Sooooo the Baron handed me some stuff, so exploring more with Djinn... Red Mantis Assassin. May as well discard this Cleaving Battleaxe, as well as an Ally.
Discard hand to close. Summon Ring of Evasion and Helpful Haversack, banishing the latter. Head to the office, where I can explore! Riding Allosaurus. Cannot get.
Summon Danger:1d2 ⇒ 2 Recharge ring to evade.
I'm done for realsies. Also, I hurt.
Hand: Standard Bearer, Priest of Pharasma, Cruel Longsword, Pit Gladiator, Wyrmsmite
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster ([ ] or any bane), you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it, ([ ] then you may move). Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
[ ] On your combat check, if you are the only character at your location, add 1d6 ([ ] 2d6) ([ ] and blessings played on this check add 1d12 instead of the normal die).
[x] Gain the skills Acrobatics: Dexterity +3 and Stealth: Dexterity +3.
[x] After you close your location and move, if there are no other local characters, you may encounter the top card of your location.
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster ([ ] or any bane), you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it, ([ ] then you may move). Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
[ ] On your combat check, if you are the only character at your location, add 1d6 ([ ] 2d6) ([ ] and blessings played on this check add 1d12 instead of the normal die).
[x] Gain the skills Acrobatics: Dexterity +3 and Stealth: Dexterity +3.
[x] After you close your location and move, if there are no other local characters, you may encounter the top card of your location.
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster ([ ] or any bane), you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it, ([ ] then you may move). Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
[ ] On your combat check, if you are the only character at your location, add 1d6 ([ ] 2d6) ([ ] and blessings played on this check add 1d12 instead of the normal die).
[x] Gain the skills Acrobatics: Dexterity +3 and Stealth: Dexterity +3.
[x] After you close your location and move, if there are no other local characters, you may encounter the top card of your location.
FAVORED CARD ALLY
Oh, well. I probably don't approve of binding it anyway. Fortune Teller to examine... Djinn. And explore. It's an ally 3, so Stealing Healing Light from Augustille.
Diplomacy 12:2d8 + 3 ⇒ (2, 4) + 3 = 9
Alas. Again with the potential slavery. Korvosan Guard to explore.
Biting Tigers. Everyone fights one
Acro 9:1d10 + 1d6 + 5 ⇒ (2) + (2) + 5 = 9
Bodyguard to go one last time. Inferno Trap. Everyone takes some Fire damage Discard Quarterstaff of Vaulting.
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it. Monsters in your hand count as allies).
When another local character suffers combat ([ ] or Acid, Fire or Poison) ([ ] or Cold or Electricity) damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally or monster). ([ ] After the encounter, if the bane that caused the damage would shuffle into a location, you may reload the bane into that location instead.)
[x] You may bury a card to heal a local character 1d4+1 cards; ([ ] and remove a scourge from that character).
[ ] You may discard an ally to explore ([ ] or to evade).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it. Monsters in your hand count as allies).
When another local character suffers combat ([ ] or Acid, Fire or Poison) ([ ] or Cold or Electricity) damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally or monster). ([ ] After the encounter, if the bane that caused the damage would shuffle into a location, you may reload the bane into that location instead.)
[x] You may bury a card to heal a local character 1d4+1 cards; ([ ] and remove a scourge from that character).
[ ] You may discard an ally to explore ([ ] or to evade).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it. Monsters in your hand count as allies).
When another local character suffers combat ([ ] or Acid, Fire or Poison) ([ ] or Cold or Electricity) damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally or monster). ([ ] After the encounter, if the bane that caused the damage would shuffle into a location, you may reload the bane into that location instead.)
[x] You may bury a card to heal a local character 1d4+1 cards; ([ ] and remove a scourge from that character).
[ ] You may discard an ally to explore ([ ] or to evade).
FAVORED CARD ALLY
Redeemer explores! Zellara's Harrow Deck. That's not happening, so byeeeee! Pit Gladiator to go again. Oh, hey, it's a Wraith. Discard Merchant, Stealing Baron's Orison
Combat 19:2d10 + 1d8 + 8 ⇒ (9, 10) + (8) + 8 = 35
Dead Wraith. It comes to meeeeeee because we are friends. Summon an Inferno. Everyone suffers 1 Fire damage. Requesting Augustille's Divine Insight.
