Dwarf Wizard

DW Duck's page

Pathfinder Rulebook Subscriber. 789 posts (929 including aliases). No reviews. No lists. No wishlists. 4 aliases.

Full Name

Dalkk Windukslagdam


CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1


AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21




63 Years Old (Adulthood - Trained)

Special Abilities

Darkvision (60ft)


Chaotic Neutral




Common, Dwarven, Giant, Orc, Terran, Undercommon

Strength 14
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 19
Charisma 6

About DW Duck


From afar there is no question that you are looking at a dwarf but as you step closer there is much evidence to the contrary. The most outstanding cue that makes you question this is the beard. What should be long luxurious and kept is burnt, not cut, to half its length and very uneven. Even dwarven smiths can keep their beards neat but the dwarf before can’t seem to manage the same. You would have missed it were your attention not so captured by his hair but it is clear upon a closer look that his hair and beard are not mud brown but simply muddy with only small patches of its natural auburn poking through. Just underneath the dwarf’s flat nose can usually be found matted hair that substituted a handkerchief. Both bronzed and smoke-stained skin have a hard line stop around his eyes, the pattern clearly caused from the over sized goggles currently pressing into his forehead. Even the little exposed skin that does exists is either pock mark, torched, or scarred.

Typically, you’ll see the dwarf in a wool hunter green tunic which looks almost black underneath the dull steel chain shirt which in turn is covered by duel bandoleers. The tunic is cinched by a thick leather belt and becomes darker with mud stains as it stretches below the tops of brown leather boots. Briefly one might wonder if pants are worn underneath but the collection of mysterious stains across the tunic, as well as other bodily neglect, would make most civilized persons put any thoughts of what may lie beneath far, far away.

The clear refusal of upkeep only makes his equipment stand out even more than the rest of him. His large repeating crossbow, iron vials, even the dangling chains of the dwarven flail on his side are absolutely pristine. The leather on his belt is course and tarnished but the leather on his quiver is so well kept it could be mistaken for stained hard wood. The back of his hand is a multitude of brown and black filth, but his palm and stock of his cross bow could belong to the finest knight for how spotless it remains.

Back Story:

Dalkk was born into the Winduk clan half a century ago. The Winduk Clan had competing claims to their mountain. Over time most clans in the mountain began to experiment with alternative and more contemporary mining techniques in attempt to one up the other clans. A young Dalkk saw one of these early tests. His uncle Skerg brought together the leaders of the clan. Dalkk watched on as Skerg took a single ampule and threw it against a wall. An explosion echoed through the mine and the smoke grew so thick even Dwarven eyes could not see beyond it. Coughing turned to astonished gasps as the smoke cleared. In mere seconds Skerg had released the power of 1000 picks against the mine wall. This was the day Dalkk fell in love with explosions and all matter of science. With the clans blessing Skerg continued his research and his nephew was never far behind. This is the first time Alchemy changed Dalkk’s life forever and was a grand day.

The second time Alchemy changed Dalkk’s life forever was not a grand day. After years of apprenticeship Skerg encourage Dalkk to seek out knowledge beyond him. Skerg was still his Master but Dalkk finally was able to start independent study. His Uncle pointed out he himself had to leave the mine to expand his own knowledge. A handful of years later Skerg was on crusade to seek out a rare extract when there was a cave in at a new cut in the mine. There was little room, air, and food available for the dwarves trapped behind a wall of rubble. After starting in to clear the rubble it was quickly realized that there may not be enough time and that it was likely dwarf life may be lost. The clerics prayed, and Dalkk begged to be allowed to what he learned. After much convincing the Elder cleared away the rescue effort and Dalkk got to work. Within moments an explosive mixture was concocted and placed against the wall. As planned it exploded, as planned there was an earth shattering kaboom, as planned smoke filled the chamber as desperate family members waited, as planned the smoke cleared, as planned the rubble was clear, but not as planned were the piles of bloodied dwarven bodies against the back wall crushed by the stone blown away by Dalkk’s mixture. All the miners suffered injury and several more died all together. Dalkk was held captive and judgement was delayed until Skerg returned. Skerg wished to help his nephew but testified truthfully that this incident could have been avoided. The second time Alchemy changed Dalkk’s life forever lead to his exile from the clan, now forever branded Dalkk Windukslagdam.

