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		<id>http://prima.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pumpkin+Factory</id>
		<title>Prima RPG - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://prima.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pumpkin+Factory"/>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Special:Contributions/Pumpkin_Factory"/>
		<updated>2026-04-21T04:57:07Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>http://prima.wiki/index.php?title=Hunter&amp;diff=492</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Hunter&amp;diff=492"/>
				<updated>2018-10-01T12:19:51Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: Created page with &amp;quot;{{Feats | Synonyms = Wildborn, Ranger | Prowess? = No | Archetype? = Yes | Description =   A character with hunter as Archetype is a person who lives a life of hunting wild an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Wildborn, Ranger&lt;br /&gt;
| Prowess? = No&lt;br /&gt;
| Archetype? = Yes&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
A character with hunter as Archetype is a person who lives a life of hunting wild animals, either as a hunter sanctioned by or works for a lord or noble, a wild person, or an unlicenced poacher living on the fringes.&lt;br /&gt;
&lt;br /&gt;
The hunter gains the following perks:&lt;br /&gt;
&lt;br /&gt;
Survival: the Hunter can gather most resources from the wilderness, including food, materials for crafting tools, traps and is able of creating a shelter.&lt;br /&gt;
&lt;br /&gt;
Anatomy: A life time of dissecting animals for food and leather has allowed the player to gain insight to the anatomical structures of most animals and by extension, humans, when examining a corpse, the hunter can gain extra insight form it, dissected or not. &lt;br /&gt;
&lt;br /&gt;
(Note: dissection of a dead person is considered a heretical practice in the age, and is closely associated with black magic)&lt;br /&gt;
&lt;br /&gt;
Apart from the above perks, the player can gain an extra perk from below:&lt;br /&gt;
&lt;br /&gt;
| Feat1 =Tracking&lt;br /&gt;
&lt;br /&gt;
| Feat2 = Trapper&lt;br /&gt;
 &lt;br /&gt;
| Feat3 = Marksmanship(throwing)&lt;br /&gt;
&lt;br /&gt;
| Feat4 = Marksmanship(ranged)&lt;br /&gt;
&lt;br /&gt;
| Feat5 = Stealth&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
or&lt;br /&gt;
Two Feats imposed by the Archetype and one Feat to be chosen in a list.&lt;br /&gt;
Or (more rarely)&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.&lt;br /&gt;
&lt;br /&gt;
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.&lt;br /&gt;
&lt;br /&gt;
Like any Feats, a character can only take a Prowess once. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Marksmanship_(throwing)&amp;diff=485</id>
		<title>Marksmanship (throwing)</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Marksmanship_(throwing)&amp;diff=485"/>
				<updated>2018-10-01T11:59:17Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Good Thrower, Throw Aim&lt;br /&gt;
| Prowess? = No&lt;br /&gt;
| Archetype? = No&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
Players with this feat can throw any reasonably throwable object they carry in their inventory, and it will hit the spot they aim for perfectly, provided their targets are also in reasonable range. (E.g. within 20 meters, same as a baseball pitch)&lt;br /&gt;
&lt;br /&gt;
Unlike Marksmanship(ranged), this feat requires minimal preparation, and therefore can be used as an emergency reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
or&lt;br /&gt;
Two Feats imposed by the Archetype and one Feat to be chosen in a list.&lt;br /&gt;
Or (more rarely)&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.&lt;br /&gt;
&lt;br /&gt;
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.&lt;br /&gt;
&lt;br /&gt;
Like any Feats, a character can only take a Prowess once. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Marksmanship&amp;diff=484</id>
		<title>Marksmanship</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Marksmanship&amp;diff=484"/>
				<updated>2018-10-01T11:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: Added siege.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Hawk's Eye, Bull's Eye, Trueshot&lt;br /&gt;
| Prowess? = No&lt;br /&gt;
| Archetype? = No&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
Players with this feat can take aim and hit their mark perfectly with a weapon designed for ranged shooting, such as a bow, a sling shot, or a crossbow &lt;br /&gt;
(Note that a crossbow is only allowed for shooting pagans(non Christians), and is thusly forbidden among civilians and rare among non crusade/templar forces.)&lt;br /&gt;