Fort 8:1d8 + 2d6 ⇒ (6) + (4, 2) = 12
Location closed. Shuffle a monster into the Dungeons. Shield manages Ablaze.
Hand: Wraith, Glorious Warhammer, Covering Heavy Shield, Scythe, Banner of Ancient Kings
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it. Monsters in your hand count as allies).
When another local character suffers combat ([ ] or Acid, Fire or Poison) ([ ] or Cold or Electricity) damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally or monster). ([ ] After the encounter, if the bane that caused the damage would shuffle into a location, you may reload the bane into that location instead.)
[x] You may bury a card to heal a local character 1d4+1 cards; ([ ] and remove a scourge from that character).
[ ] You may discard an ally to explore ([ ] or to evade).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6 [ ] 7
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([x] if the monster is defeated, you may draw it. Monsters in your hand count as allies).
When another local character suffers combat ([ ] or Acid, Fire or Poison) ([ ] or Cold or Electricity) damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally or monster). ([ ] After the encounter, if the bane that caused the damage would shuffle into a location, you may reload the bane into that location instead.)
[x] You may bury a card to heal a local character 1d4+1 cards; ([ ] and remove a scourge from that character).
[ ] You may discard an ally to explore ([ ] or to evade).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
Redeemer explores! Fox. Just gonna fail that and recharge Spiked Breastplate on the combat damage. Soldier to go again. Cultist. Glorious Warhammer, discard Korvosan Guard for my power.
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([x] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
In the interests of splitting up, Redeemer goes to the Forest and explores. It's a v pretty Giantbane Greataxe. Bury Orison because I wants it my precious.
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([ ] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([ ] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([ ] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 5 [ ] 6
PROFICIENT WITH Weapons Armor Divine
On your ([ ] or a local character's) check to defeat a monster, you may discard an ally to add your Diplomacy bonus; ([ ] if the monster is defeated, draw it. Monsters in your hand count as allies).
When another local character suffers combat damage, you may recharge a card to reduce it by 2 ([ ] then heal an ally).
FAVORED CARD ALLY
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
I want an Alkenstar urban AP so much! It’s been my #1 most wanted AP for so long. I’d vote for not leaving the city too much. I was disappointed by how little of Alkenstar we saw in Wardens of the Reborn Forge.
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
Mythic Charges 2
Linxia explores! Temptation of Lucre. I’ll take that deal for a Mantis Mask. Everyone discards the top card of their deck.
Recruit to go again. Giant Amoeba. It deals me Acid Damage:1d4 - 1 ⇒ (4) - 1 = 3. I lose everything but the Cat o Nine Tails and the BoBaphomet.
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [x] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [ ] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [ ] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [ ] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
POWERS HAND SIZE 4 [ ] 5 [ ] 6
PROFICIENCIES Light Armors Heavy Armors Weapons
You may recharge an ally to add 1d6 plus its adventure deck number to your combat check; you may instead banish it to add 2d6 ([ ] 3d6) plus its adventure deck number.
When you play a boon that has the Corrupted or Shield trait for its power, you may shuffle a random card from your ([ ] or another character at your location's) discard pile into your deck.
