker – The title assigned to very senior clergy of leadership quality, who act in one or more of the following capacities for a Bank based on its size and specialization:
* Traveling Banker – A variant of the Junior Banker, equal in prestige and equivalent in rank. Traveling Bankers are assigned to rural areas where no single village, hamlet or thorp is large enough to maintain a full Bank, but where the clergy can routinely travel between populated areas to perform the duties of Abadar. Traveling Bankers are not considered “true” Bankers because, quite simply put, they have no Bank to permanently maintain, and it is not the preferred arrangement of the leadership to do this. However, services to civilization must continue even in the smallest hamlets and settlements, and the knowledge gained by such activities often is the best preparation on the paved road to full Banker status. As such, Traveling Bankers often do not serve for long periods of time, being promoted and moving on to better ventures once they have seasoned themselves. Exposed to constant travel and other faiths, the position can be contentious but extremely instructive, though dangerously exposed. Usually the more dangerous locales are traveled by full Justicars and not Traveling Bankers.
* Banker – The Banker is simply the highest authority over a Bank in any given town or city. Bankers are required to set the priorities, focus and hierarchy for their faith’s clergy in that location, taking into account the area’s existing laws and traditions, moving ever-forward towards the goals of greater order and civilization for its population base. As Bankers lie outside the rigid hierarchy they are supposed to provide for their lesser brethren, the review of a Banker’s performance is relegated to the following means:
* Archbanker – Contrary to outside perception, an Archbanker does not directly preside over multiple Bankers in a region, though there are exceptions. Rather, the title is afforded to those Bankers that govern Banks in the largest cities and metropolitan areas, they themselves demonstrating a degree of power, wealth and divine ability unmatched by the majority of Bankers. Though they may not have direct authority to formally review a nearby Banker, their prestige and affluence can greatly affect a nearby Banker’s reputation and overall success – not the least of which through trade and commerce between the Banks themselves. Throughout history, Archbankers of Abadar have occasionally risen to take part in some momentous event, demonstrating the full might and majesty of Abadar to protect a civilized population. Such historical deeds of the Archbankers have only ever been rivaled by the Justicars, whom can obtain a high degree of divine power outside of the traditional Bank hierarchy.
Once every seven years, Archbankers throughout Avistan are invited to attend the “Golden Conclave” in either Oppara or Absalom (rotated between the two cities, as Westcrown no longer applies since Aroden's fall), whereupon a thorough review of the faith’s highest policies and ideals are debated and discussed, with full results made available to every chartered Bank known throughout the continent. At this time the status of Banks and civilization in Avistan are evaluated and tallied, to better chart the progress of civilization across the known lands.
Abadarian NPC's of Newhaven:
The “Clerks” of the Bank of Sanctuary (6)
Reside In: The Bank of Sanctuary
* Senior Clerk Thomas Quiss (Human Male 3rd Cleric) Age 21, LG, Absalom
* Senior Clerk Anya Amitel (Human Female 2nd Cleric) Age 18, LN, Brevoy (Restov)
* Full Clerk “Old” Eben (Human Male 2nd Cleric/2nd Expert) Age 64, LG, River Kingdoms (Riverton)
* Junior Clerk Dannil LeVane (Human Male 1st Cleric-Evangelist) Age 16, LN, Galtian (Isarn)
* Junior Clerk Casil Whitestag (Human Male 1st Cleric) Age 19, LN, River Kingdoms (Pitax)
* Junior Clerk Sulda Whitestag (Human Male 1st Cleric) Age 19, LN, River Kingdoms (Pitax)
Known commonly as the “Twins” by the rest of the Bank, the young men are athletic and strong, preferring tasks out-of-doors as often as they can. Sulda and Casil lack a family name, both being of half-Kellid blood after what most likely was a forced siring by a Pitaxian mother and Kellid barbarian father during a raid. Given up at an early age in Pitax, the brothers were left to fend for themselves until their near-teens, but through some unknown grace were taken in by a caravan trader who operated between Pitax and Silverhall. The boys were worked hard but treated fairly by the trader, and taught the rudiments of money and letters as they grew older, as well as martial combat and how to defend the caravans. At some point the boys’ mentor died, and the boys were given entrance to an orphanage in Silverhall with meager funds. The orphanage was run by Abadarian devoted, who saw a “spark” of the Master in the pair and led to their admittance as Initiates. Still, being of half-Kellid descent with no family name to speak of, they were encouraged to take caravan to Newhaven to try for their keys there, for no Brevian Bank would be likely to retain them.
Sulda is more talkative and speaks often for his brother as well as himself, being the slightly stronger “protector” of the two. Casil is shy and quiet, though quick and dexterous, showing natural skills in hunting and tracking. Casil is also slightly more quick-witted than his brother, feeding him sly comments for Sulda to verbalize. Verik finds both twins to be resilient and hardy, performing all their labors without hesitation or complaint. They have a strong preference to perform all their duties together, something Verik wants to change for their long-term development, but also mindful that they perform much more efficiently when they are together. Verik oversaw their examinations in the Fall of 4709 and gave them their keys as Junior Clerks. Moreover, he senses both have talents of crafting – particularly the more talkative Sulda who spends his free time watching the blacksmiths work their forges and asking questions on forging.