In the years that followed Dalkk found a home where no other dwarf would find him, a burrow of goblins who made their home in the derelict mines that had been stripped of all their resources. It began as a very aggressive relationship with Dalkk fighting off goblinoids for scraps of food. A hermit amongst the green skins Dalkk paid attention to them only out of boredom. He saw the goblin family expand and spawn new younglings. Occasionally the dwarf would share food with the runts who looked particularly pitiful. He could communicate with them but even in exile and living among them he still looked down on his neighbors.

Than a pair of Orc raiders came. The Orcs left the dwarf alone deciding that battle to not be worth anything they could steal but took what little the goblin tribe had over the following months. Even as goblins were taken as slaves Dalkk did nothing, these were Goblin problems. The Orc’s greed continued to sink to new levels. An Orc found an orphaned goblin youngling who Dalkk witnessed come into the world only 4 years ago. The Orc picked her up from the ground and was prying open her clenched fist. Worm infested green fungus, a desperate find for the starving goblin, was all that would keep her full for the next week and the Orc was prepared to take it. What the Orc was not prepared for was the heavy steel ball of Dalkk’s Dorn Derger crushing his skull. Dalkk never bothered to learn the name of the little goblin but friend or foe this was more evil than Dalkk could abide by.

The Slag Stained dwarf slowly became more friends with the goblins, in return they were happy to friend themselves with any who was willing and able to keep them safe. Eventually Dalkk decided who wanted to try his hand again at Alchemy and the crafty tribe of dwarves helped obtain the ingredients Dalkk requested. Shortly after Dalkk learned something new. Goblin’s love explosions as much as he does. From then on the Goblins and Dalkk worked hand in hand to make the tribe stronger and safer. Dalkk witnessed the younglings become the new leaders and knew in his heart that if this tribe of goblins were to be truly safe for generations he needed to be stronger. He needed to know more. After meeting with the goblin chieftains they agreed, with the understanding that the Dwarf that changed their lives forever return as often as possible. Dalkk returned as often as he was able for he had grown as attached to his new family as they to him.

Dalkk's ventures took him far beyond Mt. Canard. Over the years Dalkk grew to accept he would never be allowed back to his Dwarven home but never forgot the lives he was responsible for. He wanted to be sure his new family would remain safe as possible, and the best way to do that would be to improve the natural defenses of the cave. He began a record of fungus, molds, and oozes in hopes to one day transplant the most dangerous of these to the caverns of Mt. Canard to keep at bay any who would wish to target the Goblin Tribe.

Misc Stats:

38 Current HP
45 Max HP
Init +6
+2 Gunslinger Deed with 1 or More Grit
Senses Darkvision (60ft); Perception +8; Stonecunning (Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.)
Movement on Foot 20ft/4Sq
Mounted Movement 30ft/6Sq (Same Climb Speed)
Favored Class: Alchemist (Grenadier PFS)
Grit: 4/4
Gold: 118.17 Gold
Weight Carried: 152.3 Lbs (Light)
Mount Weight Carried 393 Lbs (Light / 40ft Speed)
Mount w/Rider 547 Lbs (Medium / 30ft Speed)
Current XP: 9,000?
XP to Next Level: 6,000 (15k Total)

Stat Block:

Alchemist (Grenadier PFS & Blightseeker) 4
Gunslinger (Bolt Ace) 2

Max HP 49 ({BASE}8+{LVL2-6}AVG(2d8+2d10)+{CON}(3*6)
STR 14 +2 Base 14
DEX 18 +4 Base 18
CON 16 +3 Base 13 +2Racial +1LVL4
INT 18 +4 Base 18
WIS 19 +4 Base 17 +2Racial
CHA 06 -2 Base 08 -2Racial


