Main Pouch
tent (medium) 15gp, 30lbs
two fine carpets (as 10 sq. yards of wool; 30gp ea.)
two silk pillows (as 1lbs of silk, 10gp ea.)
40gp of spices (1lbs ea. of saffron, cloves, cumin, pepper, ginger, cinammon, nutmeg and vanilla)
coffee pot
bedroll
backgammon board
chess board
perfume
pitcher and 5 mugs
lamp and oil
80lbs
Side Pouch
portable alchemists lab (+1 bonus)
20lbs
Side Pouch rod of selective spell (lesser) (5lbs)
The Book of Magic (1lb)
The Birth of Light and Truth (1lb)
Book of Poetry (as masterwork tool; perform) (1lb)
spellbook (3lbs)
salt (1lbs)
alchemists fire x3
caltrops (x2)
sunrod
20lbs
SQ opposition schools (divination, necromancy), intense spells +5, arcane bond (Sajjad)
Erasmes is constantly dressed in the garish trappings of a successful merchant, luxurious silks, golden jewelry and elaborate slippers. About his neck is an enormous brass coin, his holy symbol of Abadar and key to his bank account, but he wears several trappings of a Sarenraean as well. With loose purse strings and many tall tales to tell, Erasmes finds himself welcome all over Katapesh and even beyond its borders, testified by the strange and wonderful trophies he carries with him, the most unique of which being the brightly-garbed monkey perched on his shoulder, Sajjad.
Sajjad, so named for his piety (lit. "He who worships"), has been Erasmes' companion for many years, having won him in a game of dice in the slave-markets of Okeno. He wears bright gauzy silks, and a silver holy symbol of the Dawnflower about his neck. (I felt like this would be a fun touch, having both Erasmes and his familiar being devout Sarenraeans but being rather lacking in the moral virtues she espouses. Should give the clerics of the party something fun to work with.)
Solku:
Erasmes has traveled here on a pilgrimage. Despite his past as a merchant and a swindler, the man was raised a devout Sarenraean (and whether or not he can swindle some locals pawning "holy water" and "holy relics" may have factored into his decision). However, after his visit to the Lambent Citadel, he found himself unable to secure caravan guards for the journey back to Katapesh. The patrols had been rerouted to Fort Longjaw to aid the war-effort, leaving poor Erasmes is stranded. Having more experience swindling gnolls in the markets of Katapesh than fighting them, Erasmes stubbornly has refused to aid in the fighting.
Plans:
Erasmes has taken up residence in the Gilded Dreams den, indulging his taste for pesh and other vices until the roads become safe again, squandering what little profits he can by offloading his goods in the market. He makes regular trips to the temple, although their recent attempts to enlist his aid in repelling the gnolls have been stubbornly rebuked, and he fears he may soon no longer be welcome.
Level 11 Workshopping:
Outlander: You are not from town; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.
Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to twon, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
11k Rod of Selective Spell
14k Rod of Lesser Maximise
+6 Int Headband
1st-3rd
4th -
5th - Int. Empowered Fireball
Gear: Headband of +6 Intelligence (raises it to 22, 23 after ability increase), Rod of Selective Metamagic, Rod of Empowered Metamagic, three 1st level wands (for her new familiar), 1st Level Pearl of Power
Carpet of Flying
Trade Goods
Please try to limit yourselves to 5 wondrous items or less. No such restrictions on potions, rings, rods, wands, or magic weapons exist.
82k
62k (carpet of flying)
51k (rod of selective)
40k (rod of empower)
24k (+4 headband)
purchase scorching ray, resist energy, communal resist energy, magic circle, 390gp
1140 for spare scribing
2500 golembane scarab
1800 for dust of appearance