&lt;br /&gt;
This feat also counts toward the use of ranged siege weapons and fortress defence weapons such as trebuchets and ballistas, should the scenario allow for their usage.&lt;br /&gt;
&lt;br /&gt;
Unlike Marksmanship(throwing), this feat requires preparing a weapon, specific ammo, and taking aim, and thus cannot be used as an emergency action unless the character is already engaged in combat, or has prepared for combat.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
or&lt;br /&gt;
Two Feats imposed by the Archetype and one Feat to be chosen in a list.&lt;br /&gt;
Or (more rarely)&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.&lt;br /&gt;
&lt;br /&gt;
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.&lt;br /&gt;
&lt;br /&gt;
Like any Feats, a character can only take a Prowess once. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Marksmanship&amp;diff=483</id>
		<title>Marksmanship</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Marksmanship&amp;diff=483"/>
				<updated>2018-10-01T11:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: Created page with &amp;quot;{{Feats | Synonyms = Hawk's Eye, Bull's Eye, Trueshot | Prowess? = No | Archetype? = No | Description =   Players with this feat can take aim and hit their mark perfectly with...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Hawk's Eye, Bull's Eye, Trueshot&lt;br /&gt;
| Prowess? = No&lt;br /&gt;
| Archetype? = No&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
Players with this feat can take aim and hit their mark perfectly with a weapon designed for ranged shooting, such as a bow, a sling shot, or a crossbow &lt;br /&gt;
(Note that a crossbow is only allowed for shooting pagans(non Christians), and is thusly forbidden among civilians and rare among non crusade/templar forces)&lt;br /&gt;
&lt;br /&gt;
Unlike Marksmanship(throwing), this feat requires preparing a weapon, specific ammo, and taking aim, and thus cannot be used as an emergency action unless the character is already engaged in combat, or has prepared for combat.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
or&lt;br /&gt;
Two Feats imposed by the Archetype and one Feat to be chosen in a list.&lt;br /&gt;
Or (more rarely)&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.&lt;br /&gt;
&lt;br /&gt;
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.&lt;br /&gt;
&lt;br /&gt;
Like any Feats, a character can only take a Prowess once. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Marksmanship_(throwing)&amp;diff=482</id>
		<title>Marksmanship (throwing)</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Marksmanship_(throwing)&amp;diff=482"/>
				<updated>2018-10-01T11:41:01Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: Created page with &amp;quot;{{Feats | Synonyms = Good Thrower, Throw Aim | Prowess? = No | Archetype? = No | Description =   Players with this feat can throw any reasonably throwable object they carry in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Feats&lt;br /&gt;
| Synonyms = Good Thrower, Throw Aim&lt;br /&gt;
| Prowess? = No&lt;br /&gt;
| Archetype? = No&lt;br /&gt;
| Description = &lt;br /&gt;
&lt;br /&gt;
Players with this feat can throw any reasonably throwable object they carry in their inventory, and it will hit the spot they aim for perfectly, provided their targets are also in reasonable range. (E.g. within 20 meters, same as a baseball pitch)&lt;br /&gt;
&lt;br /&gt;
Unlike Marksman(ranged), this feat requires minimal preparation, and therefore can be used as an emergency reaction.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Fill the fields above to create your Feat, Archetype or Prowess. Once created, it will be Unofficial at first.&lt;br /&gt;
But don't worry :-)&lt;br /&gt;
After a quick review by the Prima Team and few modifications, it can be made Official.&lt;br /&gt;
Make sure to monitor the &amp;quot;Discussion&amp;quot; part of this Article to see eventual comments made by the review team.&lt;br /&gt;
To do that, please create an account and select &amp;quot;Watch this page&amp;quot; while editing this Feat. &lt;br /&gt;
&lt;br /&gt;
Advices on creating Feats :&lt;br /&gt;
&lt;br /&gt;
A Feat is a massive advantage granted to the finest of the finest after a life of training. Most normal people don't have Feats at all.&lt;br /&gt;
A person with the Agile Feat, is qualified to be in the Olympics (not win, but at least participate)&lt;br /&gt;
A person with the Rich Feat is the richest man in his city.&lt;br /&gt;
Etc..&lt;br /&gt;
&lt;br /&gt;
