[@Duthguy] Awh shucks, that means alot actually. I've always loved playing with you mate. [hr][hr] [@Shovel] [b]Buford the Scout[/b] has the following stats: [indent]STR 15* || +2 DEX 15* || +1 CON 13 || +1 INT 12 || 0 WIS 10 || 0 CHA 11 || 0[/indent] If he would like, he can reduce his cha to 9 and int to 10 to increase his primary attributes, meaning he gains +10% xp instead of +5%. This change is small and likely not too noticeable either way, but I'd thought I'd give the option. [center][h3]Buford the Scout joins the Party![/h3][/center] [@Shovel][@Duthguy] Buford and Daniel haggle for a while, and Daniel seems amenable to the bonus in treasure in exchange for first pick on magic items, so long as future party members are ok with it. Daniel may agree to the 10% increase in cut now if he wishes to, and the deal can be paused when new members join the party. [center][b]CHOICE: Agree to this deal, temporarily?:[/b][/center] [b]Example - Current Treasure Cut of a hypothetical 1000gp:[/b] [indent]429 gp, 3 sp, 2 cp - Daniel the Man at Arms 353 gp, 8 sp, 6cp - Buford the Scout, gains first look at Magical Items 78 gp, 3 sp, 1 cp - Wily Natters 58 gp, 7 sp - Old Man Smith 39 GP, 1 SP, 4 CP - Irene 39 GP, 1 SP, 4 CP - Flint[/indent] [b]Buford the Scout[/b] looks around him. Now that he is an [b]Adventurer,[/b] he can have up to 4 henchman himself. A couple of latecomers arrive, but the pickings are starting to dwindle. [center][b][h3]Bufords Choice of Henchman[/h3][/b][/center] [center][img]https://i.gyazo.com/2c5793b8867f5e49cf6abe534fcdd4c1.jpg[/img][/center] [center][b]Izzy Ninns the Mystery Wizard[/b][/center] [color=cccccc][indent]A plump, short, jolly looking lady, Izzy Ninns used to be a Baker before she decided she had a knack for magic. Fortunate enough to have been given a decent schooling in her youth, Izzy set to learning what she could, fortunate enough to have a Mage join her at the inn for a time. The 32 year old woman insists she is innately magical. [/indent][/color] In exchange for being your Henchman, Izzy insists upon [b]20%[/b] of the treasure. It is to one day finance her own great library, you see. >Recruit Izzy Nins the Mystery Wizard? [center][i]If you prove yourself worthy, Izzy Ninns may have some optional Henchman quests for you later down the line.[/i][/center] [hider=Collegiate Wizardry][b]Collegiate Wizardry:[/b] Izzy Ninns has received some simple mage training from a wandering wizard who stayed with her for a while. She can automatically identify arcane symbols, spell signatures, trappings, and grimoires of her own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic.[/hider][hider=Profession: Baker (1)][b]Profession: Baker(1):[/b] Izzy Ninns is highly skilled at a civil profession, namely, being a Baker. She is considered an apprentice in her profession and can work as a Restaurateur. She can earn 25gp per month for her services, and can make expert commentary on subjects pertaining to her profession with a proficiency throw of 11+. Another level in Baking will allow Izzy to become a licensed practitioner, and she can ear 50gp a month for her services. She can also supervise up to 3 apprentices at this level, increasing their productivity by 50%. If she selects the same profession three times, she will be considered a master. She can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.[/hider] [hr] [center][b]Old Sailor Asgor[/b][/center] [color=cccccc][indent]Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.[/indent][/color] In exchange for being your Henchman, he wants [b]10%[/b] of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored. >Recruit Old Sailor Asgor? [hider=Navigation][b]Navigation:[/b] Asgor can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel.[/hider][hider=Gambling][b]Gambling:[/b] Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.[/hider] [hr] [center][b]Clint the Burly[/b][/center] [color=cccccc][indent]Clint is 40, with plenty of musculature though a bit of a belly developing. He used to adventure but left it all behind for a mining contract that went sour. These days he works the lumbermill, but he's no good at it.[/indent][/color] In exchange for being your Henchman, he wants [b]15%[/b] of the treasure travelling with you. He's hoping to get ahold of his own mine one day and covets a good chance to prove his worth. He looks at you hopefully. >Recruit Clint the Burly? >[Accept | Decline] Henchman's Wish: Help Clint get his own mine one day. [hider=Labor(Mining)][b]Labor(Mining):[/b] Clint is highly proficient at Mining. He can make a living from mining, earning 3-12gp per month. With a proficiency throw of 11+, Clint can use his skill to interpret information from his field of specialisation.[/hider][hider=Adventuring]Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.[/hider] [hr] [center][b]Grubbins the Ratcatcher[/b][/center] [indent][color=cccccc]Grubbins the Ratcatcher is 42 and is a sullen, grave man. He talks little of his lost life in the military and tends to hold people at arm's length, keeping his thoughts to himself. These days he solves vermin problems, and they're are alot of them in this day and age.[/color][/indent] In exchange for being your Henchman, Grubbins wants [b]15%[/b] of the treasure travelling with you. He's a little aimless in life and doesn't seem to have any long term plans. >Recruit Grubbins the Ratcatcher? [hider=Vermin Catching] [b]Vermin Catching:[/b] Grubbins specialises in exterminating insects, slimes, and swarms. With a proficiency throw of 11+, he can identify the abilities and vulnerabilities of various vermin based on their physical appearance. He receives a +1 bonus when making saving throws against special attacks by vermin[/hider][hider=Military Strategy][b]Military Strategy:[/b]Grubbins knows about the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3. All this being said, Grubbins seems reluctant to talk about anything military.[/hider] [hr] [center][b]Katya the Blacksmith's Daughter[/b][/center] [color=cccccc][indent]Katya is 22 and has grown very tired of constantly being kidnapped by goblins. She'd really like to stick it to them. Her constant need to think on her feet and sneak her way out of goblin burrows has led to her developing a necessary set of skills.[/indent][/color] In exchange for being your Henchman, Katya wants [b]10%[/b] of the treasure travelling with you. However, she will only join you if she gets a chance to kill goblins. >Recruit Katya, the Blacksmith's Daughter? >[Accept | Decline] Henchman's Wish: Kill some Goblins. [hider=Adventuring]Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.[/hider][hider=Disguise][b]Disguise:[/b]Katya, the blacksmith's Daughter can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.[/hider] [hr] [center][b]Tendo the Weaponsmith[/b][/center] [color=cccccc][indent]50 years of age and working hard in the forges, Tendo is a journeyman weaponsmith who moved into the Village when he got sick of being hounded in Old Fort nearby. He now perfects their orders in relative solitude, but it seems he's concerned with the amount of correspondance he's receiving from them these days.[/indent][/color] In exchange for being your Henchman, Tendo wants [b]20%[/b] of the treasure travelling with you. >Recruit Tendo the Weaponsmith? [hider=Craft (Weaponsmith 2)]Craft (Weaponsmith [2]): Tendo the Weaponsmith has studied under a guild craftsman weaponsmith. The character is considered an journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. Afurther point in this craft and he will be considered a Master Craftsman, manufacturing goods worth 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%, and may take the role of Specialist.[/hider] [center][img]https://i.gyazo.com/2d657862342cecd80cf482fc0a11a76a.jpg[/img][/center]