Инхфаар
Автор:
OldРаса: Человек, Класс: Bard 4/Crusader 1
Сила: 12
[+1]Ловкость: 14
[+2]Выносливость: 12
[+1]Интеллект: 14
[+2]Мудрость: 10
[+0]Обаяние: 17
[+3]Хаотичный добрый
Инвентарь:ХР: 14330 = 480 (бой на причале) + 150 (бой с моряками около таверны) + 300 (напоил Скарбелли) + 300 (бой с Риторро) + 400 (скелеты и змеелюди) + 620 (бой с Милосом) + 270 (вальнули убийцу на празднике) + 300 (орки) + 200 (змеелюды с теткой) + 360 (дробилка) + 660 (бой в подвале Верлейна) + 660 (бойня в кабинете Верлейна) + 550 (боевка в храме + за квест) + 150 (контракт с проституткой) + 550 (бой с ассасином-неудачником) + 300 (спасение сладкой парочки) + 500 (за бал) + 480 (призрак и черепаха) + 1600 (проверка на входе в храм Йига) + 200 (первый призрак) + 400 (неубиваемый призрак с копьецом) + 100 (4 призрака в хосписе) + 800 (еще 4 призрака, сцуко агрессивных) + 400 (вигт с дрейном) + 600 (ловушка с доминейтом) + 750 (призрак Черного Пса) + 250 (йобнутый змеелюд-старец Фура) + 750 (призраки в столовой) + 500 (куча зомбей) + 250 (сгнивший от старости аватар Йига) + 500 (1 и 2 этажи маяка)
Spells Known: 0 level: (6) - Detect magic, Songbird [SC], Light, Read magic, Daze, Lullaby.
1 level: (3) – Grease, Inspirational Boost [SC], Improvisation [SC].
2 level: (1) – Tactical Precision [SC].
Maneuvers 5 (2)
Vanguard Strike: Strike—Allies gain +4 bonus on attacks against target.
Foehammer: Strike—Overcome foe’s DR, deal +2d6 damage.
Shield Block: Counter—Grant shield bonus + 4 as AC bonus to ally.
Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
Tactical Strike: Strike—Deal +2d6 damage, adjacent allies move 5 feet.
Spells Per Day0 Level: 3 (3)
1 Level: 2 (1)
2 Level: 1 (1)
Bardic Music 8 (7)
Healing belt 3 (0)
Badge of valor 3 (1)
Helm of tactics 3 (3)
Eternal wand of Shild 2 (2)
---{ Equipment}---Light Load 43 lb. or less
Medium Load 44–86 lb.
Heavy Load 87–130 lb.
Gold: 100 gp.
3 х Dagger (1d4 19-20x2 1 lb) = 2 gp.
2 х Crossbow, light (1d8 19-20x2 4 lb) = 35 gp
29 Bolts (1 lb) = 1 gp
Backpack (2 lb) = 2 gp.
Waterskin (4 lb) = 1 gp.
Rations, trail х4 (4 lb) = 2 gp.
Flint and steel = 1 gp.
Bedroll (5 lb) = 0,1 gp.
Lamp, common (1 lb) = 0,1 gp.
Oil х2 (2 lb) = 0,4 gp.
Candle х10 = (-) = 0,1 gp.
Ink (-) = 8 gp.
Inkpen х2 (-) = 0,2 gp.
Paper х5 (-) = 2 gp.
Soap (1 lb) = 0,5 gp.
Pouch, belt (0,5 lb) = 1 gp.
Tindertwig = 1 gp.
Mithral Shirt
Healing belt (М110) - 750
Masterwork Longsword - 315 (у Инанки)
Rope, silk (50 ft.) x2 - 10
Artificer monocle
(8) wand of CLW (CL3)
(39) Wand of Detect Magic
Potion of lesser vigor
Badge of valor (1400),
Helm of tactics (2000)
Cloak of Charisma (4000)
Mithril buckler with Wand Chamber - 1300 (880 - Eternal wand of Shild)
+1 ghost touch shocking spear
1 х Keoghtom’s ointment
1 x Scroll of whirling blade
1 x Scroll of haste
1 x Scroll of dispel magic
ИТОГО:Weight = 49,5 lb.
