Practicing a Profession: You can use this downtime activity to maintain a certain lifestyle for a number of days. You work between adventures to produce an income for yourself above and beyond what the town is already providing for adventurers free of charge. This can be used to either maintain a certain lifestyle beyond Modest or it can be used to produce additional income for your character.
If you don't have any tool proficiency skills, you can use your skills as an adventurer to work. This produces 6 GP per week, the equivalent to a Modest lifestyle. You earn this automatically, just write in your downtime thread the amount of weeks your character is working and add the appropriate gold to your character sheet.
If you have any tool proficiency, you can make a skill check in your tool proficiency. Your roll will determine how much you are able to produce per week.
To make a tool proficiency check you make an Intelligence Check roll for each week that you are practicing a profession. Don't forget to add your proficiency bonus as well. So for instance, if your intelligence is 14, you will add your Intelligence Ability Modifier of +2 plus your proficiency bonus, which at Level 1 is +2 for a total of +4. The check is an intelligence check regardless of which tool proficiency that you use because it is a measure of not only your ability to do the job but your ability to secure enough profitable work for the week.
For characters who are using an Instrument to practice a profession, they will instead use their Performance Skill to earn a living and will make a Performance Skill Check instead.
A roll of less than 10 produces 6 GP for the week. (Modest Lifestyle)
A roll of 10 to 14 produces 12 GP for the week. (Comfortable Lifestyle)
A roll of 15 to 24 produces 24 GP per week. (Wealthy Lifestyle)
A roll of 25+ produces 60 GP per week. (Aristocratic Lifestyle)
For example, let's say your character has proficiency in Potters Tools and wants to practice a profession for 30 days.
They have +2 Proficiency and a +1 Intelligence modifier for a total of +3.
They will make a tools check 4 times to determine how much they earned during downtime.
Dice Potters Tools Check:
d20+3
(16)+3
Total = 19
Dice Potters Tools Check:
d20+3
(7)+3
Total = 10
Dice Potters Tools Check:
d20+3
(19)+3
Total = 22
Dice Potters Tools Check:
d20+3
(12)+3
Total = 15
In this case, they got Wealthy, Comfortable, Wealthy and Wealthy for a total of 84 GP.
They can either live a modest lifestyle for the 30 days and add the gold to their character sheet.
Alternatively, they choose to live the lifestyles associated with what they rolled each week.
Another example, let's say your character has proficiency in the Flute and wants to practice a profession for 30 days.
They have a +6 Performance skill.
They will make a Performance check 4 times to determine how much they earned during downtime.
Dice Flute Performance Check:
d20+6
(18)+6
Total = 24
Dice Flute Performance Check:
d20+6
(8)+6
Total = 14
Dice Flute Performance Check:
d20+6
(19)+6
Total = 25
Dice Flute Performance Check:
d20+6
(4)+6
Total = 10
In this case, they got Wealthy, Comfortable, Aristocratic and Comfortable for a total of 108 GP.
They can either live a modest lifestyle for the 30 days and add the gold to their character sheet.
Alternatively, they choose to live the lifestyles associated with what they rolled each week.
Last edited by secretID; Mar 7th, 2023 at 09:35 AM.
Celetheril
AC 15
HP 14/9
Speed 30 ft
Passive Perception 14 or 17 with Raven on shoulder
Saving Throws STR +2 DEX +3 CON +1 INT +3 WIS +4 CHA +5
Equipment: Mace (Wielded)
Special Abilities: Eldritch Blast, Poison Spray, Armour of Agathys, Hex
Languages - Common,Elvish, Orcish, Goblinish, Dwarven
Move: Action: Bonus Action: Reaction: Interaction: Active Effects: Dice Rolls:
__________________
Due to some major issues in RL, I am taking a break from RPGX until December.
Taken the Oath of Sangus
Last edited by Fwalin McFundin; Nov 3rd, 2017 at 06:45 AM.
Training: Learn a new language - Orcish
Int bonus = 2
Total days required to learn = 250 - (10*2) = 230 days. Spending 30 days down time (and 30g)
It was clear to Darvin that these lands were going to be quite dangerous if he didn't know what his enemies were saying. As it was, only one person in his previous party was of interest to him at the current time, so the rogue searched for a teacher that knew Orcish.
I am assuming this can be broken up into chunks and mastered over time, but I won't gain the knowledge proficiency until it is completely mastered.
