h7ysf 8n22e 64k42 yihhk 69839 d7rdt 5nnk7 zihh8 nb346 nkdzy ssyrf ttd92 z4aab 7zne7 kt9ai 5nz8a fns46 3in5h an9bn b9ase 75265 I'm new to TOR, have a few qestions, can't find any answers |

I'm new to TOR, have a few qestions, can't find any answers

2022.01.25 14:54 toolAlert34 I'm new to TOR, have a few qestions, can't find any answers

Hello
I'm new to Tor, but i want to use the browser to simply browse the internet securely. I'm not looking to do anything fishy stuff, I'm just looking for extra security.
My current browsers (Chrome, Brave, Edge) don't allow me to download the Tor browser. It doesn't seem like its blocked from a network standpoint, but from the browsers themselves. A VPN helps but slows down the download speed. (I use a free VPN).
Is there a point to using TOR for general browsing?
submitted by toolAlert34 to TOR [link] [comments]


2022.01.25 14:54 thomasbella11 Mid season awards via @_scottony of wings nation on twitter

https://wingsnation.com/2022/01/25/red-wings-mid-season-team-awards/
submitted by thomasbella11 to DetroitRedWings [link] [comments]


2022.01.25 14:54 xalxary2 TIL that in Australia 2008, Harper colins book 'Daring book for girls' got into a controversy for encouraging girls to play the Didgeridoo. Didgeridoo is considered by the Aboriginals to be a men's instrument and and is believed to cause infertility to the girls when the girls touch it.

TIL that in Australia 2008, Harper colins book 'Daring book for girls' got into a controversy for encouraging girls to play the Didgeridoo. Didgeridoo is considered by the Aboriginals to be a men's instrument and and is believed to cause infertility to the girls when the girls touch it. submitted by xalxary2 to todayilearned [link] [comments]


2022.01.25 14:54 ShortAlgo $CM Waiting for Buy signal on CM https://t.co/rIZMTqFVBp

$CM Waiting for Buy signal on CM https://t.co/rIZMTqFVBp submitted by ShortAlgo to UltraAlgo [link] [comments]


2022.01.25 14:54 Trusted-Medications HIV-AIDS has no cure but you can stop it from spreading through your body even further.

HIV-AIDS has no cure but you can stop it from spreading through your body even further. A good combination of Lamivudine and Zidovudine could go a really long way for HIV infection.
https://trusted-medications.com/lamivudine-and-zidovudine/
#HIV #AIDS #STD #STI #sexuallytransmitted

https://preview.redd.it/hyau8jo8hvd81.jpg?width=820&format=pjpg&auto=webp&s=292f2299bbe4e6f43930db0b06fa330b18b0b289
submitted by Trusted-Medications to TrustedMedications [link] [comments]


2022.01.25 14:54 MattR9590 Interested in getting started with OE, Working a full time IT job (hybrid) currently

Said job isn't particularly demanding, however. What types of jobs do you look for if you have a background in IT? How do you manage it? How do you ensure the workload from either job dosen't prevent you from handling the other? Thanks!
submitted by MattR9590 to overemployed [link] [comments]


2022.01.25 14:54 adamdietzz CIBC Mutual Funds

Does anyone know why CIBC’s mutual funds are losing money right now? I know there is some up and down and shouldn’t be worried but the NAV is like 40 cents lower than the average right now.
submitted by adamdietzz to PersonalFinanceCanada [link] [comments]


2022.01.25 14:54 CrisplyCloseted Would Aida with a majority white cast be weird?

Sorry if this isn’t the best place to ask, but a local production of Aida is starting auditions and I was wondering if the musical would be strange with a mostly or even all white cast.
It’s possible there could be some diversity, but, as someone familiar with my local theatre scene, I highly doubt it. I was going to audition but I’ve felt increasingly weird about it, am I just overthinking, or am I right to feel weird?
submitted by CrisplyCloseted to Broadway [link] [comments]


2022.01.25 14:54 Kchypark Would they bring back the resident evil appeal event?

Idk if they ever bring any appeal events back but would they bring back the resident evil crossover appeal event, really would like the umbrella patch.
submitted by Kchypark to thedivision [link] [comments]


2022.01.25 14:54 grippyg10 [WTS] Hinderer XM-18 3.5 SW Spanto Blue/Black G10, Spyderco Police 4

Time Stamp
Hey everyone! Need funds for more knives so have to let these guys go. Will ship from Canada in a handmade cardboard box that's waterproofed with packing tape and filled with bubble wrap. Not looking for trades at the moment. If my pricing is way out of line, just let me know! Thanks for looking!
Hinderer XM-18 3.5 SW Spanto Blue/Black G10 - 500 CAD Shipped:

Spyderco Police 4 K390 G10 - 225 CAD Shipped:
submitted by grippyg10 to CanadianKnifeSwap [link] [comments]


2022.01.25 14:54 Better_Agency2352 Dat Tongue do

Dat Tongue do submitted by Better_Agency2352 to memes [link] [comments]


2022.01.25 14:54 Dasnake24 [Pete Sweeney] All the things I’ve heard from the #Chiefs translate to Ryan Poles being a steal as a GM.