AC 20; Touch 15; Flat-Footed 15
AC +4 Racial vs Giants
AC +3 (Nat Arm) If under Mutagen
DEX +4, Nimble +1, Mithral Chain Shirt +4, Darkwood Buckler +1

Fort +8 +5 Class, +3 CON
Ref +9 +5 Class, +4 DEX
Will +6 +2 Class, +4 WIS
+3 Against Poison, Spells, Spell Like Ability
+2 Racial (Hardy)
+1 Trait (Glory of Old)

CMD 21
+4 BAB, +2 STR, +4 DEX, +1 Dodge (Gunslinger Class - Nimble +1)
CMD +4 Racial (dodge) against Giants (Defensive Training)
CMD +4 Racial against Bull Rush, Trip (Stability)

Armor: Mithril Chain Shirt
Shield: Darkwood Buckler
Magic Items: None


BAB +4 Primary Class Alchemist Lvl 6
Melee +6 +4 Class, +2 STR
Range +8 +4 Class, +4 DEX
CMB +6 BAB 4 + 2 STR

Melee Weapons
Spiked Gauntlet (Left Hand)
+6 ATK 1d4+2 Piercing Crit x2
Simple / Light / Can't Disarm

Dwarven Dorn Derger (Collapsed on Lower Back)
+6 ATK 1d10+3 Bludgeoning Crit x2
Exotic / Two-Handed / Reach and Adjacent
Proficiency gained from Dwarf Racial Trait: Weapon Familiarity

Throwing Axe x4 (Two stacked together on either Lower Thighs)
+6 ATK 1d6+2 Slashing Crit x2
Light / Thrown (10ft)
+8 ATK if Thrown

Ranged Weapons
MWK Heavy Repeating Crossbow (Slung over Shoulder via strap)
+9 ATK 1d10 Piercing Crit 19-20/x2
Exotic / Ranged (120ft)
+1 ATK/DMG when target is withen 30ft
Given Free at Bolt Ace Lvl 1
+1 ATK for MWK

Light Repeating Crossbow x2
+8 ATK 1d8 Piercing Crit 19-20/x2
Simple Ranged (80 ft)
+1 ATK/DMG when target is withen 30ft

Alchemist Bombs x10/day
+9 ATK 3d4+4 Fire 6 Splash to Adjacent
DC 16 Ref Save for Half
Class / Ranged (20ft)
+1 ATK/DMG when target is withen 30ft
Precise Bomb Discovery: Select unaffected Squares for Splash Damage
Tanglefoot Bomb* Discovery: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
Bonus Damage based on INT Mod
Splash Damage is based on minimum Die Roll w/Bonus
Bomb DC is 10 + Half Class Level + INT Mod
Splash Damage is not subject to Point Blank Shot
+1 from Throw Anything Feat

Bombs/Ammo Abreviations
--Bombs - Save DC 10 + 1/2 Alch Levels + INT Mod = 17
TF - Tanglefoot Bomb - 2d4 Rounds / -2 ATK / -4 DEX / Half Speed / DC17 STR or 15 DMG to break free if Stuck to Floor
Direct Hit: Entangled, Ref Save or Stuck to Floor
On Splash: Ref Save or Entangled and Stuck to Floor
IM - Impairing - INT Mod Rounds - Fort Save or Reduces Movement by 10ft, 10ft Minimum / Does not Stack w/Itself
MS - Minor Sickening - INT Mod Rounds - Fort Save or –1 ATK/DMG/Saves/Skills/Ability Rolls
FA - Fatiguing: The target is fatigued.
FI - Fear-Inducing: The target is shaken.
SI - Sickening: The target is sickened.
DB - Durable Bolts
DBB - Durable Bludgeoning Bolt
PB - Pheramone Bolt
SB - Smoke Bolt
DCI - Durable Cold Iron Bolt
DS - Durable Silver Bolt