The two made quite the pair as they walked through the streets of Westhaven. The lanky, unwashed, tattoed pirate and the squat, homely lady of the night. Linked arm in arm Uhka radiated a sly smile as the rum continued to work its way through his system. Beatrix, the name the not-so-young lady offered Uhka when he asked, for her part did very well to hide her repulsion the man's intense odor caused as she led him through the back alleys toward their final destination. "How long 'as it been?" the sailor wondered as they stepped over sewage filled streets toward the seedier side of town. It's easy to forget how nice the willing embrace of another can feel when you're adrift at sea for months at a time.
As they advanced further into the back alleys, the sneers and whispers that followed them subsided. In this part of town people didn't have time to worry about what depravity others were up to. "Here's the place." Beatrix let go of Uhka's arm and pointed toward the nondescript building exterior. Before she would enter she made it clear with a gesture of her hand there would need to be some form of payment. The tattooed pirate still smiling slyly looked around at the dank alley he found himself in. With a flick of his thumb, a gold coin was sent flying into the woman's hand and the pair again were linked as they pushed through the door.
"Seven!" The croupier called loudly paying no notice to the two guests entering the room. A small crowd of gamblers groaned in unison as they saw their chips pulled away. Uhka found himself drawn to the corner where the dice game was taking place. Beatrix tried to pull him by the arm to the staircase up to the second floor, but the pirate could not be swayed.
"My money good 'ere?" Uhka asked the croupier holding the last of his few gold coins out toward the man.
"Of course!" Was the instant response from the croupier (better not to let time go by with so many distractions competing for the drunken sailor's last coins). A stack of chips was shoved Uhka's direction and the barmaid was shepherded to bring a stool over for the new patron. Beatrix found her way to a seat a few feet behind the gaming table. She looked a bit exasperated as she wondered how much longer she'd have to endure the pirate before moving on to her next customer.
"'Ats the stuff" Uhka responded as he took a seat on his stool and began stacking his pile of chips. "An' how 'bout a rum" He continued, investing his first chips into a drink from the bar.
The next few hours passed by in a dizzying swirl of activity. The pile of chips in front of Uhka grew and shrank with frigtening rapidity. From time to time he'd throw a few chips back toward Beatrix, she'd stuff them into her purse as she continued to disinterestedly accompany the tattoed man. Disinterested that is until the moments when her companion would score a massive win, at which point she'd sidle beside him to grab a couple of chips for herself. The homely hooker was not the only one sniping the sailor's chips in his drunken revelry. Fellow gamblers and onlookers were able to steal a few with Uhka being none the wiser. And of course the barmaid made frequent visits to exchange a few chips for a refill of his rum. Uhka didn't mind as long as he kept winning, and win he did - at least enough to keep his chip stack afloat even in the face of such spiraling expenses.
The festivities continued until night turned into day. Dawn was breaking and shedding more light on the squalid gambling den and its sordid patrons. The sly, carefree smile Uhka had worn was drooping into a blank sneer, his face exhausted from hours of overstimulation. At its height the game hosted more than a dozen players, and had to turn more willing players away. But now there were just three, beside the croupier, sat down to gamble. The barmaid, whether it was a new one or the same from last night Uhka could no longer tell, refused to keep serving the pirate. "You're through sir." She commanded. The honorific was comically unfitting for the tattooed sailor stinking up the joint.
"Fine." Uhka slurred, upset at being cut off, but too tired to make a fuss. He looked over his shoulder to collect Beatrix and move upstairs, but she had left hours ago when the winning had slowed down. The lanky gambler hiccuped and looked down at his pile of chips, about the same as when he cashed in. His head swayed drunkenly as he lifted it up to its full height and motioned to the croupier to cash him out. After tips and closing his tab the pirate was left with exactly the same amount as he'd entered with. He stumbled a bit as he stood from his stool and staggered toward the door. Exiting the building he had to shield his eyes from the bright light of day. Uhka paused a moment and looked left and right, trying to remember which way he'd come. With a slight shrug (or maybe it was another hiccup) he began meandering left, trying to retrace his path toward the inn.
Last edited by Lastcall; Nov 26th, 2017 at 04:28 PM.