[Pete Sweeney] All the things I’ve heard from the #Chiefs translate to Ryan Poles being a steal as a GM. submitted by Dasnake24 to CHIBears [link] [comments]


2022.01.25 14:54 piccrewmak i saw a purple fluffy hoodie at walmart and i will get it one day

submitted by piccrewmak to teenagersbutpog [link] [comments]


2022.01.25 14:54 cherrythemistress I feel so sexy not shaving

I feel so sexy not shaving submitted by cherrythemistress to HairyPitsClub [link] [comments]


2022.01.25 14:54 theotherpump [WTS] Remaining Legit Uppers - KAC, Centurion, etc (NC)

https://imgur.com/a/sYcXU9N
https://imgur.com/a/9man73x
Top one: Aero Upper Receiver Centurion CMR Rail Rainier 16” Match Barrel with pinned gas block DPMS BCG Silencerco ASR Brake Radian/Rainier Charging Handle Arisaka Grip Centurion Bipod Stud Approx 200rds with a minimal amount of surface wear Retail is about $1200 on parts.
Someone has to be motivated to buy this for $907.15 shipped including PayPal fees?
Next one: Wannabe KAC SR15E3 IWS Mod1 clone KAC front and rear (USMC) sight KAC (AAC marked) URX3.1 rail KAC SR15 buffer SOLGW 16” Combat Barrel Radian Raptor CH MPI marked BCG M4 upper (unmarked)
Unfired $777.77 shipped including PayPal fees
Make offers; I may say yes.
submitted by theotherpump to GunAccessoriesForSale [link] [comments]


2022.01.25 14:54 ArtDesu Coming back after 3 years need your advices

Hi, so i'm coming back in the game with my girlfriend ( she never played wow ) and i, i've played for years. we currently play on tbc but would like to get into SL. Do you think its too late to join the party? with the upcoming of 9.2 i've thinked that it could be a good idea. Or maybe is it too late ? thanks for the advice!
submitted by ArtDesu to wownoob [link] [comments]


2022.01.25 14:54 thorusaurus Why the hell are they trying to kill Elijah when he literally promised he’d keep Elena safe??

I’m so confused
submitted by thorusaurus to TheVampireDiaries [link] [comments]


2022.01.25 14:54 Itsmistymountain What would be the effect on gender dyphoria if our society becomes gender-neutral?

submitted by Itsmistymountain to AskReddit [link] [comments]


2022.01.25 14:54 TeamMeraki Have a look at our Mushroom Kingdom, most recent build :)

Have a look at our Mushroom Kingdom, most recent build :) submitted by TeamMeraki to Minecraftbuilds [link] [comments]


2022.01.25 14:54 cbitotrabandalh Boosting NA and EU - Solo/Duo

Discord name: Enter The Void#1860
I am offering NA and EU boosts. I can do solo and duo. Hit me up on my discord!
I can do 1 test game for free before u buy the entire boost.
My vouch page: https://www.reddit.com/Lolboosting/comments/scj7ey/my_vouch_page/
submitted by cbitotrabandalh to Lolboosting [link] [comments]


2022.01.25 14:54 coldshowerkramer How many games do you play at a time?

Wondering how many games you play concurrently. Sometimes I feel like I'm one of the few with this "problem". In the last few years I've been better about intentionally trying to finish and commit to a few select games but even still I'm never playing just one. Most of the time I'm playing way more than I can keep up with.
submitted by coldshowerkramer to gaming [link] [comments]


2022.01.25 14:54 Lexandrit International Developer Job Search Handbook

submitted by Lexandrit to programming [link] [comments]


2022.01.25 14:54 MaelstromageWork Complete PHB ruleset, broken down and numbered. Part 1.

I wrote out the complete PHB rules and numbered them. I hope this can be useful for others as well.

