Chapter 13 "Extraordinary Talent"

Berg said that those who helped Rand guard the crossroads were believers, adventurers with a sense of justice, or residents, and they were not paid.

Anser was not surprised; the church has always had a strong appeal.

Tyr, the god of justice, belongs to the realm of war, and his followers are known for their fighting prowess, even if they are not professionals.

Berg subtly inquired about the group's future plans.

After discussing it, Anser and Blatt decided to stay for the time being, and Finn also said that he was not in a hurry to leave.

This is a good opportunity to gain experience. With the Paladin as a backup, safety is guaranteed. Anyway, the Flying Dragon Bridge is right behind us, so we can retreat at any time. Surely Flame Fist wouldn't be so ruthless as to block the gate completely.

The old priest was delighted and immediately arranged accommodations for the three on the second floor of the church, providing them with free food and drinking water.

Three people share a room. Judging from the layout, it should be a dormitory for clergy. It's very simple, but clean.

The food consisted of dry, hard whole-wheat bread and smoked pork strips. It wasn't particularly good, but the portion was large enough that the three of them couldn't finish it in a day.

It seems the church collected or seized a lot of food during yesterday's evacuation. The paladins have principles and bottom lines, but they are by no means stubborn.

"Dong dong dong..."

No sooner had Berg left than there was another knock at the door.

Blatt went to open the door, and there came Zahir, covered in blood, who looked like he hadn't had time to wash up.

"Sorry, I just finished. Thank you for your help, these are all your spoils."

Zahir put down the two bundles in his hands, the burlap lining unfurled to reveal a pile of blood-stained junk inside, the most conspicuous of which was a black warhammer.

"Thank you." Anser smiled and did not refuse.

In this world, adventure and combat are commonplace, which has led to the formation of many established rules, including the distribution of loot.

For example, if a paladin kills a grey dwarf, he can return the wealth the grey dwarf plundered to its rightful owner or their relatives, but they have no right to dispose of the personal belongings of a monster who died at the hands of Anther.

Unless everyone is a team or there is a prior agreement.

With Blatt injured, Finn absent, and Anser immersed in grief over the loss of his parents, the task of collecting the loot had to be handled by Zahir's team.

They are believers in the God of Justice, and it is highly unlikely that they would keep it to themselves.

"If you need any help, just ask me. I usually stay on the third floor or in the central hall." Zahir had a small mustache, and his voice was gentle and unhurried, like a gentleman.

"Uncle Zahir, do you have any diamonds? I'll trade them for my spoils." Anser didn't stand on ceremony; he was in dire need of spellcasting materials.

Zahir pondered for a moment and said, "There should be some. I'll have someone look for it in a bit. Is there anything else?"

“That’s all.” Anser looked at Blatt and Finn, and the two shook their heads at the same time.

"Then you should all get some rest. Subterranean creatures don't like light, so they probably won't come back during the day." With that, Zahir hurriedly left; he had too many things to do.

Anser and the others exchanged glances, grabbed the bundle, and excitedly began to take stock of their spoils.

Anser and Blatt's spoils were mixed together; there seemed to be quite a lot, but none of it was worth much. Come to think of it, they had killed slaves, so the good stuff must have been confiscated.

A few crude scimitars, maces, and iron-plated round shields, smelly fur wristbands, boots, and belts, unidentified food and miscellaneous items... could only be sold as scrap.

There were quite a few money pouches, but most of them were tattered and contained some worthless glass, copper coins, and a small number of silver coins.

The best one is an elf-style gold-threaded money pouch containing several pieces of blue copper ore, eye agate, a dozen gold coins, and a bottle of healing potion.

“This should be from that goblin, and this too,” Blatt said, pointing to the half-body armor on the ground.

Finn got the three javelins, Rand should have kept the greatsword, and Anser got the money bag and the most valuable half-armor. In a way, he got the better deal.

This half-body armor is incomplete, consisting only of the helmet and breastplate, but it is still in fairly good condition.

"I'll give you the half-body armor for now. Adjust the clasps and you should be able to wear it." Anser was a spellcaster who hadn't received any related training, and wearing armor would affect his spellcasting.

“Okay.” Brad nodded. In these extraordinary times, there was no need to be coy.

Anser put all the gold, silver, and gems into the elven purse and tucked it into his pocket, leaving the heavy copper coins to be carried by Blatt.

That black warhammer came from the Grey Dwarf Overseer; it was a magical weapon, but no one knew how to use it, so they'll have to find another opportunity to dispose of it later.