The yellow sun burns in the center of a bright blue sky, sending wave upon wave of heat down. The wet sand underfoot, on the other hand, feels cold as it digs in between her toes. Geisis stands at the beach outside town, her feet trying to find purchase as the rolling waves riding under lacy white foam conspire to take the ground beneath her feet away. The surf stretches as far as the eye can see and she is all alone. Down below, tiny creatures mill about, carrying their conical shells with them, appearing and disappearing underneath the white-gold sand as the water washes over them. The sea gradiates from a pale blue to a deep torquiose further away. At the distance, Geisis sees the white cliffs they had followed on their way to the lagoon. And whatever joy she felt standing close to her beloved homeground melts away, replaced by a heaviness in her heart that she could not explain.
The genasi walks to a rock nearby and perches on top of it. Her indigo hair billows around her head. Throwing pebbles into the water, she looks back at events from the recent past. She had come to the surface to find her place in the world. She wanted to see everything, meet new people, have great adventures.To be free. She wasn't prepared for the violence that entailed, however. In her first expedition, ostensibly to find a new harbor for the town, they had faced killer crabs, vicious pirates and rampaging gnolls. They met most of them with axe and hammer. It was a relief that at least the pirates showed some brains and a deal could be worked out.
At the moment of the encounters, she understood why. It was a matter of self preservation, either kill the gnolls or be killed yourself. She however fails to comprehend the greater reasoning behind it all. The gnolls did not come to their home and attack them. It can be argued that she in fact went to their home and proceeded to obliterate them. Was a harbor really so important? Did the gnolls deserve to be killed just because they were gnolls? Are they classified as evil, and who decides that? What if somehow a group of 'adventurers' had stumbled upon her underwater sanctuary and attacked her and her siblings just because they needed to 'expand'?
There are many questions and she would need them answered if she is to continue on her present path. 'Then why don't you just get the answers? Seems quite simple, no?', a voice calls out from within her. The blue hued woman gets up from her rock and decides to do just that. She brushes off the sand from her garments made of dried seaweed and kelp, and some of her gloom along with it. She makes her way back to Westhaven.
Over the next month or so, Geisis talks to nearly every single person in the settlement, to try and find out what made them make their way over here, what makes them fight. Many are more than willing to share their story. It seemed they really wanted a listener. Some need a little coaxing to open up. A few require the assistance of liquor. But a story slowly emerges.
The oldest settlers came to this land about a hundred years back. A few of their descendents still remain, involved mostly in business activities. Since then, a steady stream of people have reached these shores and new faces still keep showing up. They all left their dwellings in far off lands to come here. Some left a cushy life, some were fleeing persecution. Geisis came to appreciate their need to find a place of their own. More importantly, the fact that each individual had a story, their very own, that mattered. They all strive for something better. And the survival of Westhaven is crucial for that to happen.
Geisis realized her knowledge of the world at large is equivalent to that of a toddler, having so recently emerged from isolation. To have a better understanding of the world and her place in it, she has to learn about it first. So she reads every tome, every shred of information she can find about the world. It is not easy. It's not as if she can walk into a library and start reading up. Still she manages to find what she can, about the world, it's history, culture, religions, the beings that inhabit it and the gods that look over. She does not let up until there is no new information to absorb.
……………………………………………………………
Some time later, Geisis once again finds herself on the beach, perched atop the rock. From a distance, someone might mistake her for a mermaid. A lot has changed since she was here last. She has a much better grasp of what motivates people to do what they do. After spending so much time with the people of Westhaven, many of whom welcomed her to their homes with open arms, she has grown to think of the town as her own. Whereas she was in the doldrums then, now their is a new vigor to fight for the town and its people.
As the sun sets over the ocean, painting the water and the sky alike with shades of crimson and pink, the weight that once bore down on her heart lifts and melts away. 'This', she thinks, 'this is worth fighting for.'
Character Sheet HP: 23/23 ~ AC 12+2 ~ PP 16 ~ Spell Slots LV1: 3/3 STR 9(-1) DEX 11(0) CON 20(+5) INT 9(-1) WIS 18(+4) CHA14(+2) Weapons: Quarterstaff: Attack: +1 Damage: 1d6 Cantrips: Thorn Whip, Shape water, Shillelagh, Magic Stone Spells prepared: Cure wounds, Entangle, Fog cloud, Healing word, Thunderwave, Faerie Fire, Invisibility, Pass without trace
carousing the town
Elamuir returns to town with broderick the two discussing the adventure. "Anhelorn ye owe me a drink and no more of them vines.""Haha, Alright I'll look around town and see what I can do. "
It is then that the two come across the Raven's Nest. A small sailors taven nothing to interesting except sailors telling stories of the sea. The two come walking in and have a seat in a group of sailors. Elamuir nearly knocking over a drink. "Can't believe I'm done with the lady. Worse than any of the kobolds. That was a nice trick with jumping into the pit I thought we'd be slain for sure. Elamuir elbows one of the sailors. This man's like a cat always landing on his feet. A few healing spells and he could have taken out the whole temple by himself. I'll take a drink bar keep."
