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Earl Porter, Handyman Extraordinaire!

Jun 20th, 2019
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  1. Earl Porter
  2. HP: 9 (1d8+1)
  3. AC: 10
  4.  
  5. STR: 12
  6. DEX: 10
  7. CON: 13
  8. INT: 10
  9. WIS: 15
  10. CHA: 10
  11.  
  12. Skills: Perception +4, Survival +4, Animal Handling +6,
  13.  
  14. Feats
  15. Animal Handler:
  16. Increase Wisdom by 1.
  17. Expertise in Animal Handling.
  18. Bonus action to command a friendly beast within 60 feet that can hear you and isn’t currently following the command of someone else, you decide what action the beast takes and where it moves on its next turn, or you issue a command that lasts for 1 minute, such as to guard a particular area.
  19.  
  20. Gourmand:
  21. Increase your Constitution by 1, to a maximum of 20.
  22. You gain proficiency with cook’s utensils. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  23. As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it.
  24. During a long rest, you can prepare and serve a meal that serves up to six people provided you have suitable food, cook’s utensils, and other supplies on hand. Each person who eats it regains two additional Hit Dice at the end of a long rest.
  25.  
  26. Survivalist:
  27. Increase your Wisdom score by 1, to a maximum of 20.
  28. You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
  29. You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
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