Corruption: This modifies Bluff checks against city officials and guards, and Stealth checks attempted outside on city streets, alleys, or in the Shingles.
Crime: This modifies Sense Motive checks to avoid being bluffed and Sleight of Hand checks to pick pockets.
Economy: This modifies Craft, Perform, and Profession checks to generate income.
Law:This modifies Intimidate checks to make an opponent friendly and Diplomacy checks against government officials.
Lore: This modifies Diplomacy checks to gather information or rumors, and Knowledge checks using city resources (such as schools or libraries) to research topics.
Society: This modifies Disguise checks and Diplomacy checks to alter the attitude of any citizen of Korvosa who is not a government official.
Danger: This modifies all rolls for random encounters in Korvosa (including the sewers and the Shingles). See page 465.
Base Value: 8,800 (75% Chance of Finding Items Less Than This)
Upgrades to +1 are always available for upgrade costs, no need to roll.
All non-magical "gear" is available.
Harrow Points May Be Spent on the Following:
Dexterity Rerolls: A PC can spend a Harrow Point to reroll an initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based check. The PC must abide by the new result (although if he has additional Harrow Points, he can use them for additional rerolls).
Dodge Bonus: A PC can spend a Harrow Point to gain a +1 dodge bonus to his Armor Class for one encounter. He can spend up to 3 Harrow Points per encounter to increase his Armor Class in this manner.
Speed Increase: A PC can spend a Harrow Point to increase his base speed by 10 feet for one encounter.
Harrow Points Remaining: Asoka 2, Kali 2, Krovax 1, Magpie 1, Marcus 2, Vera 2
+2 bonus on all Dexterity-based checks and a +1 dodge bonus to Armor Class
Krovax: The Cricket
Kali: The Avalanche
Asoka: The Crows
Marcus: The Peacock
Magpie: The Rabbit Prince
Vera: The Dance
Belzer Frip - Gnome Wizard:
Gnome transmuter (enhancement[APG]) 3 (Pathfinder RPG Advanced Class Guide 133)
CG Small humanoid (gnome)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 shield, +1 size)
hp 19 (3d6+6)
Fort +3 (+4 vs. disease and poison), Ref +4, Will +4; +2 vs. illusions, +2 bonus vs. fear and despair, +2 racial bonus to resist death effects
Speed 20 ft.
Ranged mwk light crossbow +5 (1d6/19-20)
Special Attacks arcane reservoir (2/6)
Spell-Like Abilities (CL 3rd; concentration +4)
. . 1/day—mage hand, open/close (DC 14), prestidigitation, unseen servant Transmuter (Exploiter Wizard) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—burst of radiance (DC 15), glitterdust (DC 15)
. . 1st—color spray (DC 14), heightened awareness[ACG], snapdragon fireworks[UM] (DC 15)
. . 0 (at will)—acid splash, daze (DC 13), detect magic, mending
Str 8, Dex 14, Con 13, Int 16, Wis 10, Cha 12
Base Atk +1; CMB +2; CMD 11
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Arcanist Exploit[ACG], Extra Arcanist Exploit[ACG], Power Attack, Scribe Scroll
Traits excitable, seeker
Skills Acrobatics +2 (-2 to jump), Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Spellcraft +9
Languages Common, Draconic, Giant, Gnome, Orc, Sylvan
SQ augment, eternal hope[APG], fey fortitude, finesse weapon attack attribute, nosophobia, physical enhancement (+1), utilitarian magic
Other Gear mithral buckler, mwk light crossbow, cloak of resistance +1, wizard starting spellbook, 660 gp
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Reservoir +2 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Armored Mask (CL 3) (Su) As std action & 1 reservoir gain mage armor. +1 reservoir gain shield of faith.
Augment (+2 ability or +1 AC, 1 round, 6/day) (Sp) Grant either +2 to an ability score or +1 natural armor by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enhancement Associated School: Transmutation
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Fey Fortitude +2 racial bonus to resist death effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
School Understanding (1 round) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 1 rds.
Utilitarian Magic +1 DC for transmutation spells.