Camper

Joe "Joseph" Waskalis's page

1,358 posts. Alias of TheWaskally.


Full Name

Joseph Alan Waskalis

Race

Human |HP: 22/55 |DR 5/cold iron or silver|AC: 22 (10 Tch, 22 Fl) (AC: 24, w/shield)| CMB: +6, CMD: 18 |F: +14, R: +14, W: 14| Init: +3|Mental Avatar (Ex) 2/2x/day

Classes/Levels

Gestalt Paladin-Godling (clever)/5th |Speed 40ft (40ft)|Active conditions: None.|Lay on Hands [2d6] 7/7x a day|Perc: +14, SM: +10, Diplo +17, Heal +14|Retribution (Su) 8/8x/day

Gender

Male

Size

Medium

Age

44 (Actual), looks to be 20 years old.

Special Abilities

see SQ tab

Alignment

Neutral Good

Deity

The Mistress

Location

Ludington, MI, USA, Earth

Languages

Common, Celestial, Elven, Sylvan

Occupation

Adventurer-turned-King of Avalon

Homepage URL

Godling (clever)

Strength 15
Dexterity 17
Constitution 17
Intelligence 14
Wisdom 15
Charisma 20

About Joe "Joseph" Waskalis

Luck 12
Seelie Human (extraplanar)
Initiative: +3
Senses: Perception +12, Low-Light Vision, Seelie Sight (Ex)
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AC 22 (10 Touch, 20 FF)(+0 Dex, +9 armor, +3 Shield) DR 5/cold iron or Silver
Hp 55 (11 + d10(max) +3 Con +1/Fast Learner, then 1d10 + 3 Con +1/Fast Learner)
Fort +14, Ref +14, Will +14
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Speed 30 ft (40 ft Base)
Melee Escalavar +13 holy avenger (1d8 + 7 (+2d6), 19-20/x2)
Ranged
Special Attacks Smite evil +5 (+5 dmg., +5 deflection Bonus to AC) 2/2x/day, Smite Undead +5 (+5 dmg., +5 deflection Bonus to AC) 3/3x/day
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Familiar:

Cassissian Angel (true form)
Crow (Raven*)
Black Pug
"Brandon"
Cassisian CR 2

XP 600
NG Small outsider (angel, extraplanar, good)
Init +0; Senses darkvision 60 ft., detect evil, low-light vision; Perception +5
Aura lesser protective aura
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DEFENSE
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AC 16, touch 13, flat-footed 16 (+5 natural, +1 size) (+2 deflection vs. evil)
hp 13/13 (2d10+2)
Fort +4, Ref +4, Will +2; +4 vs. poison; +2 resistance vs. evil
DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10
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OFFENSE
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Speed fly 60 ft. (perfect)
Melee slam –1 (1d3–4)
Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Reflex DC 12 half, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +3)

Constant–detect evil, know direction
1/day–aid, daylight
1/week–commune (six questions, CL 12th)
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STATISTICS
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Str 3, Dex 11, Con 12, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –3; CMD 7 (can’t be tripped)
Feats Iron Will, Alertness
Skills Diplomacy +2, Fly +10, Knowledge (planes) +2, Knowledge (religion) +2, Perception +5, Sense Motive +4, Stealth +8
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (crow, dog, polymorph), perfect memory, improved evasion, share spells, empathic link, delivery touch spells
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SPECIAL ABILITIES
Perfect Memory (Ex)
Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information.
Lesser Protective Aura (Su)
A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails a saving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.
Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.


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Spells:

Spell-like Abilities A seelie creature gains the following spell-like abilities. Caster level is equal to seelie creature’s total Hit Dice. The save DCs are Charisma-based.
3/day - dancing lights, ghost sounds, prestidigitation, shield, silent image, speak with animals, speak with plants
1/day - alter self, magic mouth, plane shift (to and from the Fey Realms only), quench, sleep
Paladin Spells
Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

1st-level - Protection from Evil, Restoration, lesser, bless.

