Riftwarden

Arak-haro's page

24 posts. Alias of Oceanshieldwolf.


Full Name

Arak-haro Kanhaia

Race

Human

Classes/Levels

Witch (Gauntlet Witch) 1; HP: 10/10; AC:15, T:10, FF:13; FORT +0, REF +2, WILL +3; INIT +2; PER: +0; CMB: +0; CMD +12; Status: 9

Gender

Male

Size

Medium

Age

20

Special Abilities

Spells, Hex

Alignment

Lawful Neutral

Deity

Khespotan/Anu-Akma

Languages

Common, Mharoti

Occupation

Adventurer

Strength 10
Dexterity 15
Constitution 11
Intelligence 16
Wisdom 11
Charisma 16

About Arak-haro

Quick View Stats for Combat:
Status:
HP: 10/10
AC: 15, 10 touch, 13 flat-footed
Saves: Fort: +0, Reflex: +2, Will +3
BAB +0
CMB +0; CMD 12

Status 9

Initiative: +2 (+2 Dex)
Conditions:
Spells in Effect:
Currently wearing: Khe'issa (eldritch gauntlet)
Items in Hand: Morning Star, Khe'issa (offhand)

SPELLS: Concentration: +x
Patron: Dragon
DC 13 + (spell level)
Prepared Spells/day: 3 cantrips, 2 1st-level

Cantrips Prepared: arcane mark, detect magic, touch of fatigue

1st level spell slots:
cure light wounds (_), enlarge person (_),

Witch Spells Known: All cantrips, 8 first level
Cantrips:All

First Level:burning hands, cure light wounds, detect secret doors, ear piercing scream, enlarge person, identify, obscuring mist, sleep

Cantrips from Regional trait: 2
root, create water

Arak-haro's Tale:
There was no denying that Arak-haro's uncle Goro was a wicked man. For what else to call a favored son of Kushite nobility who turned his back on his people, his culture and his family - his bonds and responsibilities - and then turned even on his own kind. That was what kind of a man Goro was. Wicked. Arak-haro's curse was to hear everyday from his harridan of a mother: "Because of Goro I was overlooked for the advancement that should have been mine by right" or "If only my brother was not Goro, else I would have been invited to the dance".

The one time Goro had visited, with his abomination of a Mharoti consort, Arak-haro's mother had thrown them out, vowing to remove Goro from the lineage, and dispense with speaking to him ever again. Goro had laughed it off, but Arak-haro could see the deep hurt in his eyes. They had been close, Goro and his sister once, but no longer. For his part, Arak-haro loved his wicked uncle, and his stories of the Mharoti, Nuria Natal, Siwal and even more exotic lands with unpronounceable names. Bar-sella. Zo-beck. All-ain. The Wasted West. Best of all was the dragon-headed amulet he gave Arak-haro before he left - made of some unknown metal that glinted in the moonlight.

After that episode, Arak-haro's mother's disappointment in her own life was more and more directed at Arak-haro himself - "You take after Goro. A dreamer. Lazy. Self indulgent." She worried that he would end up a wastrel, or worse, like Goro.
Arak-haro would have complained were it not unentirely true. He was gifted - quick to learn, articulate and charismatic. Though not strong he was adroit in his movements and manipulations, both physical and social. His studies in aeromancy bored him - he had no wish to soar the winds or rise above the clouds beyond an innate desire to follow his heart where it led him. His mother wished only for him to stay in the capital, study in Aerdvall and become a functionary of the state like herself. But Arak-haro knew better. Or so he thought.

Stealing away from his studies, Arak-haro would wander outside the city walls, too close to the jungle for his companions. Too risky. Too...dangerous. But the Green Walker was too...inviting. Goro' stories of the Walkers of the Wastes - beings like the entwined Warring Blasphemies entranced him, and to have such a creature nigh on his doorstep was intoxicating for the adventurous youth. Arak-haro visited the verdant Walker, careful to avoid the perilous Vine Lords that were its sentinels and seneschals. And then, he took his visits too far. Using a glider, Arak-haro flew into the top of the Green Walker and there became hopelessly lost. Even now he strains to remember that time, only that he felt imbued with all the secrets of the universe, poured into his brain, only to have them leak out again, unremembered in the next moment.