He continues telling the stories and a few drinks later decides to leave. He nearly makes it out when the barkeep catches him for not paying. Elamuir stumbles and becomes a rat. He runs through the legs of the barkeep confused as to what happened. He begins to run through town as he avoids sailors nearly stepping on him and a few cats trying for some dinner. Upon making it back to his room he curls up on his bed blacking out as he returns to elven form.
Last edited by delpinator; Nov 25th, 2017 at 05:51 PM.
"Most people just assume Mercenary work is nothing more than simply taking someone's money and fighting where they tell you. If only it were that easy."
Brandt took a moment to shine the medals on his new dress uniform. They meant little, the yellow one he awarded himself for not spilling as he ate his morning oats, but they looked somewhat impressive; a tool to be used. He mentally opens his toolbox of smiles and released his most flirty one as the receptionist approached. "Sir Brandt, the Adjutant will see you now. "
Inside the office (clean, organized and a bit drab), a large mustached man stood behind a large oak desk, decorated with orderly stacks of parchment. "Good morning to you Captain." Brandt walked past the chairs and stopped at the edge of the desk reaching his hand out. "Allow me to introduce myself. I am Brandt, Captain of the Raven's Eye... you've probably heard of us, yes?" Crossing one leg over his knee, Brandt takes one of the empty chairs.
" I've seen your help needed requests, but not every problem can be solved by whatever drink addled adventurer hears your call. And not every job warrants the expense and risk of sending your own soldiers. " Brandt presses his palms to his chest, making sure to highlight his facade of medals." These are the things you need professionals for, mercenaries. We are opening a branch here in Westhaven and would be more than happy to make ourselves available, should your needs require." Brandt pulls a bottle of fine wine from his satchel and places it on the Captain's desk, earning a glare as neat stacks of paper get moved slightly to make room.
Dice Persuasion:
1d20+3
(10)+3
Total = 13
Quote:
Originally Posted by Hooks
Animal Collection! A scholar from the mainland wishes for animals to bring back and study to see how they diverge from the mainland species. Meet him at the Folded Parchment Inn for more information
The brine of sea air permeated the entire area near the docks, and Brandt's destination is no exception. The building itself was in passably acceptable condition. Red paint flecked off the signpost for the Folded Parchment Inn. Using one end of the rectangular crate in his arms, Brandt pushed the door open and stepped inside. A small groan as he realized that room 302 meant the third floor, which now meant navigating several flights of stairs with the unwieldy crate.
"Excuse me, Professor? " He used the toe of his new boots, complete with multicolored leather tassels, to gently knock on the door until a conservatively dressed person answered. "I saw your posting for guides, looking for animals to capture and take home, yes?" Brandt pushed his way in and set his load down on the room's only table." Well, I'm not here for that, quite exactly. You see, though I have not time nor talent in catching I did manage to come across some specimens you may be interested in, to keep you busy until you find some guides."
Brandt waits a moment for comments but, when met with silence, pulls out a crowbar and starts opening the crate . " You see, these may be rare examples of their type. I've been keeping them warm ever since the adults in their herd were killed in an unfortunate hunting accident." He lifts the cover of the crate accompanied by the screech of metal nails being pulled from their wooden home. Five medium size eggs, rest in a bed of straw. "These are from raptors, near as I can tell, what may be the very last of their species. They're carnivorous, the males are bigger.... but that's about all I know of them. Let's say... 1 gold per egg, with an additional 10 later for each one that hatches?"
Dice Persuasion:
1d20+3
(15)+3
Total = 18
Quote:
A rich nobleman wishes to charter a group of adventures to take him hunting in the Wild lands. Indulge his fancy and escort him around the wilderness.