While creating a Feat, make sure with your Game Master that there is no other Feat that would be Synonym (e.g. would have the same final game effect). If yes, add it as a Synonym rather than create a new Feat.&lt;br /&gt;
&lt;br /&gt;
For example, Courage is a synonym of Fanatism, not because they are the same concept, but because they have a similar in game effect.&lt;br /&gt;
&lt;br /&gt;
And finally, make sure that the Feat is useful but not too useful, this depends on the scenarios and campaign you're playing.&lt;br /&gt;
&lt;br /&gt;
Advices on creating Archetypes :&lt;br /&gt;
&lt;br /&gt;
A typical archetype is either :&lt;br /&gt;
A disadvantage that grants two feats freely chosen.&lt;br /&gt;
or&lt;br /&gt;
Two Feats imposed by the Archetype and one Feat to be chosen in a list.&lt;br /&gt;
Or (more rarely)&lt;br /&gt;
One Feat imposed and two to be chosen in a list&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advices on creating Prowesses :&lt;br /&gt;
&lt;br /&gt;
A Prowess can only be used once per scenario and allows the character to do a special action.&lt;br /&gt;
&lt;br /&gt;
A Prowess is a type of non-visual spell. It is possible only if there is an explanation to the limit of the scientifically plausible and it is up to the player to justify it with the game master before using his prowess.&lt;br /&gt;
&lt;br /&gt;
For example, it is humanly impossible to heal someone who has been decapitated, but it is not impossible to treat someone who's throat have been slit. It is very difficult, very rare, but scientifically plausible.&lt;br /&gt;
&lt;br /&gt;
Like any Feats, a character can only take a Prowess once. &lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Brother_Honest&amp;diff=471</id>
		<title>Brother Honest</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Brother_Honest&amp;diff=471"/>
				<updated>2018-10-01T06:36:36Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| CharacterName = Brother Honest de Vermont&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Description =&lt;br /&gt;
&lt;br /&gt;
A former lowly thief, joining the inquisition after being caught and offered a deal for his talents. He joined, to leave his former life behind. &lt;br /&gt;
&lt;br /&gt;
With the name of honest, years of rigorous training and living in the thieves den, and a natural talent of staying unseen and unheard, he sneaked, stole, and swindled his way into survival in the complex and treacherous depths of the underworld, forming some connections......while servering others.&lt;br /&gt;
&lt;br /&gt;
Although decidedly not soft, Honest preferred less violent solutions when things inevitably go wrong on the streets. After all, one less person noticing his existence is one less danger, and when some of his stash got robbed......he could always steal them back with a bonus......&lt;br /&gt;
&lt;br /&gt;
The life defined by crime and treachery was not one without its risks and lasting costs......so Honest made a quite a few enemies along the way as he once tried to carve a place on this world for himself. Now he had left behind his former struggle, but would his old foes leave him be?&lt;br /&gt;
&lt;br /&gt;
| Feat1 = Assassin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Feat2 = Tracker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Inventory = &lt;br /&gt;
An Obsidian Dagger (for throwing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--  No need to fill the &amp;quot;Summary:&amp;quot; Field below. It's basically useless in a character sheet, but there's no way to hide it... --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Brother_Honest&amp;diff=470</id>
		<title>Brother Honest</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Brother_Honest&amp;diff=470"/>
				<updated>2018-10-01T06:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| CharacterName = Brother Honest de Vermont&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Description =&lt;br /&gt;
&lt;br /&gt;
A former lowly thief, joining the inquisition after being caught and offered a deal for his talents. He joined, to leave his former life behind. &lt;br /&gt;
&lt;br /&gt;
With the name of honest, years of rigorous training and living in the thieves den, and a natural talent of staying unseen and unheard, he sneaked, stole, and swindled his way into survival in the complex and treacherous depths of the underworld, forming some connections......while servering others.&lt;br /&gt;
&lt;br /&gt;
Although decidedly not soft, Honest preferred less violent solutions when things inevitably go wrong on the streets. After all, one less person noticing his existence is one less danger, and when some of his stash got robbed......he could always steal them back with a bonus......&lt;br /&gt;