A sharp pain brought him to clarity - a Vine Lord had pierced his flesh, and he knew his life would soon end. He must have grasped the amulet Goro had given him, and called out to his wicked uncle. Somehow, Goro was there, and just as suddenly, the Vine Lord evaporated, the only trace filaments of black ash floating on the close and humid atmosphere of the Walker.

More Vine Lords approached, as Goro examined the wound in Arak-haro's flesh. His uncle's brows furrowed, and he thought for a second. Goro undid the clasp on his cloak, revealing a disturbingly beautiful harness and gauntlet that encapsulated his left side. He unclipped the contraption, and began to hurriedly strap it onto Arak-haro's arm and shoulder. The Vine Lords seemed perturbed by the ashen remains of their compatriot swirling around them, and were becoming agitated. But somehow, Goro was keeping them at bay. Goro gripped Arak-haro's jaw, forcing the boy to look at him.

'Wear this always, or the vine will take root, and turn you into one of these plant creatures."

Arak was stunned, not knowing at the time the immediacy of his uncle's words. Goro was swift, and angry, forcing Arak-haro to repeat a word "Khe'issa", and other phrases, ugly harsh words of the Mharoti tongue. Little did Arak-haro know this terse exchange would be his last conversation, if you could call it that, with his beloved wicked uncle.

Goro made a number of gestures, and a stunning dark portal spiralled into being. Three dark-robed figures, with odd pale skin and too sharp teeth called to Goro. He barked at them, and after a brief exchange one of the figures nodded. The three figures, parted, making a passage to the portal. The Vine Lords were clearly angry at this latest intrusion into their domain, and began to surge toward Goro and Arak-haro. The three robed figures screeched to Goro, a warning of some kind.

"Go Arak-haro. Look after Khe'issa. Tell my wife and son what happened here."

Arak-haro was pushed, not kindly by his uncle, toward the gloaming portal.

"Uncle! Why are you doing this? Come with me!" cried Arak-haro.

Goro smiled grimly, and shook his head as he poured ravaging fire forth from his hand at a leaping Vine Lord.

"I bought passage a long time ago, my nephew. And only for one. Take the shadow road. Learn of Khe'issa. She will bring you power, and great honor, but if the noble Mharoti see you with her they will seek to take her from you!"

"Uncle!" Arak-haro cried, the pain of his wound and the shock of his uncle's import straining him beyond belief.

"Go!" Goro yelled once more, as the Vine Lords began to claw at him, climbing on him, drawing him down. "Family is all, Arak-haro. Your mother might at last understand..."

And then he was gone, and the three figures ushered Arak-hard into the relative safety of the portal...

Now Arak-haro is in a strange land, bereft of family and friends. The shadowfey, those robed figures, kept their bargain, paid for many years prior by Goro with an unknown fee. In Zobeck Arak-haro found himself - with Khe'issa. The gauntlet. Wicked spines and plates of masterfully wrought metals and leather. A prize. A weapon. And now, his only friend.

STATS:

Ability Scores
Score (modifier) (4d6 drop lowest 8 times, drop 2 rolls - 16, 16, 13, 11, 11, 10) (racial bonus) (level up)
Str : 10 (+0)
Dex: 15 (+2) (+2)
Con: 11 (+0)
Int: 16 (+3))
Wis: 11 (+0)
Cha: 16 (+3)

DEFENSE:

AC: 15, touch 10, flat-footed 13 (+3 armor, + 2 Dex, +0 shield, +0 size, +0 natural)
HP: 10 (Full first lvl = 6, +0 Con, +1 Favored Class, +3 Toughness)
Fort +0 [[(0 + 0), Ref +2 (0 + 2), Will +3 (2 + 0)

OFFENSE:

Initiative: +2 (+2 Dex)
Speed 30 ft.