0 Introduction

0.1 Specific Beats General - If a specific rule contradicts a general rule, the specific rule wins. pg 7 0.2 Round Down - When you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Pg 7 

1.0 Character Creation
1.1 You can't increase your ability score above 20 pg. 15 1.2 Armor Class = Without armor or a shield, your AC equals 10 + his or her Dexterity modifier. Pg. 14 1.3 Weapons - Melee weapons use your Strength modifier for attack and damage rolls. Pg. 14 1.4 A weapon that uses finesse property can use your Dexterity modifier instead. Pg. 14 1.5 Ranged weapons use your dexterity modifier for attack and damage rolls. Pg. 14 1.6 A melee weapon that has the thrown property can use Strength modifier instead. Pg. 14 1.7 Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total (minimum of 1) to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). pg. 15 
2.0 Races
3.0 Classes
4.0 Personality and Background
4.1 If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. 4.2 Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. 
5.0 Equipment
5.1 Variant: Equipment Sizes - You can use or wear any equipment that you find on your adventures, within the bounds of common sense. For example a burly half-orc won't fit into a halfing's leather armor. 5.2 Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can't cast spells. 5.3 Heavy Armor - Strength column for an armor type, the armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. 5.4 Light Armor - If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. 5.5 Medium Armor - If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. 5.6 Donning and Doffing - Armor: Don/Doff Light Armor: 1 minute/1 minute Medium Armor: 5 minutes/1 minute Heavy Armor: 10 minutes/ 5 minutes Shield: 1 action/1 action. 5.7 Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). 5.8 At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. 5.9 If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon 5.10 Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. 5.11 Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. 5.12 Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. 5.13 Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. 5.14 Reach. This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it 5.15 Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon 5.16 Two-Handed. This weapon requires two hands when you attack with it. 5.17 Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack. 5.18 An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). 5.19 . If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. 5.20 You can silver a single weapon or ten pieces of ammunition for 100 gp. 5.21 Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted. 5.22 Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. 5.23.0 Adventuring Gear 5.23.1 Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. 5.23.2 Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes ld4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. 5.23.3 Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. 5.23.4 Arcane Focus. An arcane focus is a special item an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10. 5.23.5 Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save. 5.23.6 Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. 5.23.7 Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). 5.23.8 Caltrops. As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save. 5.23.9 Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 5.23.10 Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts. 5.23.11 Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. 5.23.12 Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. 5.23.13 Climber's Kit. A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor. 5.23.14 Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description). 5.23.15 Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied. 5.23.16 Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus, as described in chapter 10. 5.23.17 Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 5.23.18 Healer's Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. 5.23.19 Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix B lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. 5.23.20 Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. 5.23.21 Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. 5.23.22 Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 5.46 Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 5.23.23 Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a fl.ask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. 5.23.24 Lock. A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. 5.23.25 Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. 5.23.26 Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. 5.23.27 Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. 5.23.28 Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. 5.23.29 Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take ld4 poison damage. Once applied, the poison retains potency for 1 minute before drying. 5.23.30 Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. 5.23.31 Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). 5.23.32 Quiver. A quiver can hold up to 20 arrows. 5.23.33 Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. 5.23.34 Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 5.23.35 Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. 5.23.36 Scale, Merchant's. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. 5.23.37 Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. 5.23.38 Spyglass. Objects viewed through a spyglass are magnified to twice their size. 5.23.39 Tent. A simple and portable canvas shelter, a tent sleeps two. 5.23.40 Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute. 5.23.41 Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. 5.23.42 Backpack. Holds 1 cubic foot/30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. 5.24.0 Tools 5.24.1 A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. 5.24.2 Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. 5.24.3 Artisan's Tools. These special tools include the items needed to pursue a craft or trade. 5.24.4 Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). 5.24.5 Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. 5.24.6 Herbalism Kit. Also, proficiency with this kit is required to create antitoxin and potions of healing. 5.24.7 Musical Instrument. A bard can use a musical instrument as a spellcasting focus, as described in chapter 10. Each type of musical instrument requires a separate proficiency. 5.24.8 Navigator's Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. 5.24.9 Poisoner's Kit. A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. 5.24.10 Thieves' Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. 5.25.0 Mounts and Vehicles 5.25.1 Barding. Barding is armor designed to protect an animal's head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. 5.25.2 Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. 5.25.3 Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. 5.25.4 Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. 5.26 Expenses When not adventuring, at the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. 5.27 If you spend your time between adventures practicing a profession, as described in chapter 8, you can eke out the equivalent of a poor lifestyle. Proficiency in the Survival skill lets you live at the equivalent of a comfortable lifestyle. 5.28 Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. 5.29 Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment-the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster infested wilderness to deliver something important to a distant settlement. 5.30 TRINKETS When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature's pockets. 
submitted by MaelstromageWork to DnD [link] [comments]


2022.01.25 14:54 PleasantAddition What are some terms/phrases/diagnoses that crack you up?

Mine was my daughter. After exhaustive testing, only done because she had a big head plus other things, she was given the diagnosis, "benign macrocephaly of infancy." So I said to her surgeon (who was the one who ordered all the testing), "So, diagnosis: your baby got a big head. Treatment: don't worry, buy bigger hats?"
submitted by PleasantAddition to nursing [link] [comments]


2022.01.25 14:54 Ok_Caterpillar_985 Seems like my mk5 GTI uses a bit too much fuel lol

Seems like my mk5 GTI uses a bit too much fuel lol submitted by Ok_Caterpillar_985 to GolfGTI [link] [comments]


http://sushi-yoyo.ru