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6c5827.jpg
Sun Dust
6c5827
>>1100785
>5, 4, 4,
13 Strength, so a +1
>1, 2, 6,
9 Agility, no modifier
>3, 1, 6,
10 Health, no modifier
>3, 5, 6,
14 Calculation, so 7 starting HP and another 1d6+1 every level
>1, 6, 5,
12 Piety, no modifier
>3, 5, 6,
14 Leadership, so can retain the loyalty of 5 henchmen
Scouts are dependent on the lower of Strength or Agility. Could drop eight points from some combination of Health, Calculation, Piety, and Leadership - though it's not permitted to reduce any of them below 9 in the process - to raise Agility to 13, thereby increasing all your future xp awards by 5%.
Downside is you'd lose out on one or both those other bonuses, and have weaker saving throws in whichever categories are sacrificed.
>Threat Detection (Good Ears)
Awareness, or Eavesdropping?
>2, 6, 3
110 starting gold, or (more likely) equipment of equivalent value. Griffonheart could earn another 10 gold per month by working as an apprentice jeweler, but would need to spend some of that on cost of living - as little as 1/10th for a wretched, miserly existence, more likely at least a third.
There are three metals widely recognized as coinage, but they're not perfectly fungible with each other. For out-of-game convenience this will measured in terms of "coins" weighing 1/50th of a pound, but often it'll actually be larger ingots, or lengths of wire coiled as bracelets, or other such forms.
Copper is the currency of earthy, low-prestige things. Above-average seashells collected by children on the beach are often treated as interchangeable with copper coins. Two copper gets you a torch that burns for an hour, a quick favor from an unskilled laborer, rough timber, raw root vegetables, unformed clay.
Silver is the currency of common finished goods - barrels, sandals, gloves, rope - and hospitality. One silver for a boatman's pole two inches thick and at least ten feet long, or a guest-gift that lets you sleep on a stranger's floor for the night plus bread and water. Five silver for nicer food and a night in an actual bed with some privacy, or a week's trail rations (though they'll spoil by week's end unless further preserved).
Gold is the currency of religion, magic, violence, and other high-prestige things. Forty gold for a canoe. Ten gold for an armor upgrade (one person can usefully wear up to six), shield, big two-handed axe, or pound of rare herbs. Three gold for a shortbow, spear, or dagger. One gold per twenty arrows, or a week's worth of preserved rations that'll fend off spoilage for two months in the wilderness, several years in proper storage, week in the worst conditions.
Not a comprehensive list. A fig from the garden is worth 3600 gold, for example, and construction of a sailing ship or library might cost tens of thousands. Describe what sort of stuff you want, and initial plans of action. If you're headed somewhere dangerous, recruiting henchmen first may be wise.
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