Base Atk: +0

CMB: +0 (+0 BAB, +0 str) CMD: 12 (10, +0 BAB, +0 str, +2 dex)

Melee: +0 Morning Star, 1d8, x2, BP
OR
+1 Khe'issa, 1d6, x2, PS

OR

-2 Morning Star, 1d8, x2, BP
-1 Khe'issa, 1d6, x2, PS

Ranged: +2 Javelin, 1d6, x2, P

Favored Class Bonus: Hit points

TRAITS:
Expanded Apprenticeship [Kush Regional Trait]
In the halls of the aeromancers, you proved to be a voracious student, absorbing knowledge from any and all sources. Select two non-harmful 0-level spells from any source (the spells cannot deal damage, impose penalties, inflict conditions, or serve any other directly harmful purpose). You can cast these two cantrips or orisons once per day each (at 1st caster level) and they are always considered to be arcane, even if they are orisons. If you have levels in a class that can cast these 0-level spells, your caster level for these cantrips is equal to that class level.

Guiding Spirit: Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day.

FEATS:
[1 1st level, 1 human, 1 gauntlet*]
*Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Two Weapon Fighting
Toughness

SKILLS:
Class Skills (4): Influence, Occult, Society, Spellcraft

Skills:
Skill/Key Ability/Armor Penalty/Untrained/Class/Ranks/Bonus
Acrobatics Dex/Yes/Yes/x/x/x Balance, escape restraints, soften falls, squeeze, tumble.

Alchemy Int/No/No/x/x/x Create alchemical items, acids, solvents, poisons, magical bombs, potions and mutagens (with appropriate feats).

Athletics Str/Double/Yes/x/x/x Climb, jump, run, swim skills; other (skiing, diving, etc.)

Craft Int/Varies/No/x/x/x Learn specific craft - blacksmithing, masonry, engineering, woodcarving etc. Appraise the value of such work.

Finesse Dex/Yes/No/x/x/x Conceal objects, disarm traps or devices, open locks, palm objects, pilfer objects from creatures.

Handle Animal Cha/No/Yes/x/x/x Train animals, work with them, teach them commands, domesticate.

Heal Wis/No/Yes/x/x/x Heal wounds and ailments.

Influence Cha/No/Yes/+3/1/+7 Change attitudes, create diversions, demoralize, feint in combat, intimidate, lie, make requests, make innuendos.

Linguistics Int/No/No/x/x/x Learn languages, decipher, forge writing.

Lore Int/No/No/x/x/x Knowledge about history, ancient customs, riddles, obscure events etc.

Nature Int/No/No/x/x/x Identify living monsters, recall knowledge (about dungeons, geography, or nature).

Occult Int/No/No/+3/1/+7 Identify outsiders/undead, basic knowledge about other planes of existence, Chaos and Chton, witches and cults.

Perception Wis/No/Yes/x/x/+0 Discern secret messages, hunches, notice creatures/details, search locations, sense enchantments, motives

Performance Cha/Varies/Yes/x/x/x Disguise yourself, impress audiences, learn to sing, act or play instrument.

Profession Int/Varies/No/x/x/x Learn specific profession, such as administration, mining, sailing, driving etc.

Religion Int/No/No/x/x/x Recall knowledge about gods, saints, spirits, religious customs, afterlife.

Riding Dex/Yes/Yes/x/x/x Ride mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus.

Society Int/No/No/+3/1/+7 Recall history, locales, nobility, social order/rules. Identify organizations, humanoid races Create contacts and gather information through administrative channels.