"And no kidding, teeth as long as my arm!" the absurdity of his claim was met with a light, gentlemanly laughter. The fire flickered as Brandt, again dressed in his finest apparel, stood near the hearth of the upscale inn. "Of course, I'm no hunter so we didn't go any farther. It's a challenge for someone more man than I." Brandt let the night go on quietly, sipping a watered down wine much more suited to the weight of his purse than the vintages that pass as standard fare here. Once Brandt judged his mark to be well into a second bottle and had waited until he could catch him at a table alone, he made his move. "
It's all true, my Lord. Every bit of it." The mercenary sat down gently, took the noble's bottle and topped off the man's crystal goblet. "You look like a hunter... I bet you could bring back it's teeth. How about I just make you a map... then you can bring back a trophy nobody else in the world can get. Of course, I wouldn't want much for the information... 20 gold, very reasonable."
Downtime crafting antitoxins
Anhelorn takes out his new kit and attempts to experiment with it. Anti-toxin that would be an interesting potion to learn. This should help against any poisons the kobolds may use in their traps. Anhelorn spends a week reading and practicing the potion before creating two antitoxins.
The adventuring life was much tougher than back on the farm with the cows. Many more discourteous creatures wanting to poke and jab and push you into a swamp of crocodiles. They weren't like the cows, they were simple and peaceful. The memory of the past makes Honeysuckle sigh, that life was gone now, burnt down and ravaged by the orcs.
It was going to be a couple of months til he struck out again, so it was time to make some gold, honestly and without any risk, the old way.
None of The minotaur's livestock was left now, so it was going to have to be vegetables! Fast growing ones that could be harvested and sold in between excursions. After obtaining a good amount of seeds for radishes, green onions, lettuces and baby carrots. Grown in a month and sold the next. Plenty of time before the next adventure! Might even find some time to relax while the crop is sprouting!
Hoping to do Running a Business for some gold and Relaxing for the XP. Not sure what I need to roll here for getting gold from the farming.
Last edited by Azure Nokori; Nov 30th, 2017 at 06:37 AM.
As before, Oskar Stenehjem, nature cleric of Marthammor Duin and would-be naturalist, fell into his usual routine having completed another adventure: each morning spent just outside the city walls, recharging his spirits and studying the wildlife. With winter coming, and the tree branches bare, it was easier to see the various brightly colored birds -- those that hadn't left for warmer climes, that is. Using the gifts of his god, he'd stop and talk to those he found, always sharing a small crumb of food with them, which they were more grateful than usual, these days.
His mind was on wilder animals, however, the crocodiles he spoke with his last adventure, stories of strange bird-like creatures found in caves elsewhere; not to mention the regions he hadn't visited yet -- the mountains, the coast, the grasslands. Sometimes, his dream of finishing Stenehjem's Encyclopedia of the Flora and Fauna of the West Marshes seemed far out of reach. So many places to travel...
He'd return to the tavern for lunch, where had become a familiar sight. People new to leave him alone, mostly, which he appreciated, but even more they were learning what he liked, and when they had interesting stories about a rare animal they had seen, or a question about whether some plant was edible, they would seek him out and talk him. Oskar was even more grateful for this, as it began to give him hope. He couldn't track all the wildlife down himself, but the rest of the population would help him.
After deep consultation and prayer with his god, he posted a note among the job offers in the tavern.
REWARD OFFERED
Help local priest and scholar Oskar Stenehjem in the expansion of knowledge. Writing comprehensive study of the flora and Fauna of the region and needs your help. Donations of any specimens of rare plants or animal remains for study are requested and gladly accepted -- they will be cared for, treated well, and eventually put on display in a yet-to-be-created museum and library. (funds and labor gladly accepted). Monetary reward offered for particularly attractive and rare specimens, too be negotiated.
It was a bit awkward sounding, but then so was Oskar.
His simple religious services continued, as well, the congregation picking up a few extra regulars, retired farmers are appreciated his plan-spoken ways and appreciation of the earth. His displays of charming animals had increased, as he became closer to his deity, he could now Channel divinity feature at level 2charm many animals at once (albeit for a shorter amount of time), and got many townspeople to come to a service or two just to see him charm a murmuration of starlings into making geometric shapes.
He hadn't forgotten his pledge to find and cure the disease in the woods, but when he heard of a party heading out to the sea, he signed up to join on -- his treatise would not be complete without a study of the birds of the shore, the fish of the shallows, the grass at the edge of the beach.