Gold: 44,6 gp = 100 - 97,4 (снаряга) + 25 (от брата Эгила) - 3 (постой в "Чернильнице" за 3 дня) - 1 (выпивал с барменом) - 2 (ром для Скарбелли) + 340 (остаток после торговли в лавке) - 2 (ужин с новыми друзяками) - 2 (номер в ГЛ) - 25 (отмазался от сержанта) - 140 (Джимми попросил в долг) + 200 (заначка - получено от Эгила) + 1250 (продажа лута) - 1332 (обновление инвентаря) - 100 (Джимми попросил в долг. Опять) + 1800 (лут из дома Верлейна) - 1825 (очередной закуп) - 75 (нобильская одежда) - 50 (купили ялик) + 3090 (лут из храма Йига) + 128 (продал дарквуд щит) - 1175 (купил баклер и этернал ванд шилда) + 3612 (остаток от продажи лута) + 177 (продал дарквуд баклер) - 5300 (купил плащ харизмы и мифрильный баклер с ванд чамбером) - 150 (свиток вирлинг блэйда) - 375 (свиток ускорения)
WHIRLING BLADE
Transmutation
Level: Bard 2, sorcerer/wizard 2
Components: V, S, F
Casting Time: 1 standard action
Range: 60 ft.
Effect: 60-ft. line
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
With weapon in hand, you finish the last of the arcane gestures and words that activate the power of the spell. As you cast the spell, you hurl a single slashing weapon at your foes. The blade, carried along both by your might and your magical prowess, slashes at your foes while whirling forward.
You hurl a weapon held at the time of casting, and it magically attacks all enemies along a line to the extent of the spell’s range. You make a normal melee attack, just as if you were attacking with the weapon in melee, against each foe in the weapon’s path, but you can choose to substitute your Intelligence modifier or your Charisma modifier (as appropriate for your spellcasting class) for your Strength modifier on the weapon’s attack rolls and damage rolls. Even if your base attack bonus would normally give you multiple attacks, a whirling blade gets only one attack (at your best attack bonus) against each target. The weapon deals damage just as if you had swung it in melee, including any bonuses you might have from ability scores or feats.
No matter how many targets your weapon hits or misses, it instantly and unerringly returns to your hand after attempting the last of its attacks.
Focus: A slashing melee weapon that you hurl.
HEALING BELT
Price (Item Level): 750 gp (3rd)
Body Slot: Waist
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
This broad leather belt is studded with three
moonstones.
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
Prerequisites: Craft Wondrous Item, cure moderate wounds.
Cost to Create: 500 gp, 40 XP, 1 day.
BADGE OF VALOR
Price (Item Level): 1,400 gp (5th)
Body Slot: Throat
Caster Level: 5th
Aura: Moderate; (DC 17) abjuration
Activation: Immediate (mental)
Weight: —
This badge is stamped with the image of an impenetrable fortress over which shines a golden sun.
When you activate a badge of valor, you and all allies within 60 feet gain a +2 bonus on the next save you or they make against a
charm or fear effect before the start of your next turn.
If you have the bardic music ability to inspire courage, you can activate a badge of valor to increase the bonus granted by that
ability by 1 for the duration of its effect.
A badge of valor functions three times per day.
Prerequisites: Craft Wondrous Item, remove fear, possession of a piece of the set.
Cost to Create: 700 gp, 56 XP, 2 days.
HELM OF TACTICS
Price (Item Level): 2,000 gp (6th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: Swift (mental)
Weight: 1 lb.
This metallic helm is forged of a gray, strangely swirled iron alloy.
When you activate a helm of tactics, you and all allies within 60 feet gain a +2 bonus on melee weapon damage rolls against enemies that you or they are flanking.
This benefit lasts for 10 rounds, but allies who move more than 60 feet from you lose the benefi t until they return within the area.