The Young “Initiates” of the Bank of Sanctuary (11)
* First Initiate Ethen Hoefurrow (Human Male 0 Initiate) Age 15, LG, River Kingdoms
* Initiate Petyr Mikhaila (Human Male 0 Initiate) Age 14, N, Brevoy (New Stetven)
* Initiates Jokubas, Artur, Marta, Lukas, Alise, Matas, Oliver, Emilija and Samson (6 Human Males / 3 Human Females, 0 Initiate) Ages 11-16, LN/LG, Brevoy/River Kingdoms
The Devoted of the Bank of Sanctuary (5 Guards, 3 Experts)
* Guardsman Bertram Dakkone (Human Male 3rd Warrior) Age 48, LN, Andor
* Guardsman Karl “Archer” Mersen (Human Male 2nd Fighter) Age 24, LN, Brevoy
* Guardsmen Davies, Ellard and Romett (Human Male 2nd Warriors) Age 32-44, LN, Brevoy
* Master Galen Laviil (Human Male 2nd Expert-Architect) Age 26, LG, Brevoy (New Stetven)
* Master Dominic Kobach (Human Male 3rd Expert-Lawyer) Age 42, Brevoy (Whiteseat) LN
* Madam Gerda Ryton (Human Female 2nd Expert-Governess) Age 41, Brevoy (Medhold) LG
The Bank of Abadar in Sanctuary:
Originally Built: Erastus 4708 (informal, multipurpose building)
Chartered: Arodus 4708 (self-chartered by Banker Jarrow, partial services begun)
1st Revision: Lamashan 4708 (interior completed, full bank services begun)
2nd Revision: Rova 4709 (expansion completed)
Overview: Originally a large but fairly simple wooden ‘L’ shaped one-story lodge, meant to serve as a joint schoolhouse for Jhod Kavken and Verik Jarrow to educate children and hold congregations for their respective faiths. After Jhod decided (Verik would say ‘was snubbed by him’) to hold his educational and religious services at a farmstead just outside of town, Verik took over the full usage of it. A serious rift between Verik and Vinodragov the following month pushed Verik to declare his own “charter” for the Bank of Sanctuary and Newhaven, moving into it completely. Its interior was divided and made suitable for a Bank’s needs before the winter, just in time before his first Initiates and Clerks came to him. About a year later the Bank was expanded to add additional living quarters and expand the meeting chambers, closing the ‘L’ shape into a full rectangle.
Outside Entrance: The front of the Bank retains much of its original rural lodge style, with a wide sheltered porch across the entire front, though it lacks chairs or other conveniences to loiter. Large wooden double-doors are its only entrance, open during daylight business hours, but closed at night (Avg Lock, also barred from inside at night). Several
Hallway and Adjoining Chambers: The double-door entrance opens to a wide hallway 15’ long. To the right are two doors, the nearest opening into to a Cloakroom, the farther opening to a Guardroom (formerly Bertram Dakkone’s room before his relocation to the Keyhouse). To the left is a single door which opens into the Meeting Chambers, where business is conducted with visitors on a daily basis. Update: The Meeting Chambers were given two extra rooms with the expansion – a Counting Room and a Private Meeting Room, both of which with lockable doors (Avg Locks).
Public Worship Hall: The wide hallway opens into the Public Worship Hall, set with four rows of pews on each side of a center aisle. The Banker’s Desk rests at the opposite end of the Hall, facing the rows of pews. To the left of the Banker’s Desk is a 5’ statue of the Lawgiver on a raised white stone pedestal, and a nearby bookcase of worship books for patrons on the left wall, as well as a tower shield with a decorative white shroud. The tower shield has ainscribed, activated if the shroud is removed and the passphrase ‘Light of the Lawgiver’ is uttered – as a shield it can be removed outside to aid the public in a crisis. To the right of the Banker’s Desk are two attending Clerk’s chairs (also facing out towards the pews), and a one-step raised dais with a font for blessing . A single door stands behind the Banker’s Desk, with decorative white and gold tapestries to either side. Update: A door was added on the left-hand wall of the Hall, opening to a hallway where the Meeting Chamber expansion and two Junior Clerk Living Quarters (the Twins, Dannil) were added.
Junior Clerk Quarters: A new narrow hallway leads from the Public Worship Hall to a distance of 30’, allowing access to two doors on its left-hand side and newly constructed living quarters with the expansion. Each room has a lock (Avg. Lock), and is suited to the particular tastes of their occupants, the farthest having two beds (the Twins) and the nearest having one (Dannil).
Private Study: The Private Study door behind the Banker’s Desk in the Public Worship Hall has no special protections other than a lockable door (Avg Lock). The Private Study is small (12’x15’) with no windows, Verik’s personal writing desk in the center of the study, facing towards the door. Two Clerk’s desks are pushed up on opposite walls nearest the door in front of Verik’s desk. A bookcase and two cabinets occupy the far wall, as well as a finer tapestry of Absalom at dawn (a gift from one of his brothers). Doors are located on the left and right walls of the Private Study.