&lt;br /&gt;
The life defined by crime and treachery was not one without its risks and lasting costs......so Honest made a quite a few enemies along the way as he once tried to carve a place on this world for himself. Now he had escaped his former struggle through underground connections, but would his old foes leave him be?&lt;br /&gt;
&lt;br /&gt;
| Feat1 = Assassin&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Feat2 = Tracker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Inventory = &lt;br /&gt;
An Obsidian Dagger (for throwing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--  No need to fill the &amp;quot;Summary:&amp;quot; Field below. It's basically useless in a character sheet, but there's no way to hide it... --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Brother_Honest&amp;diff=469</id>
		<title>Brother Honest</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Brother_Honest&amp;diff=469"/>
				<updated>2018-10-01T06:35:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| CharacterName = Brother Honest de Vermont&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Description =&lt;br /&gt;
&lt;br /&gt;
A former lowly thief, joining the inquisition after being caught and offered a deal for his talents. He joined, to leave his former life behind. &lt;br /&gt;
&lt;br /&gt;
With the name of honest, years of rigorous training and living in the thieves den, and a natural talent of staying unseen and unheard, he sneaked, stole, and swindled his way into survival in the complex and treacherous depths of the underworld, forming some connections......while servering others.&lt;br /&gt;
&lt;br /&gt;
Although decidedly not soft, Honest preferred less violent solutions when things inevitably go wrong on the streets. After all, one less person noticing his existence is one less danger, and when some of his stash got robbed......he could always steal them back with a bonus......&lt;br /&gt;
&lt;br /&gt;
The life defined by crime and treachery was not one without its risks and lasting costs......so Honest made a quite a few enemies along the way as he once tried to carve a place on this world for himself. Now he had escaped his former struggle through underground connections, but would his old foes leave him be?&lt;br /&gt;
&lt;br /&gt;
| Feat1 = Assassin (Archetype)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Feat2 = Tracker&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Inventory = &lt;br /&gt;
An Obsidian Dagger (for throwing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--  No need to fill the &amp;quot;Summary:&amp;quot; Field below. It's basically useless in a character sheet, but there's no way to hide it... --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	<entry>
		<id>http://prima.wiki/index.php?title=Brother_Honest&amp;diff=467</id>
		<title>Brother Honest</title>
		<link rel="alternate" type="text/html" href="http://prima.wiki/index.php?title=Brother_Honest&amp;diff=467"/>
				<updated>2018-10-01T06:20:02Z</updated>
		
		<summary type="html">&lt;p&gt;Pumpkin Factory: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| CharacterName = Brother Honest de Vermont&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Description =&lt;br /&gt;
&lt;br /&gt;
A former lowly thief, joining the inquisition after being caught and offered a deal for his talents. He joined, to leave his former life behind. &lt;br /&gt;
&lt;br /&gt;
With the name of honest, years of rigorous training and living in the thieves den, and a natural talent of staying unseen and unheard, he sneaked, stole, and swindled his way into survival in the complex and treacherous depths of the underworld, forming some connections......while servering others.&lt;br /&gt;
&lt;br /&gt;
The life defined by crime and treachery was not one without its risks and lasting costs......so Honest made a quite a few enemies along the way as he once tried to carve a place on this world for himself. Now he had escaped his former struggle through underground connections, but would his old foes leave him be?&lt;br /&gt;
&lt;br /&gt;
| Feat1 = Agile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Feat2 = Stealth&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Feat3 = Instinct&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| Inventory = &lt;br /&gt;
An Obsidian Dagger (for throwing)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--  No need to fill the &amp;quot;Summary:&amp;quot; Field below. It's basically useless in a character sheet, but there's no way to hide it... --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Pumpkin Factory</name></author>	</entry>

	</feed>