Alchemist - Grenadier (PFS) & Blightseeker:

Mutagens take 1hr to brew
Mutagens last 10 Min/Level (40 Min)
Only 1 Mutagen can be prepared at a time
All Mutagens listed below
Active Mutagen has +
Nat Arm +1 from FCB 1-5

STR: +3 NatArm / +4 STR / -2 INT
+DEX: +3 NatArm / +4 DEX / -2 WIS
CON: +3 NatArm / +4 CON / -2 CHA

LVL Earned - Name - Description
Only one Discory with * may be applied to bomb at a time
Open Extracts take 1 Min to Prepare

LVL2 - Precise Bomb - Can select which squares are effected by bomb
Bonus (Grenadier, PFS)
LVL2 - Infusion - Can share extracts with other players.
LVL4 - Tanglefoot Bomb* - A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.
LVL6 - Removed due to Archetype

--Bomb Spores
Impairing: The target’s base land speed decreases by 10 feet, to a minimum of 10 feet. This effect doesn’t stack with itself.
Minor Sickening: The target is sickened, but it takes only a –1 penalty on affected rolls.

Fatiguing: The target is fatigued.
Fear-Inducing: The target is shaken.
Sickening: The target is sickened.

-----LVL 1
Known 8
+2 LVL 1 / +1 LVL 2-3 / +4 INT Mod
Per Day 5
+4 Class LVL 4 / +1 INT Bonus
-----LVL 2
Known 1
+1 LVL 4
Per Day 4
+3 Class LVL 4 / +1 INT Bonus

+ Unused / - Used
+LVL1 - Shield
+LVL1 - True Strike
+LVL1 - Reduce Person
+LVL1 - Available
+LVL1 - Available
+LVL2 - Alchemical Allocation
+LVL2 - Invisibility
+LVL2 - Available

----------Formulae List
Learned - Name - Summary
******LVL 1 Formulae Known******
LVL 1 - Comprehend Languages - You understand all spoken and written languages.
LVL 1 - Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).
High Int - Crafter's Fortune - +5 Luck Bonus to Craft Check
High Int - Monkey Fish - Gain a climb speed and a swim speed of 10 ft. for a time.
High Int - Enlarge Person - Humanoid creature doubles in size.
High Int - Reduce Person - Humanoid creature halves in size.
LVL 2 - Shield - Invisible disc gives +4 to AC, blocks magic missiles.
LVL 3 - True Strike - +20 on your next attack roll.
*****LVL 2 Formulae Known******
LVL 4 - Alchemical Allocation - Gain potion’s benefits without consuming it.
Paid - Invisibility - 1 Min/Level
Paid - Restoration, Lesser - Heals 1d4 Temp Ability Dmg; Improves by 1 step - Exhausted > Fatigued > Fine
LVL 5 - Delay Poison > Delay Poison effects for 1hr/level
LVL 6 - Undecided

Gunslinger - Bolt Ace:

Start Each Day with Grit Pool equal to WIS Mod
WIS Mod is also Maximum
Earn Grit by Critical Hits or Killing Blows with any Crossbow

Level 1 Deeds
Sharp Shoot (Ex)
1 Grit
Target Touch AC instead of Regular AC

Vigilant Loading (Ex)
More than 0 Grit Remaining
Reloading Crossbow doesn't provoke Attack of Opportunity

Gunslinger's Dodge (Ex)
Cost 1 Grit
When targeted by range, 5 ft step as immediate action to get +2 or drop pone for +4. Both Provoke AoO

Gunslinger Initiative (Ex)
More than 0 Grit Remaining
+2 bonus on initiative checks

Pistol-Whip (Ex)
Cost 1 Grit
Attack with Crossbow Butt in Mellee. 1d10 DMG 20/2x. If succesful, free CMB to knock prone

Shooter’s Resolve (Ex)
Cost 1 Grit
Ignore Concealment and Cover besides Total

-4th LVL


4+INT(4) Skill Points per level / ACP 0 / FCB 0 / 8 Background

Alchemist - Grenadier Class Skills: Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)

