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I am fairly new to Starfinder and have a question concerning my Rogue. I am debating whether or not to get the Jack of All Trades feat. I have no ranks in several skills. For example, though, say I have a +2 ability modifier along with a + 2 Misc modifier in 1 of those skills. As I understand it, with that feat, I can add double my Operative's Edge bonus which is +2. Double that makes it +4--do I add those other 2 bonuses for a +8 total?

TIA,
kk

P.S. Is there anything else I can do with that feat that I don't know about? What I wrote about above is all I know about that feat.


My venture Lieutenant is apparently unable to help because he's so busy.

Thanks anyway for your help.

kk


Is there possibly any other way?


Hello,

I have somehow lost one of my Chronicle Sheets. It is the one that has a Rope of Climbing as a boon (I don't remember the title of the scenario). Is there a way I can get another copy of it? If so, how would I go about doing so?

TIA
kk


LordKailas wrote:
blahpers wrote:
Bag of tricks is amazing. Not sure what's up with "growling", though--must be something PFS-specific, or else a typo.

maybe it's like a grey bag but all of the animals are really angry about being summoned?

LOL, I guess they are.


Arcaian wrote:

It functions as per a Bag of Tricks, with some differences:

** spoiler omitted **

So you can use the stats as per a normal Bag of Tricks - either gray or rust, you choose which when you choose which one to purchase. You summon a single creature up to 3/week, they last for 5 minutes. The list of possible creatures are:

Growling Grey Bag of Tricks: Bat, Rat, Cat, Weasel, Riding Dog
Growling Rust Bag of Tricks: Wolverine, Wolf, Boar, Leopard

All of them use their normal stats, but gain resistance 5 cold and electricity, +4 on saves vs mind-affecting effects, and count as Fey as well as animal.

Hope that helps! :)

It helped. Thank you.


Meirril wrote:

The bag of tricks lets you command the summoned animal for 10 minutes, and it can perform any trick that Handle Animal would allow for. This means you can have it fetch objects, drop objects, attack, defend, trip, ect. This has a lot of non-combat applications.

In combat, you can have the summoned animal provide flanking. You get to select where its summoned, within 25'. It goes as soon as you summon it. Eventually some creatures won't be flanked because the summoned animal poses no threat to them. If the summoned animal literally can't hurt them even on a crit, its not a threat.

All in all its a decent magic item, mainly for the long duration. If you have something better to spend the money on, then don't get it. If its a choice between the gold or this item, it isn't a bad item.

I do have another issue. This bag summons First World creatures but doesn't say how many or which specific creature(s) it can summon. That also means no stats for me to use when they come into play.

TIA,
kk


Meirril wrote:

The bag of tricks lets you command the summoned animal for 10 minutes, and it can perform any trick that Handle Animal would allow for. This means you can have it fetch objects, drop objects, attack, defend, trip, ect. This has a lot of non-combat applications.

In combat, you can have the summoned animal provide flanking. You get to select where its summoned, within 25'. It goes as soon as you summon it. Eventually some creatures won't be flanked because the summoned animal poses no threat to them. If the summoned animal literally can't hurt them even on a crit, its not a threat.

All in all its a decent magic item, mainly for the long duration. If you have something better to spend the money on, then don't get it. If its a choice between the gold or this item, it isn't a bad item.

Great. Thank you. I am going to get me one of these. It will work well with my druid.


blahpers wrote:
Bag of tricks is amazing. Not sure what's up with "growling", though--must be something PFS-specific, or else a typo.

It's an equipment item in a Chronicle Sheet (Down the Verdant Path). It basically summons creatures from the First World (I do not yet know what means) and functions as a Gray Bag of Tricks with a couple extra abilities.


Hello,

I have a Chronicle Sheet that allows me to buy a "Growling Bag of Tricks". The problem is that there seems to be very little info that explains what it can do besides, basically, using it to summon an animal.

I've done a search in the core book with 2 different applications but could find nothing at all. There is an analog to it called the "Gray Bag of Tricks" but it is unclear to me exactly what it can do. I found some info for it on the Net but it doesn't seem as if it can do much of anything. I can see some uses for it but, since combat is apparently not a choice/use I can make of it, why does it cost so much and why is it considered a Wondrous Item?

I can see the animal as being a distraction. I can see it initiating an Attack of Opportunity so other characters can move more freely, I can see it possibly setting off a trap the party can't disable. But that's about all. If it could be used more than twice a day up to 3 times per week, then maybe it would be worth it.

Is there some other uses I am missing or haven't thought of? I welcome and can use anyone's advice in this matter.