If you are a marshal, you can activate a helm of tactics to increase the effect of your minor aura by 1. This effect lasts for 10 rounds.
A helm of tactics functions three times per day.
Prerequisites: Craft Wondrous Item, fox’s cunning, possession of a piece of the set.
Cost to Create: 1,000 gp, 80 XP, 2 days.
Навыки:Name: Инхфаар
Alignment _CG_ Race _human_ Gender _male_ (18 лет)
Size Type _Medium_
Bard 4/Crusader 1
----{ ABILITIES / }---
STR....12….-......1
DEX....14....-......2
CON....12....-......1
INT....14....-......2
WIS....10....-......0
CHA....17....-......3
Init : +2 = +2 (Dex)
Speed: 30 ft
HP : 29 = 6 (1й макс) + 4 (2 lvl 2/3) + 6 (1 lvl Crus) + 4 (3 lvl 2/3) + 4 (3 lvl 2/3) + 1*5 (Con)
---{ ATTACK OPTIONS }---
BAB : 4 = 3 (bard) + 1 (crusader)
Grpl: 4 = 3 (bard) + 1 (crusader)
[Masterwork Longsword, melee 1d8 (19-20/x2)]
Attack Bonus: 6 = 4 (BAB) +1 (Str) + 1 (masterwork)
Damage: 1d8+1
[Crossbow, light 1d8 (19-20x2)]
Attack Bonus: 6 = 4 (BAB) + 2 (Dex)
Damage: 1d8
---{ DEFENSE OPTIONS }---
Full : 18 = 10 + 2 (Dex) + 4 (Armor) + 2 (Darkwood Shield)
Touch: 12 = 10 + 2 (Dex)
FlatF: 18 = 10 + 4 (Armor) + 2 (Darkwood Shield)
Fort: +4 = +1 (B) +2 (Cr) + 1 (Con)
Refl: +6 = +4 (B) +0 (Cr) + 2 (Dex)
Will: +4 = +4 (B) +0 (Cr) +0 (Wis)
---{ SKILLS / ((6+2)*4+4) + (6+3)*3 + (4+3) =70}---
9 Bluff (Cha) = 6 + 3 (Cha)
8 Balance (Dex) = 6 + 2 (Dex)
15 Diplomacy (Cha) = 8 + 3 (Cha) + 2 (synergy - Bluff) + 2 (synergy - Sense Motive)
12 Gather Information (Cha) = 8 + 3 (Cha)
10 Knowledge (arcana) (Int) = 8 + 2 (Int)
6 Listen (Wis) = 6
11 Perform (sing) (Cha) = 8 + 3 (Cha)
6 Sense Motive (Wis) = 6
12 (14) Spellcraft (Int) = 8 + 2 (Int) + 2 (synergy - Knowledge (arcana)) + 2 (synergy – UMD, only scrolls)
11 (13) Use Magic Device (Cha) = 8 + 3 (Cha) + 2 (synergy – Spellcraft, only scrolls)
Language: Common + Dwarven, Goblin, Orc (+2 Int)
---{ FEATS/(1(general)+1(hum 1) +1(3 lvl)= 3}---
Lingering Song [CA]
Melodic Casting [CM]
Extra Music [CAdv]
LINGERING SONG
Your inspirational bardic music stays with the listeners long after the last note has died away.
Prerequisite: Bardic music.
Benefit: If you use bardic music to inspire courage, inspire greatness, or inspire heroics, the effect lasts for 1 minute after an inspired ally stops hearing you play.
Normal: Inspire courage, inspire greatness, and inspire heroics last as long as an ally hears the bard
sing plus an additional 5 rounds thereafter.
MELODIC CASTING
You can weave your music and magic together into a single perfect voice.
Prerequisites: Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature.
Benefit: Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead.
In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.
Normal: A bard can't cast spells or activate magic items by command word or spell completion while using bardic music.
EXTRA MUSIC
You can use your bardic music more often than you otherwise could.
Prerequisite: Bardic music.
Benefit: You can use your bardic music four extra times per day.
Normal: Bards without the Extra Music feat can use bardic music once per day per bard level.