Gunslinger - Bolt Ace Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str)

Fey Thoughts Racial Trait Class Skills: Sense Motive (Wis), Stealth (Dex)

AM = Ability Mod / R = Ranks / C = Class Bonus / O = Other Bonus

AM+R+C+O=TTL Skill Circumstantial
+4+6+3+0=+13 Acrobatics
+4+1+3+0=+8 Appraise +2 Gems/Precious Metals
-2+6+3+0=+7 Bluff
+2+6+3+2=+13 Climb +2 With Crossbow
^^+2 - Climber's Kit^^
+4+6+3+4=+17 Craft (Alch) +5 With Crafter's Fortune
^^+2 - Alchemy Adept Trait^^
^^+2 - Alchemist Lab^^
-2+0+0+0=-2 Diplomacy
+4+1+3+2=+10 Disable Device
^^+2 - Mwk Thieves Tool^^
-2+0+0+0=-2 Disguise
+4+0+0+0=+4 Escape Artist
+4+1+3+0=+8 Fly
-2+4+3+0=+5 Handle Animal
+4+1+3+0=+8 Heal
-2+1+3+0=+2 Intimidate
+4+1+3+0=+8 K- arcana
Untrained K- dungeon
+4+1+3+0=+8 K- engineering
Untrained K- geography
Untrained K- history
+4+1+3+0=+8 K- local
+4+1+3+0=+8 K- nature
Untrained K- nobility
Untrained K- planes
Untrained K- religion
Untrained Linguistics
+4+6+3+0=+13 Perception +2 Unusual Stonework
-2+0+0+0=-2 Perform
Untrained Profession
+4+3+3+0=+10 Ride +2 to Stay in Saddle
+4+6+3+0=+13 Sense Motive
+4+1+3+0=+8 Sleight of Hand
+4+1+3+0=+8 Spellcraft
+4+1+3+0=+8 Stealth
+4+1+3+0=+8 Survival +3 to avoid getting lost (+2 Map Kit)
(+1 Compass)

+2+1+3+0=+6 Swim
-2+1+3+0=+2 Use Magic Device

Feats, Features, and Traits:


Regional Glory of Old (Dwarf) You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Magic Alchemical Adept You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Drawback: Mark of Shame
Reskinned Mark of Slavery
Your name has been Slagged for a reason, and no matter how many years pass you will never outlive your failure

Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.

Racial Traits
Defense Racial Traits

  • Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

  • Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred.

Senses Racial Traits

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

LVL 1 - Point Blank Shot - +1 to ATK and DMG when within 30ft with Range Weapon
LVL 1 (Class) - Throw Anything - You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
LVL 3 - Precise Shot - No Penalty for shooting into Melee
LVL 5 - Rapid Shot - Full attack gets 1 extra range attack, all attacks take -2

Alchemist (Grenadier PFS, Blightseeker) Class Features
1st - Alchemy, bomb 1d4, Martial Weapon Proficiency - N/A, mutagen, throw anything
2nd - Discovery Infusion, Alchemical Weapon (Su), Precise Bombs (Ex)
3rd - Bomb 2d4, swift alchemy
4th - Discovery Tanglefoot Bomb*
5th - Bomb 3d4
6th - More Blight

Gunslinger (Bolt Ace) Class Features
Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, [/strike]and with all firearms[/strike]. They are proficient with all light armor.
1st - Deeds, grit, Cross Bow Maven
2nd - Nimble +1
3rd - More Deeds