Favored card type: Ally
N Small humanoid
Initiative: +2; Senses: Perception +11 (+15 Afloat)
DEFENSE
AC 15, touch 13, flat-footed 13 (+1 Size +2 Dex +2 Armor)
CMD: 15 (10 +4 BAB +2 Dex -1 Size)
Hit Points: 37 (6d8 +6 Con)
Fortitude: +6 (2 Base +1 Con +1 Race +2 Pickled)
Reflex: +5 (2 Base +2 Dex +1 Race)
Will: +7 (5 Base +1 Wis +1 Race)
OFFENSE
Speed: 15 ft
Melee: +5 for 1d4 (4 Base +1 Size)
Ranged: +7 for 1d10 (4 Base +1 Size +2 Dex)
CMB: +3 (4 Base -1 Size)
Special Attacks
Spells: 8 x 1st 6 x 2nd, 4 x 3rd per day
Spells Known
0th: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Spark
1st: Alter Winds, Cure Light Wounds, Forbid Action, Obscuring Mist, Remove Fear, Shield of Faith
2nd: Cure Moderate Wounds, Gust of Wind, Lesser Restoration, Gozreh's Trident
3rd: Cloak of Winds, Cure Serious Wounds, Water Breathing
Traits:
Able Seaman- +1 bonus to Climb, and that skill becomes a class skill for you
Crow's Nest Squint - +1 bonus to Perception, and that skill becomes a class skill for you whilst on board a ship
Feats:
Alertness: +2 on Perception and Sense Motive
Exotic Weapon Proficiency: Boomstick (Musket + Pistol)
Deadly Aim
Greater Spellcasting
Epic Caster: treated as Level 7 for the purpose of Revelations
Besmara's Favor: Pickled: +2 to Fort saves
Albatross Tattoo:
+5 to Knowledge (Nature), and mistsight 1/day
Skills:
Acrobatics (Dex): +10 (3 Rank +2 Mod +3 Class +2 Race)
Bluff (Cha): +10 (6 Rank +4 Mod)
Climb (Str): +8 (2 Rank +1 Trait +3 Class +2 Race)
Craft (Tattoo-Int): +7 (2 +3 Class +2 Int)
Diplomacy (Cha): +9 (2 +3 Class +4 Cha)
Perception (Wis): +11 (6 Rank +1 Mod +2 Race +2 Feat) (+15 while on board a ship)
Profession (Sailor) (Wis) +8 (4 Rank +1 Mod +3 Class)
Sense Motive (Wis): +12 (6 Rank +1 Mod +3 Class +2 Feat)
Stealth (Dex): +12 (3 Rank +2 Mod +4 Size +3 Class)
Survival (Wis): +3 (2 +1 Wis)
Swim (Str): +6 (6 Rank)
Languages: Common, Halfling, Dwarven and Elven
Special Qualities:
Favoured Class: Oracle - +1 Skill Point
Oracle’s Curse (Ex): Lame: land speed reduced to 15ft
Wind Mystery:
Revelations: Wind Sight (Ex): ignore penalties on Perception checks based on wind and the first 100ft of distance. As a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.
Air Barrier: +6 Armor bonus to AC for 7 hours per day
Immune to Fatigue
Racial Traits:
Fearless: +2 on saving throws vs fear
Halfling Luck: +1 on all saving throws
Keen Senses: +2 on Perception checks
Sure-Footed: +2 on Acrobatics and Climb
Gear:
Windwave Kilt:
This kilt is usually made of thick woven strips of sea-green and sky-blue cloth decorated with tiny pearls and bits of coral along the beltline; some instead are blue at the top and green along the bottom. When worn, you gain a +3 competence bonus on all Swim checks. When not worn, it floats on water like a dry log, automatically buoying upward any creature of 100 pounds or less and aiding in floatation for heavier creatures.
If Gozreh is your patron, once per day you may use gaseous form; in this form you do not need to breathe and you may enter water or other liquid, appearing as a slightly cloudy space within the water and able to swim at speed 10 feet. You may drink salt water as if it were fresh water.
wand of remove disease with 7 charges left
Eloko bell compels up to 24HD of creatures to follw the bell for 7 rnds. Will DC 14. One charge left
bird feather token
swan feather token
customized dagger
signet ring with the Dallian crest
bronze badge with the Aspis Consortium seal
Musket (broken)
Cash at Hand: 164.8 gp
2 x Plunder Points
Smuggler's Barrel: c/w 2,361.7 gp
a glittering diamond the size of a halfling's fist
Appearance:
It is clear to see that this Halfling has spent long days at sea in the sun. His skin is deeply tanned and weathered, and his hands have thick callouses. His head sprouts with brown hair that is tangled and matted, his full beard showing remnants of meals over the past few days. Grey eyes peer out from sunken sockets, though they have a calculating and intense bent.
While at sea he is usually stripped to the waist, which shows off his impressive collection of tattoos. The standout is a blue and black full back piece of Gozreh’s wind and water aspects. Whilst working he wears a leather bandolier that has a number of items dangling from the straps – from flasks of grog, packs of playing cards, daggers and knick-knacks. His holy symbol hangs from his belt.
To see him walking the first thing noticeable is a pronounced limp, with him favouring his right leg. The left was clearly broken and not set back right, as it is bowed and shows long scars from where the bone pierced the skin. Although it slows him down, he is at home above deck in the ropes, and doesn’t suffer from the motion of the waves.