Special: You can gain this feat multiple times. Its effects stack.
---{ RACIAL & TEMPLATE FEATURES }---
[Race Human]
+1 Feat (1 level)
+4 Skill point (1 level) +1 Skill point/level
speed 30ft
---{ CLASS FEATURES }---
Armor proficiency - light armor and shields (except tower shields).
Weapon proficiency – all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.
As a crusader, you are proficient with simple weapons, martial weapons, light, medium, and heavy armor, and all shields.
Bardic Knowledge, Bardic Music (8 per day)
Caster Level 4
DC 13+spell level
Spells Known:
0 level: (6) - Detect magic, Songbird [SC], Light, Read magic, Daze, Lullaby.
1 level: (3) – Grease, Inspirational Boost [SC], Improvisation [SC].
2 level: (1) – Tactical Precision [SC].
Spells Per Day
0 Level: 3
1 Level: 2
2 Level: 1
SONGBIRD
Transmutation
Level: Bard 0
Components: V, S
Casting Time: 1 round
Range: Personal
Target: You
Duration: Performance +1 hour or until discharged; see text
You intone this simple spell and your control over your voice improves, your unruly hair straightens, and your flesh radiates a healthy glow. You’re ready for showtime.
You acquire an even greater charisma when you perform. Anyone who hears or views your performance becomes favorably inclined toward you. This spell grants you a +1 competence bonus on your next Charisma-based check involving any one person who saw the performance. This effect lasts for the duration of your performance and up to 1 hour immediately following. You must begin the performance within 1 hour of casting the spell for it to have any effect.
INSPIRATIONAL BOOST
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Bard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round or special; see text
You concentrate on assisting your friends as you begin the short chant and simple hand-chopping motion necessary to cast the spell. As you finish, the spell’s chant allows you to segue easily into bolstering your allies.
While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before the beginning of your next turn, the spell’s effect ends.
IMPROVISATION
Transmutation
Level: Bard 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence.
You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking.
For example, a 14th-level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks.
Material Component: A pair of dice.
TACTICAL PRECISION
Divination [Mind-Affecting]
Level: Bard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft.- + 5 ft./2 levels)
Target: One creature/level, no two of which are more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You hold aloft a toy soldier and shake it at your allies, calling them to arms as you do so. The toy soldier dissipates, but you feel a connection to your allies as though you could hear each one whispering her intended actions before she performed them.
When you cast this spell, you grant your allies greater insight into one another’s actions, allowing them to better coordinate their attacks. If two affected allies flank the same creature, each gains a +2 insight bonus on melee attack rolls and deals an extra 1d6 points of damage against the flanked creature. Creatures not subject to extra damage from sneak attacks are immune to this extra damage.
Material Component: A toy soldier.
MANEUVER AND STANCE
Steely Resolve (Ex)
Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below).
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off yourhit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
Furious Counterstrike (Ex)
You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory.
During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
Stance - Bolstering Voice (White Raven 1)
BOLSTERING VOICE
White Raven (Stance)
Level: Crusader 1, warblade 1
Initiation Action: 1 swift action
Range: 60 ft.
Area: 60-ft.-radius emanation centered on you
Duration: Stance
The discipline of the White Raven stresses that an army is effective only when its members are motivated to fight. In the face of a daunting enemy or unexpected hardship, the most skilled
warrior is worthless if he lacks strength of will. When you adopt the bolstering voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your
allies’ spirits. By drawing on the example you set, your allies harden their will to fight and battle on despite your enemies’ attempts to turn them aside.
While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects.
Maneuvers 5 (2)
Dev 1 Vanguard Strike: Strike—Allies gain +4 bonus on attacks against target.
Dev 2 Foehammer: Strike—Overcome foe’s DR, deal +2d6 damage.
Dev 2 Shield Block: Counter—Grant shield bonus + 4 as AC bonus to ally.
White 1 Leading the Attack: Strike—Allies gain +4 bonus on attacks against foe you strike.
White 2 Tactical Strike: Strike—Deal +2d6 damage, adjacent allies move 5 feet.