Worn/Carried by Dalkk L'nshpad Other

D 1100.00 Gold 10.0 Lbs Mithral Shirt
L 0240.00 Gold 50.0 Lbs Leather Lamellar Barding (Familiar)
D 0203.00 Gold 02.5 Lbs Darkwood Buckler
D 0000.00 Gold 16.0 Lbs Mwk Underwater Heavy Repeating Crossbow w/Crank Free from Crossbow Maven Class Feature
D 0050.00 Gold 15.0 Lbs Dwarven Dorn Derger
D 0035.00 Gold 04.0 Lbs Light Crossbow / Current Load: Smoke Bolt
D 0035.00 Gold 04.0 Lbs Light Cross Bow / Current Load: Pheromone Bolt
D 0032.00 Gold 08.0 Lbs 4x Throwing Axe
D 0005.00 Gold 01.0 Lbs Spiked Gauntlet
D 1000.00 Gold 00.3 Lbs Muleback Cords
.....Unslotted Magic Items
D 0400.00 Gold 00.0 Lbs Potion of Heroism (Bard 2 CL 4 / 40 Minutes)
+2 morale bonus on attack rolls, saves, and skill checks

D 0080.00 Gold 04.0 Lbs QTY 04 Alchemist Fire
D 0050.00 Gold 01.0 Lbs QTY 02 Holy Water
D 0060.00 Gold 01.0 Lbs QTY 02 Holy Weapon Balm
D 0030.00 Gold 00.0 Lbs Peptus Salix - +2 Fort vs Nauseated/Sickened
D 0000.10 Gold 01.0 Lbs QTY 02 Normal Powder

.....On Dalkk
D 0030.00 Gold 05.0 Lbs QTY 25 Durable Heavy Repeating Crossbow Bolts (5 Racks of 5 Each, 1 Loaded)
D 0022.00 Gold 02.0 Lbs QTY 10 Blunted Durable Heavy Repeating Crossbow Bolts (2 Racks of 5 Each)
D 0022.00 Gold 02.0 Lbs QTY 10 Durable Cold Iron Bolts (2 Racks of 5 Each)
D 0006.00 Gold 01.0 Lbs QTY 05 Durable Silver Bolts (1 Rack of 5)
D 0030.00 Gold 00.0 Lbs QTY 05 Pheromone Bolts (Creatures with Scent gain +2 ATK/DMG against Creature Marked with Pheromonoe Arrow)
D 0060.00 Gold 01.0 Lbs QTY 05 Durable Pronged Bolts in 1 Bolt Rack (+1 Attack to Small Creatures, 1d8 DMG)
D 0030.00 Gold 00.0 Lbs QTY 03 Smoke Bolts (Trails and Create's 5ft Square of Smoke where it hits)
D 0001.00 Gold 01.5 Lbs QTY 10 Barbed Bolts
L 0090.00 Gold 15.0 Lbs QTY 70 Durable Heavy Repeating Crossbow Bolts (14 Racks of 5 Each)
L 0044.00 Gold 04.0 Lbs QTY 20 Blunted Durable Heavy Repeating Crossbow Bolts (4 Racks of 5 Each)
L 0022.00 Gold 02.0 Lbs QTY 10 Durable Cold Iron Bolts (2 Racks of 5 Each)
L 0006.00 Gold 01.0 Lbs QTY 05 Durable Silver Bolts (1 Rack of 5)
L 0020.00 Gold 03.0 Lbs QTY 20 Barbed Bolts

.....Kits (Skill Related)
L 0060.00 Gold 40.0 Lbs Exotic Military Saddle
D 0030.00 Gold 02.0 Lbs Common Thieves Tools
L 0200.00 Gold 40.0 Lbs Alchemist's Lab
D 0080.00 Gold 05.0 Lbs Climber's Kit
D 0010.00 Gold 02.0 Lbs Mapmaker's Kit
D 0010.00 Gold 00.5 Lbs Compass (+1 Survival/Dungeoneering to not get lost)
D 0040.00 Gold 24.0 Lbs Alchemist's Kit
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
L 0006.00 Gold 19.0 Lbs Riding Kit - Saddle
L 0008.00 Gold 07.0 Lbs Outfit, Cold Weather +5 Fort to Cold

