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studded leather, rapier, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 35 gp
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Special Abilities:
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Background:
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Coulten was born into the Stormstrider family but never really felt like he fit in. The family was mainly composed of men and women at arms, training for the latest crusade against evil. coulten was never really interested in fighting or crusading. Sure he did his practice like a good son but his heart was never really into it. He would much rather spend time in a library or in an alchemists lab.
When his siblings marched to assist in the fight against the Worldwound, Coulten reluctantly followed along. He was injured in a bandit attack on their convoy and found himself in Torch recuperating from his wounds. Coulten found Torch to be a fascinating town and he decided to delay his rejoining his siblings while he explored the town and it's contents.