“Let’s throw away all the trash. We can’t find buyers right now, and it’s affecting our operations,” Anser said with a smile.

“I understand.” Blatt fiddled with his half-armor, his smile utterly unreserved.

Just then, there was a knock on the door, and a young priest brought Anser a small box containing a silver necklace with a diamond pendant. The diamond had no signs of polishing and was about the size of his index fingernail.

After confirming it was usable, the young priest turned and left, saying, "This is a gift from Captain Rand to you. Anser undoubtedly played a crucial role in today's battle, as everyone witnessed. The Church wanted to express their gratitude with a work of art."

Anser remained silent for a moment, then put on the necklace.

“It’s worth at least two hundred gold coins,” Blatt assessed. “Keep it; it’ll only be truly valuable if it’s in your hands.”

"Okay, let's rest for a while." Anser waved his hand. Since he had decided to accept it, there was no need to hesitate.

He chose a bed in the far corner, took off his backpack, lay down, and relaxed completely, even his tense mind eased a little.

For the first time since he traveled through time, he felt a sense of security.

The same applies to Blatt; three berries are not enough to fully heal his wounds, and rest is the best course of action.

Finn glanced at the two of them, then silently sat down at the table and began to eat his bread in small bites.

Anser closed his eyes, his mind immersing itself in the slow rotation of a silver twenty-sided die.

To his surprise, the second symbol above was now fully lit up!
"really!"

He lightly tapped the dice, and fragments of memory surfaced in his mind: camping, leveling up, fighting, casting spells, using magical items...

"Adventure, significant events, or achievements?" He wasn't sure, but at least he had a general direction.

It seems I can't stay cooped up all the time; experiencing more things is never a bad thing.

A moment later, the symbol transformed into a small tree, floating gently on the dice.

Ding--

You have acquired the adventure trait: Extraordinary Talent.

"Extraordinary Talent": You possess learning abilities and talents far exceeding those of ordinary people. You master a specialty every 2 levels, with no restrictions on source or type.

Anser was taken aback: 'Directly adjust the class rules?'

The DND job rule is that every 4 levels you gain attribute boosts or other qualified feats, each of which has a significant impact on your strength.

He clicked on the small tree, which brought up an interface for selecting specializations. There were many different specializations, but most of them were grayed out.

There are four types of specializations: Origin Specializations, General Specializations, Combat Style Specializations, and Legendary Specializations.

Origin and expertise are related to birth and race, such as the robustness of farmers, which has no barriers.

Other specializations have prerequisites; you can only master the corresponding specialization if you meet the prerequisites. For example, the Legendary specialization requires level 19, and the Combat Style specialization requires possessing the relevant class traits.

Although "Exceptional Talent" doesn't specify prerequisites, legendary feats and combat style feats are still not selectable.

Anser looked around and focused his attention on three feats: Battlefield Spellcaster, Spell Archer, and Metal Dragonblessing.

Battlefield spellcasters can cast spells more steadily and quickly, spell archers can extend the range of their spells and hit more accurately, and Metal Dragonblessings can enhance survivability.

Of course, he can also choose two attribute values, but the improvement is not as good as specializing in one.

 Thank you to readers Silver Mountain Spring, s轩辕逸星s, and others for their generous donations.

  Expertise:

  1. War Caster
  General expertise
  You gain the following benefits:
  Attribute Boost: Your Intelligence, Wisdom, or Charisma increases by 1, up to a maximum of 20.
  Focus: The physical exemptions you take to maintain focus have an advantage.

  Reaction Spell: When a creature moves out of your reach and triggers your attack, you can use your reaction to cast a spell on that creature instead of launching an attack. The spell's cast time must be an action, and the creature must be the spell's sole target.

  Posture Component: Even if you have a weapon/shield in one or both hands, you can still meet the posture component requirements for a spell.

  2. Spell Archer
  General expertise
  You gain the following benefits:
  Attribute boost: Your Intelligence, Wisdom, or Charisma increases by 1, up to a maximum of 20.

  Bypass cover: Your attack rolls for spells ignore half-body cover and three-quarters cover.

  Close-range spellcasting: When you are within 5 feet of an enemy, your spell attack rolls will not be at a disadvantage.

  Increased Spell Range: When you cast a spell with a casting range of at least 10 feet that requires an attack roll, the casting range of that spell is increased by 60 feet.

   3. Metal Dragon Gift

  You have mastered some of the power of the metal dragon:
  Dragon Healing: You have learned the healing spell.

  Wings of Protection: You can manifest wings of protection to protect yourself or others from attacks.

  
 
(End of this chapter)

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