Spellcraft Int/No/No/x/x/x Activate magic items (that you would normally be unable to use), craft magic items, identify magic, identify
monsters (constructs, dragons, magical beasts), learn/borrow spells (spellbooks and scrolls), recall arcane knowledge disarm magic traps

Stealth Dex/Yes/Yes/x/x/x Avoid notice, slip past foes or strike from an unseen position. Hide and move silently.

Streetwise Cha/No/Yes/x/x/x Knowledge about specific towns/cities, local customs/laws, dealing with criminal element. Gather information about local dealings, fence stolen items etc.

Survival Wis/No/Yes/x/x/x Determine direction, follow tracks, survive in the wild, hunt.

Warcraft Int/No/No/x/x/x Knowledge of military insignia, tactics and strategy. Identifying combat skills and abilities.

Languages: Common, Mharoti

Weapon and Armor Proficiencies:
A gauntlet witch is proficient with all simple weapons and armor spikes. A gauntlet witch is also proficient with light armor and her eldritch gauntlet. She can cast witch spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a gauntlet witch wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass gauntlet witch incurs the normal arcane spell failure chance for arcane spells received from other classes.
A gauntlet witch’s proficiency with light armor and armor spikes replaces the witch’s 2nd-level hex.

Spells:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex:
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Hex Known: Evil Eye:
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.

Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.

Patron:
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Eldritch Gauntlet:
At 1st level, the gauntlet witch gains a powerful sentient weapon called an eldritch gauntlet that teaches her magic, provides guidance, stores her spells, and grants her additional abilities (see the Witch’s Familiar in the Pathfinder RPG Advanced Player’s Guide and the Eldritch Gauntlet abilities below). The gauntlet witch must commune with her eldritch gauntlet each day to prepare her spells, much like a standard witch must do with her familiar.
An eldritch gauntlet stores all of the witch’s known spells, and a gauntlet witch can only prepare a spell stored within the eldritch gauntlet. A gauntlet witch can also add new spells to her eldritch gauntlet, in the same way a witch can add spells to her familiar (see the 'Adding Spells to a Witch’s Familiar' sidebar of the Pathfinder RPG Advanced Player’s Guide).
A witch with this class feature does not gain the witch’s familiar, and cannot have a familiar of any kind, even from another class. A witch’s eldritch gauntlet otherwise functions as and replaces the witch’s familiar and 4th-level hex.

An eldritch gauntlet is a particular form of intelligent armor given to a gauntlet witch. A witch might gain this dual-purpose item in several ways. Covens-Militant present most eldritch gauntlets to initiates as equal parts contract and reward to help the new witches fulfill their missions. Sometimes, however, the item just appears among a witch’s possessions, its origins being a mystery. Sometimes elders within a coven pass them down to their children or grandchildren in an ongoing search for a witch who can unlock such antique gauntlets’ true potential.

An eldritch gauntlet is both masterwork armor and a masterwork weapon. Although an eldritch gauntlet superficially resembles a gladiator’s lorica manica, or a samurai’s kote, it is much more. Its sleeve of mail envelops one side of the witch’s upper chest and the witch’s arm from the shoulder to the wrist. Metal plates cover this, similar to the shoulder- to-wrist protection on a suit of full plate, ending in a single spiked gauntlet. An eldritch gauntlet has both the weapon statistics of a masterwork spiked gauntlet and the armor statistics of studded leather, but it weighs only 15 lbs.

+3 AC, Max Dex +5, ACP +/- 0, ASF 15%, Spd 30ft, Wt 15lbs.
+1 attack, 1D6 dmg, crit x2, P/S, light, off hand martial melee weapon.

An eldritch gauntlet uses one of the witch’s hand and wrist item slots, and may be enchanted – any enchantment applied to the eldritch gauntlet either confers an enhancement bonus to attacks or an enhancement bonus to Armor class.