VANGUARD STRIKE
Devoted Spirit (Strike)
Level: Crusader 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, you make a melee attack against an opponent you threaten. If this attack hits, all your allies gain a +4 bonus on ranged and melee attacks against that target until the start of your next turn.
FOEHAMMER
Devoted Spirit (Strike)
Level: Crusader 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Your devotion to your cause gives you boundless energy that allows you to smash through supernatural
defenses. When you land an attack, you hit with such force that damage reduction offers little resistance against you.
When you use this maneuver, you make a melee attack against a single foe. This attack automatically overcomes the opponent’s damage reduction and deals an extra 2d6 points of damage.
SHIELD BLOCK
Devoted Spirit (Counter)
Level: Crusader 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
As an immediate action, you can grant an AC bonus to an adjacent ally equal to your shield’s AC bonus + 4. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes his attack roll, but you must do so before you know whether the attack was a success or a failure.
LEADING THE ATTACK
White Raven (Strike)
Level: Crusader 1, warblade 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fi re of battle in your allies’ hearts, you inspire them to greater heroics.
As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit.
TACTICAL STRIKE
White Raven (Strike)
Level: Crusader 2, warblade 2
Prerequisite: One White Raven maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You make a mighty attack that knocks your opponent into a defenseless position, granting your allies a moment to move into a better position. If your attack lands true, it leaves your enemy momentarily
shaken by its tremendous impact.
As part of this maneuver, you make a single melee attack. If your attack hits, you deal an extra 2d6 points of damage. In addition, each ally adjacent to the target can take an immediate 5-foot step that does not provoke attacks of opportunity.
Внешность:Сухощавый блондин среднего роста. Прямой нос, темные брови, мягкая, мечтательная улыбка, казалось бы – ничего особенного. Ан нет – вглядитесь получше. Глаза, то цвета темного сапфира, то талого льда – завораживают так, что оторваться невозможно. А сочетание задорного заливистого смеха и тенора-альтино только добавляет симпатий. Хороший мальчишка, озорной, открытый и слегка наивный. Не успела по нему еще жизнь потоптаться да сломать. И, будем надеяться – не сломает.
Характер:Добрый, слегка вредный, но не капризный и не избалованный. Если коротко - не испорченный жизнью наивный мальчишка, не знавший горя и невзгод. Если не сломается - будет хорошим бардом.
История:Инхфаар – единственный сын бывшего пирата Рыжего Орха, а ныне – зажиточного и почтенного жителя одного из крупных городов на материке. Рыжеволосый папашка-буян был родом с холодных северных островов, и пиратство было ему не в новинку. В свое время Орх вдоволь покуролесил у чужих берегов, но вовремя сумел остепениться и осесть в одном из портовых городов. Накопленные деньги он пустил в дело, сначала плавая вольным торговцем, а позже – уже сам нанимал капитанов, подсчитывая барыши на берегу. В политику Рыжий не лез, налоги платил исправно, после пяти лет спокойной жизни подыскал себе тихую женушку-златовласку Ирму с сапфировыми колдовскими глазами, да и зажил семейной жизнью.
Через год родился сын, нареченный в память о далеких северных землях, Инхфааром. Отец души не чаял в сыне, сам подолгу возился с мальчишкой, а когда тот подрос – нанял учителей - гнома-барда (чтоб учил уму-разуму) и пожилого дварфа-стражника (чтоб гонял на дворе до седьмого пота). От отца Инхфаар унаследовал тягу к старинным северным сказаниям о сражениях, а от матери-колдуньи – любовь к чародейству. Так получилось, что мальчишка жил, не зная отказа, но избалованным или капризным его назвать сложно. Добрый, слегка вредный и с малых лет, знающий как найти подход, как к суровому отцу, так и тихой, неразговорчивой матери. Но вот - наступило восемнадцатилетие и захотелось мальчишке приключений на свою голову. Достав накопленных деньжат, Инхфаар нацарапал записку (чтоб не беспокоились), собрал немудреный скарб и отправился в дорогу…