Private Worship Altar: The right-hand door from the Private Study is locked (Good Lock) and. Inside is a 10’x10’ worship room with no windows, with a stone statue of Abadar and altar on the far wall. On each side of the altar in glass cases are the Bank’s formal tomes of The Order of Numbers and The Manual of City Building, kept here except during formal worship services.
Private Library: The left-hand door from the Private Study is. A 12’x20’ room beyond constitutes the Bank’s Private Library, with floor-to-ceiling wooden bookcases lining two walls, and open shelves for writing materials. Three sturdy study tables with chairs are in the middle of the room. The room lacks windows. The two other walls have two doors each (four total), each of which leads to a Living Quarters for three Clerks (Eben, Thomas, Anya) and Banker Jarrow.
Clerk Quarters: Each door from the Private Library to a Clerk Quarters is locked (Avg. Lock). Each is a single room with no windows, with a small bed and furnishings suited to the individual tastes of their occupants.
Banker Quarters: The door to Verik’s Private Chambers from the Private Library is. It opens into an anteroom with a pair of comfortable chairs and some small paintings upon the walls, with an open archway to the left leading to his bedchamber. A modest but well-crafted four-post bed, armoire, dressing table, sitting chair and bookcase can be found here, as well as one corner for a weapons rack and armor display.
Underneath the bed and woven floor rug is a concealed hatch in the floor, allowing for a 3’x4’x4’ recess, large enough for a metal chest to be hidden there. Verik’s recessed chest underneath his bed is.
Note on the Keyhouse: In Sarenith 4709 as the Brevian nobles left Sanctuary after Dragonshead, and the damage was being repaired to the town, the expansive set of noble villas called the ‘Brevian Manse’ were left unoccupied except by a very few houses (Lebeda, Orlovsky) that maintained residences there. For the rest of it, portions of it were purchased by well-to-do townsfolk and moved into, leaving other residences unoccupied. One such residence was a two-story house with some minor fire damage, which Verik purchased in Arodus 4709 to accommodate his overcrowded Bank. He relocated the Initiates and other devoted Abadarians to it, turning it into a boarding school of sorts for his brethren even as the expansion to the Bank was being constructed. It was nicknamed the ‘Keyhouse’ for the Abadarian presence, and constitutes the main locale for the Initiates when not working on duties at the Bank. As it has a full kitchen and washrooms while the main Bank does not, the ground floor of the Keyhouse is often a busy mix of Initiates, Clerks and Guards coming and going. The second floor of the Keyhouse is reserved exclusively for the Initiates Quarters and their ever-mindful Governess.
Verik's Learned Lore of Wondrous Item Crafting:
* Amulet of Natural Armor +1 (+5 CL DC, cannot craft by himself)
* Belt of Giant Strength +2
* Belt of Mighty Constitution +2
* Belt of Physical Might +2 (Str & Con)
* Cloak of Resistance +1 (+2 when at 6th CL)
* Everburning Candle
* Hat of Disguise (+5 CL DC, cannot craft by himself)
* Headband of Alluring Charisma +2
* Headband of Inspired Wisdom +2
* Headband of Mental Prowess +2 (Cha & Wis)
* Imbued Votive
* Sash of the War Champion (+5 CL DC, cannot craft by himself)
* Hat of Comprehending Languages & Reading Magic
* Circlet of Persuasion
* (Researching) Knight's Pennon of Honor
* (Researching) Horn of Goodness
* (Researching) Lesser Strand of Prayer Beads
* (Researching) Crown of Swords
* (Researching) Winged Boots
Verik's Current Crafting Schedule:
Crafting in chronological order as of 4710:
TBD) Circlet of Persuasion - 4500gp+circlet value base price / 2250gp+ circlet value materials cost (paid by Jemini). Crafting DC10. 5 Days Crafting Time.
TBD) Headband of Mental Prowess +2 (ENHANCEMENT) - 6000gp (10000gp-4000gp) base price / 3000gp (5000gp-2000gp) materials cost (paid by Verik). Crafting DC17. 6 Days Crafting Time.
TBD) Imbued Votive - 1250gp base price / 625gp materials cost (paid by Verik). Crafting DC6. 2 Days Crafting Time.
TBD) Belt of Physical Might +2 (ENHANCEMENT) - 6000gp (10000gp-4000gp) base price / 3000gp (5000gp-2000gp) materials cost (paid by Verik). Crafting DC17. 6 Days Crafting Time.
TBD) Hat of Comprehending Languages and Reading Magic - 5200gp+30gp base price / 2600gp+30gp materials cost (paid by Verik). Crafting DC9. 6 Days Crafting Time.
TBD) Bull's Strength Wand (CL3) - 4500gp base price / 2250gp materials cost (paid by Verik). Crafting DC8. 5 Days Crafting Time.