As a gauntlet witch increases in level, her eldritch gauntlet gains power. An eldritch gauntlet is independently conscious, but it features some personality traits reflecting its wielder. The eldritch gauntlet always shares its wielder’s alignment and even changes its alignment if its wielder does. The gauntlet typically works toward its wielder’s goals, though not always without argument or backlash. Each eldritch gauntlet has a mission, and while sometimes two or more eldritch gauntlets will work in concert, each mission is independent. The GM decides the eldritch gauntlet’s mission and the needs of the campaign, coven, or the adventure; or a GM can roll randomly for the weapon’s purpose, using the Intelligent Item Purpose table in the Pathfinder Roleplaying Game Core Rulebook.

Eldritch Gauntlet Basics:
An eldritch gauntlet bonds to a particular gauntlet witch, much like a familiar, but in more of a partnership than a master- servant relationship.

Intelligence: A gauntlet starts with a 10 Intelligence, and its Intelligence increases by 1 point for every two levels of the gauntlet witch (at 3rd level, 5th level, and so on).

Wisdom and Charisma: As the gauntlet witch advances in level, so do the eldritch gauntlet’s Wisdom and Charisma ability scores. These abilities start at 6, and each increases by 1 for every two levels of the gauntlet witch.

Ego: An eldritch gauntlet starts with an ego of 3, and its ego increases as the gauntlet becomes more powerful, as per the Eldritch Gauntlet Progression Table below. If the wearer and the eldritch gauntlet come into conflict, an eldritch gauntlet can attempt to exert its dominance, using the rules per the Items against Characters rules in Pathfinder Roleplaying Game Core Rulebook. Due to its specialized nature, an eldritch gauntlet has a nonstandard ego progression.

Languages and Skills: An eldritch gauntlet starts with Common as a language. As the eldritch gauntlet increases in Intelligence, it gains knowledge of additional languages and arcane lore. When it reaches an Intelligence of 12, it gains a bonus language of the GM’s choice, and it gains 1 rank in a Knowledge skill (either arcane lore, dungeoneering, engineering, geography, nature, nobility, or religion). Each time the gauntlet gains an Intelligence modifier bonus, it gains another language and another rank in a Knowledge skill.

Senses: An eldritch gauntlet is aware of everything around it like a creature that can see and hear. It can be blinded and deafened as if it were a creature. It uses its wearer’s saving throws.

Ensorcelled Grasp: Due to the improved martial acumen imparted by the eldritch gauntlet, a gauntlet witch adds her Intelligence modifier (minimum 1) in addition to her Strength modifier (if any) when calculating her CMB on all grapple and disarm combat maneuver checks made with the gauntlet, and to her CMD against such maneuvers ; she also adds her Intelligence modifier instead of her Strength modifier on any Strength checks, or Strength-based skill checks made with the gauntlet.

Additionally, when using her Aegis Strike or Pain Clasp abilities, the gauntlet witch uses her level to determine her base attack bonus.

At 4th level or above, the gauntlet witch may select Deflect arrows, Improved disarm, or Improved grapple as one of her normal feats, even if she does not meet the normal prerequisites for it.
At 8th level or above, she may likewise select Choke hold, Greater disarm, Greater grapple or Snatch arrows, even if she does not meet the normal prerequisites for it.

Eldritch Gauntlet Special Abilities:
Eldritch Gauntlet Special Abilities

An eldritch gauntlet has special abilities (or imparts abilities to its wearer), depending on the wearer’s witch level. The abilities (but not bonuses) are cumulative. An eldritch gauntlet becomes inert when not worn by its attuned wearer.

Alertness (Ex): While a witch wears her eldritch gauntlet, she gains the Alertness feat.

Lore (Su): Starting at 1st level, the witch may ask the gauntlet a knowledge-related question 1/day for every 3 gauntlet witch levels she possesses. Treat the gauntlet as if it has the bardic lore ability, adding half its ego (rounded down) to all Knowledge skill checks; it makes all Knowledge skill checks untrained.

Telepathy (Su): A gauntlet witch communicates with her eldritch gauntlet telepathically in a language they share.