L 0008.00 Gold 04.0 Lbs Outfit, Hot Weather +2 Fort to Heat Exposure
L 0020.00 Gold 10.0 Lbs Swarm Suit Half Speed / DR 10/— swarms Fine / DR 5/— against swarms Diminutive
D 0000.00 Gold 08.0 Lbs Outfit, Explorer's Free at LVL 1
L 0010.00 Gold 20.0 Lbs QTY 20 Trail Rations
L 0002.00 Gold 08.0 Lbs 2x Full Waterskins (1/2 Gallon Each)
L 0000.70 Gold 140.0 Lbs Animal Feed x14
L 0004.00 Gold 08.0 Lbs Saddle Bags (20Lbs capacity x2)
D 0010.00 Gold 02.0 Lbs Wrist Sheath (Spring Loaded)
D 0001.00 Gold 00.0 Lbs Bandolier's 2x (8 Vials Each)
D 0050.00 Gold 04.0 Lbs Mwk Backpack +1 STR to Carrying Capacity
L 0002.00 Gold 02.0 Lbs Waterproof Sacks x4 (60 Lbs Each)
L 0005.00 Gold 05.0 Lbs Sacks x10 (60 Lbs Each)
D 0004.00 Gold 04.0 Lbs Belt Pouch x8 (10 Lbs Each)
D 0020.00 Gold 10.0 Lbs 100ft Silk Rope
L 0030.00 Gold 15.0 Lbs 150ft Silk Rope (50ft with knots, set to quick release towards back}
D 0010.00 Gold 00.5 Lbs Mirror
D 0010.00 Gold 10.0 Lbs Iron Vials x100
D 0000.03 Gold 00.0 Lbs Earplugs

O 0060.00 Gold 00.0 Lbs 2nd Level Formulae: Invisbility
O 0060.00 Gold 00.0 Lbs 2nd Level Formulae: Bull's Strength
O 0400.00 Gold 14,000.0 Lbs Riding Gecko (Combat-Trained)


Name: L'nshpahd
Lizard, Giant Gecko
Giant Template: +8 STR / -2 DEX / +4 CON / +2 NatArm
Yes, in addition to being a Giant gecko, per Raw it is now a Giant Giant Gecko
With large bulging eyes to spot prey from afar, this oversized, smooth-scaled lizard has splayed, padded feet and a toothy maw.

N Large animal
Init +1; Senses low-light vision; Perception +6


AC 19, touch 11, flat-footed 18 (+1 Dex, +4 Barding, +4 natural)
hp 13 (2d8+4)
Fort +6, Ref +4, Will +2


Speed 40 ft., climb 40 ft.
Melee bite +6 (1d10+5)


Str 21, Dex 13, Con 16, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +6; CMD 15 (19 vs. trip)
Feats - Light Armor Proficiency Swapped feat - Improved Initiative
Skills Climb +25, Perception +6; Racial Modifiers +8 Climb
SQ expert climber

.Expert Climber (Ex)
..A gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

Food and Drink:

Days since Restock
Rations 24/25 Replacement Cost: 0.5 Gold Alch Kit +5, Add'l +20 - 5sp each
Water 3/3 Replacement Cost: 0.0 Gold Alch Kit +1, Add'l +2,
topped off daily from friend's Create Water Orisons

Animal Feed 15/16 0.05 Gold Riding Kit +2 Add'L +14 - 5cp Each

Level Up Log:

Lvl 5
FCB - Dwarf Alchemist, 1/4 to next mechanical benefit
8 Skill ranks, +4 Bluff, +1 Craft (Alch)/Climb/Perception/Sense Motive
Feat - Rapid Shot
Increased LVL 1 and 2 extracts per day by 1 each
Increased Bomb Damage
Increased Bombs per day
Increased HP
Extract Learned?

FCB - Dwarf Alchemist
8 Skill ranks, +4 Acrobatics, +1 Craft (Alch)/Climb/Perception/Sense Motive
Increase Lvl 2 Extract per day by 1
Increased HP
Increased Bomb per day
Extract Learned?