Mechanically, he's spending half of his 60 days holding services (for the 50 xp and inspiration), and half of his 60 days researching plants and animals for his book.
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Eventually: DMing an Eberron 5e game...
His first taste of Clantonia, while lucrative in companions,
left the warlock still confused as to his purpose on this continent. He was pleased that his companions turned out to be capable and reliable,
but he was relieved to return to the walls of Westhaven. Upon their return, Draxon took his leave of the party after splitting their spoils,
seeking lodging and to suss out the sources of information that might provide clues to his purpose here.
He was unsure of the attitudes towards magic in Westhaven though it seemed fairly open, but given his past experience and the nature of his...blessings...he felt it prudent to keep his aptitudes and the identity of his patron to himself. He didn't think even in a place as liberal in its attitudes towards magic as Westhaven, that a witch-born agent of the Raven Queen would exact warm welcome.
Draxon enjoyed many nights at the inn, listening to the bards entertain and relishing the hearty fare. He explained to those that asked that he was a scholar and an explorer, his fascination with the tales of Clantonia stirring his blood and driving him to leave his study in his home to come in search of the unknown. His affable demeanor and light jokes kept his fellow adventurers telling tales of their travels. His subtle questions encouraged them to share more and steered them to the legends and rumors that hinted at the knowledge he sought. While keeping his smile in place, he cast his ears and eyes and those of his sentinel around the inn, seeking. Always seeking. Any hint of the dead returned to life. Whispers of necromancers and those who would cheat his mistress of her due.
When not relaxing, he busied himself in research. In the libraries of the temples and towers of the city. Searching. Learning of the history of this land, such as he could piece together. Seeking hints of ruins and tombs, some long-forgotten lich, some magical item. Often, the libraries were barred to him - he wasn't a priest of this or that order, this tower was reserved only for the wizarding class, that one was for devotees of this god only. But by hook or by crook, he often found his way in - sometimes with a smile and a disarming tale of curiosity, sometimes through deception or outright burglary. But he would not be denied this knowledge.
Why? Why was he here? What treasure or task had brought him to Westhaven?
The autumn was pleasant enough and the time he spent in town began to give him a feel for the city, its adventurers and citizens. But as the days wore on, he still had no clear idea of his mistress's hidden purpose. Calla, while telepathically linked to him, gave no clue to her mission. He became frustrated.
Seeing no other course, he decided to take Brandt up on his offer to join the Raven's Eye. ...at least for now. Fitting, that name. They were headed out at the end of the month, which gave Draxon something to do - stock up, and research the area they were planning to head to.
The vision came three nights before they were scheduled to leave.
The ravine. The caves. The mold. It was all a mirror of the places he'd been in Clantonia so far. As seen through a Shadow's lens.
A plated gauntlet. A frog's skull set in wreath of briars.
A black gem, rough and uncut. Screaming. The gem screamed as it bled a black, arterial blood.
A gateway standing freely in a fairy circle, a kindness of five perched along its top edge. Woven of living blackwood and spruce and bittersweet, the berries black and shriveled.
A burning post, a skeletal mount still tied to the rings.
The rider, little more than a shadow of smoke and feathers, turned to lock gazes with the warlock. It uttered one word...
Draxon Yarrow woke in a sweat, sitting rod-rigid in his bed. The movement should have startled Calla, but she simply stared at the elf.
His mistress was less than clear in her missives to him. But he knew the meanings would come clear as he traveled. And the gem, the gate and the word. These three things were his mission here. But what and where, he did not know....
Mechanically, Draxon is using his downtime half to research the area for tales of intelligent undead and any hint of knowledge or artifacts that may be of value to the Raven Queen; half to relax and get to know the town for the 50XP. Using Investigation (researching, poring over maps, books, etc.), Arcana (to identify any hint of celestial influence or meaning tied to the Raven Queen in his research) and Persuasion (to gain access to libraries and traveller's tales)
Dice Persuasion:
d20+3
(11)+3
Total = 14
Dice Investigation:
d20+1
(2)+1
Total = 3
Dice Arcana:
d20+3
(1)+3
Total = 4
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~ Oathtaker ~ Bugger this. I want a better world. - Warren Ellis, The Authority Baern Stonecrop - Dungeon Dive (always recruiting!)|Draxon Yarrow - The West Marches [B]