TIA,
kk


Hello,

As a relatively new player I am trying to get myself organized and used to Paizo's/Pathfinder's systems.

As of right now, I cannot find one of my Pathfinder Chronicle sheets. I seem to remember someone telling me that they are available online but I can't find where that might be. I've looked at Paizo.com and at Warhorn but couldn't find anything. Maybe I misheard something and that's why I can't find them but I'm not sure.

If I can access those sheets, where would I go to do so?

TIA,
kk


Thank you for all your advice. Much appreciated. I got a lot of good stuff to think about. I'll give everything that all you suggested a try. I won't just try once or twice. I'll try several times and maybe I'll get used to it.

And, well...I do still think that one minute per level would make more sense.

kk


Hello,

Normally I enjoy playing Druids. I got one together to play here. However...

I discovered that Summon Nature's Ally is so watered down as to become next to useless. In that spell you can only summon a creature that lasts 1 round per level. Not 1 minute per level--1 round (about 6 seconds) per level.

I can understand 1 minute per level but not 1 round per level. To me, that makes the spell so useless it becomes a wasted spell.

Am I the only one who feels this way?

I am fairly new to Pathfinder so I don't know if this issue has come up very much at all.

kk

Full Name

Yamamoto Seiji

Race

Human (Tian-Min)

Classes/Levels

Alchemist 2

Gender

Male

Size

Medium

Age

20

Alignment

Lawful Neutral

Languages

Common (Taldane), Tien, Varisian, Skald, Elven

Strength 10
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Yamamoto Seiji

Listed information under Class Features, Racial Traits, Feats, and Traits is copyrighted by Paizo Publishing LLC and is reproduced here via http://www.d20pfsrd.com

Hit Points: 20
Movement: 30 ft.
Initiative: +2
Favored Class: Alchemist

Class Features:
Alchemy (Su)

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1stlevel formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su)

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex)

At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen (Su)

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex)

All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Discovery (Su)

At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Poison Resistance (Ex)

At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex)

Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Swift Alchemy (Ex)

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Swift Poisoning (Ex)

At 6th level, an alchemist can apply a dose of poison to a weapon as a swift action.

Instant Alchemy (Ex)

At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation. He can apply poison to a weapon as an immediate action.

Grand Discovery (Su)

At 20th level, the alchemist makes a grand discovery. He immediately learns two normal discoveries, but also learns a third discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

Racial Traits:
+2 to One Ability Score
Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium
Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Humans have a base speed of 30 feet.

Bonus Feat
Humans select one extra feat at 1st level.

Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Offense:
Melee: +1 Sickle (1d6+0)
Ranged: +3 Light Crossbow (1d8+0), +4 Bomb (1d6+3) 4/Day
CMB: +1
Defense:
AC: 14 (Touch 12, Flat-Footed 12)
CMD: 13
Saves: Fortitude +5, Reflex +5, Will +1
Feats:
Brew Potion
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Point-Blank Shot
You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Throw Anything
You are used to throwing things you have on hand. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Discoveries:
Precise Bombs
Benefit: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Skills:
+8 Acrobatics
+7 Appraise
-1 Bluff
+0 Climb
+9 Craft (Alchemy)
-1 Diplomacy
-1 Disguise
+2 Escape Artist
+2 Fly
+5 Heal
-1 Intimidate
+8 Knowledge (Arcana)
+9 Knowledge (Geography)
+9 Knowledge (Nature)
+6 Perception
+2 Ride
+1 Sense Motive
+8 Spellcraft
+2 Stealth
+8 Survival
+0 Swim
Traits:
Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Rescued
At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Koya or Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. If Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. If it was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.

Student Survivalist
Although she is seen as something of a mystery to most of Sandpoint’s citizens, Shalelu has never really seemed all that mysterious to you. Of course, that’s probably because she helped raise you. You have never quite figured out why Shalelu decided to treat you as a younger sibling, but you certainly appreciated it— and you eagerly absorbed all of the survivalist tricks that she showed you over the years. As a result, you gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Formulae:
Cure Light Wounds
Endure Elements
Enlarge Person
Expedious Retreat
Reduce Person
Shield
Equipment:
On Seiji's person
Lamellar Cuiriass (8 lbs.)
Alchemist's Kit (5 lbs.)
Explorer's Outfit (8 lbs.)
Light Crossbow (4 lbs.)
30 Bolts (3 lbs.)
Sickle (2 lbs.)
2 Sunrods (2 lbs.)
Compass (1/2 lb.)
Magnet (1/2 lb.)
Signal Whistle

In Seiji's backpack
Portable Alchemist Lab (20 lbs.)
Bedroll (5 lbs.)
Waterskin (4 lbs.)
20 silver pieces, 60 copper pieces

Appearance and Bearing:
Yamamoto Seiji is an unassuming looking young man of Tian-Min descent. He dresses almost entirely in Varisian habit, save a lamellar cuiriass which more closely matches his heritage. He wears a long neck-scarf, blue-green in hue; unlike most Varisian scarves, it bears no markings. Seiji's belt houses an impressive array of bottles and alchemical components in the front. His crossbow and bolts hang behind.