Unbreakable (Su): While linked to its wearer, the eldritch gauntlet is immune to the broken condition. If removed and broken, the gauntlet is unconscious and powerless until repaired. If destroyed, the eldritch gauntlet can be remade 1 week later through a special ritual costing 200 gp per witch level. The ritual takes 24 hrs to complete.

Aegis Strike (Sp): Starting at 3rd level, a gauntlet witch can enhance her gauntlet as part of a standard action (or full round action in the case of iterative attacks) by sacrificing a 1st-level spell’s energy. This sacrificed energy grants the eldritch gauntlet a +1 enhancement bonus on attack and damage rolls. At 7th level and every four levels thereafter, the gauntlet witch can sacrifice the next higher level spell to grant the eldritch gauntlet another +1 on damage rolls (2nd–level spells at 7th level, 3rd–level spells at 11th level, and so on), up to 5th–level spells at 19th level for a +5 bonus.

Alternatively the gauntlet witch can transfer, as a free action, some or all of this enhancement bonus to her AC as a bonus that stacks with all others. The gauntlet witch chooses how to allocate the eldritch gauntlet’s enhancement bonus at the start of her turn before using it. This is similar to the defending weapon ability.

Each time the gauntlet witch sacrifices spell energy in this way, the bonus to attack, damage or AC lasts for a number of rounds per day equal to ½ the gauntlet witch’s level (minimum 1) + the gauntlet witch’s Intelligence modifier. These rounds do not need to be consecutive.

Pain Clasp (Sp): At 3rd level, the gauntlet witch can make a melee touch attack with the eldritch gauntlet against a single target. If the attack is successful, she can make a CMB check against the target’s CMD. If the check succeeds, the gauntlet witch deals 1d8 hp crushing damage to one of the target’s limbs. Also, the target must make a Fortitude save (DC 10 + 1/2 the eldritch gauntlet’s ego score, rounded down) or become staggered for 1d3 rounds and the limb paralyzed for 1d3 rounds. If the save is successful, the target is staggered for 1 round and the limb paralyzed for 2 rounds.

Toughness (Ex): At 5th level, wearing the eldritch gauntlet grants the gauntlet witch the Toughness feat.

Improved Pain Clasp (Sp): At 9th level, the target of a painful clasp becomes staggered and the limb paralyzed for 1d6 rounds if the Fortitude save fails. If the save is successful, the target is staggered for 2 rounds and the limb paralyzed for 4 rounds. In addition, the gauntlet witch may make a pain clasp attack as a ranged touch attack with a range of 30 ft.

Teleport Gauntlet (Sp): As a standard action, a gauntlet witch of 9th level or higher can call her eldritch gauntlet from as far as 1 mile away, teleporting it instantaneously to her hand. The witch can use this ability 1/ day, and an additional time per day every four levels after 9th.

Legend Lore (Sp): At 15th level, the gauntlet’s increasing intelligence grants it the use of a legend lore spell 1/day and with the usual long casting time. No material component is required.

Drain Husk (Su): At 19th level, each time the gauntlet witch kills a living creature (whether through the use of hexes, spells, or painful clasp) while wielding the eldritch gauntlet, she gains temporary hp equal to the eldritch gauntlet’s ego (these temporary hp last for 1 minute). The creature killed must have a number of Hit Dice equal to half the witch’s character level for this to occur.

Khe'issa, Eldritch Gauntlet:
Intelligence: 10
Wisdom: 6
Charisma: 6
Ego: 3

GEAR:

Weapons:

Armor:

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous
(xx lbs., xx gp., xx sp.)

Total equipment cost: xx gp, xx sp. spent. (of xx starting funds)
Weapons xx gp., Armor 0 gp., Magic Misc. 0 gp, Mundane Misc. 0 gp., 0 sp.

Remaining Gold
Weight: xx lbs
Weapons xx lbs., Armor 0 lbs., Misc. x0x lbs.,

Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light