Seiji is generally quiet, though he speaks freely on matters with which he has some expertise. He is a serious young man; he rarely smiles or laughs. He seems always focused, and he has a preoccupation with decorum.

The first thing most notice about Seiji is that he almost never makes eye contact with those around him. His head is regularly lowered, and he averts his gaze whenever possible. Perhaps because of this, he is used to being dismissed, and is rarely overt about his opinions.

Background:
“Do the Amatatsus live?” The man who holds the katana is clad entirely in black. His eyes are the only visible part of his body. Hateful eyes. Focused eyes. The blade is to father’s neck. Smoke everywhere. The smell of sulfur. Seiji’s father looks up to where his son stands in the doorway, just as he did six years ago. The mysterious assailant follows his gaze, and sees the boy. With a fluid motion, the katana parts Yamamoto Hakishi’s head from his shoulders, and with silent footsteps, the ninja races towards Seiji.

Hateful eyes. Focused eyes. A bolt sails from behind and pierces one of them, just as it did six years ago. The ninja falls, dying as silently as he ran. Seiji turns to see the privateer captain just outside, crossbow raised. Smoke. Fire. The main support beam collapses in flames. The building crumbles. As he is being dragged away, Seiji watches the alchemy shop become consumed in a ferocious blaze. He watches the life he has always known burn to nothing.

Do the Amatatsus live? Who, or what, are the Amatatsus?

Seiji snaps out of it. He lifts his face from his hands and reaches for his sake. The Rusty Dragon has good sake. Its proprietor knows how to make it. Few do. Seiji gulps it down. It does not help.

The dream returned a week ago. Every night since, Seiji has relived the events of six years past, not understanding. Why does this haunt me still? Why now?

They had come to Frembrudd as pilgrims, his father had told him. They had been made to live on the docks below, but they had made a life. There were several families, none named Amatsu. They were all dead now. Seiji would be among them had he not been making a delivery to the ship captain. The man who would save his life minutes later.

“I can’t have someone with a death-mark on my crew, boy, but I’ll take you to Riddleport.” he had said, after. “From there, you can do what you can to make a life. Best I can offer.” Seiji was too confused to be grateful then, and afterward, when he had come to know Riddleport, he could not find much more thanks in his heart. Looking back, though, Seiji realized how much had come from the captain’s modest generosity, and the gravity of his simple gesture. He had given Seiji the crossbow that had killed his father’s murderer. Seiji still had it. He slept with it by his side. He would not forget.

And yet, the events of that night tormented him more than they had in years. The images played in his mind over and over, no longer secluded to his memory and dreams. His waking hours were filled with the past, and he could still make little sense of it.

Ameiko Kaijitsu smiled at him from behind the counter. Seiji looked away. She reminded him of lovely Satomi, long dead.

Shalelu would have scolded him for not meeting the Tian woman’s eyes. He knew that the elf thought highly of Lady Ameiko, but it was more than a matter of hospitality. He could hear Shalelu's voice:

“You seem a coward when you avert your gaze, Seiji, and people neither fear nor trust a coward.” He could not deny the sensibility in her words, but he did not look in her eyes as she spoke them.

If he owed the privateer captain a word of thanks, he owed Shalelu Andosana much more. He had fled Riddleport and made his way into the wilds of Varisia, and there he would have starved if she had not come upon him. He still did not understand why she took him under her wing and trained him. Through Shalelu, he had not only learned to find sustenance in the forests and plains, but he had found fulfillment for his soul in the embrace of nature. In the year he had spent at her side, she had given him a new life.

What would she say of his recent failure? The goblins had come from out of nowhere. They wielded incendiary devices. Fireworks. Seiji knew such objects were created to entertain and awe those that saw them, but on that day, they brought destruction and misery. He had loosed bolts at the monstrous attackers, but had not hit a single one of them. The caravan, his charge, had become the same conflagration he had seen on the docks six years past. He had not felt so powerless since.

It had been one week since the goblin attack. It had been one week since the dream started again.