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BAB +5, CMB +7, CMD 19
Feats Fast Learner, Deft Maneuvers, Quick Draw, Weapon Focus (longsword), Emergent Divinity - Horse Lord I (Su), Combat Reflexes, Extra Talent - Mental Avatar (Ex).
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Skills 3/Level +3/Level Human, +1/Fast Learner + 12/level Expert (22/level total), then 8/level +1/Human, +1/Fast Learner, +2/Background (12/level total)
(c) Acrobatics +7 (1 Rank, 3 Class, 3 Dex)
(c) Appraise +9 [background] (1 Rank, 3 Class, 2 Int, 3 Familiar)
(c) Craft +2 (0 Rank, 0 Class, 2 Int)
(c) Bluff +14 (3 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Diplomacy +17 (5 Rank, 3 Class, 5 Cha, 1 Trait, 3 Circlet)
(c) Disable Device +3 (0 Rank, 3 Dex)
(c) Disguise +8 (0 Rank, 0 Class, 5 Cha, 3 Circlet)
(c) Escape Artist +6 (1 Rank, 3 Class, 2 Dex)
(c) Handle Animal +14 [background] (3 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Heal +14 (5 Rank, 3 Class, 2 Wis, 4 Racial)
(c) Intimidate +13 (2 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Knowledge (arcana) +6 (1 Rank, 3 Class, 2 Int)
(c) Knowledge (dungeoneering) +6 (1 Rank, 3 Class, 2 Int)
(c) Knowledge (engineering) +6 (1 Rank, 3 Class, 2 Int)
(c) Knowledge (local) +12 (1 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Knowledge (nature) +10 (1 Rank, 3 Class, 2 Int, 4 Racial)
(c) Knowledge (nobility) +10 [background] (5 Rank, 3 Class, 2 Int)
(c) Knowledge (planes) +13 (2 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Knowledge (religion) +9 (4 Rank, 3 Class, 2 Int)
Linguistics +4 [background] (2 Rank, 2 Int)
(c) Perception +14 (3 Rank, 3 Class, 2 Wis, 2 Level bonus, 4 Luck)
(c) Perform (string instruments) +14 (3 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Perform (sing) +12 [background] (1 Rank, 3 Class, 5 Cha, 3 Circlet)
(c) Profession (innkeeper) +6 (1 Rank, 3 Class, 2 Wis)
(c) Ride + 14 (5 Rank 3 Class, 3 Dex, 3 Horse Lord)
(c) Sense Motive +10 (5 Rank, 3 Class, 2 Wis)
(c) Sleight of Hand +7 (1 Rank, 3 Class, 3 Dex)
(c) Spellcraft +7 (2 Rank, 3 Class, 2 Int)
(c) Stealth +13 (2 Rank, 3 Class, 5 Cha, 3 Circlet)
Survival +7 (1 Rank, 2 Wis, 4 Racial)
(c) Use Magic Device +13 (2 Rank, 3 Class, 5 Cha, 3 Circlet)
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SQ:

Seelie Sight (Ex)
Seelie creatures can identify a seelie or unseelie creature on sight, regardless of mundane or magical disguise effects. Additionally, a seelie creature can see any other creature in a faerie walk state (see Faerie Walk, below). Effects that prevent the seelie creature from seeing an unseelie creature (such as invisibility) block seelie sight.
Charmed Life (Ex)
A seelie creature gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Faerie Walk (Su)
At will as a full-round action in an untouched or uncultivated natural environment at least an acre in area, a seelie creature can enter a state similar to becoming ethereal as per the ethereal jaunt spell. However, the seelie creature is not on the Ethereal Plane, but coexisting on the plane of the Fey Realms and the Material. It can remain in this state for as long as it wishes, so long as it remains in an untouched natural environment, and it can return to the Material Plane as a free action. A seelie creature using its faerie walk power cannot enter structures on the Material Plane that were not built by a seelie creature, nor can they pass beyond the uncultivated natural environment. A seelie creature that crosses into such forbidden areas while in its faerie walk state immediately becomes tangible on the Material Plane. In addition, a seelie creature that willingly crosses such a boundary while undergoing a faerie walk loses the ability to use faerie walk for 1 week.
A seelie creature can use its faerie walk ability to bring another willing creature or a creature affected by its sleep spell to a faerie walk state. The creature is subject to the same constraints of movement as the seelie creature, becoming material and losing the ability to travel to the Fey Realms with a seelie or unseelie creature for 1 week should it voluntarily cross the boundaries prohibited by the faerie walk ability. In addition, the creature remains in its ethereal-like state for only as long as the seelie creature does, or until the seelie creature decides to send it back to the Material Plane.
A seelie creature cannot use this ability in an area claimed by an unseelie creature or under the effects of an unhallow spell or similar magic. Magic circle spells also prevent the use of faerie walk if the seelie’s alignment has a component of the alignment the magic circle is protecting against.
Feyblood (Ex)
If the base creature is not of the fey type, the seelie creature is considered both a fey creature and a creature of its normal type for the purpose of spells, abilities, and effects that affect those types. If its type renders it immune to any effect that would normally affect a fey creature, it remains immune unless the effect specifically targets creatures of the fey type. In addition, the seelie creature may use magic items with racially specific qualities as though it were of the fey type.
Seelie Pact (Ex)
A seelie creature that becomes evil loses the seelie template and gains the unseelie template.
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Lineage Domain Travel
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 5/5x/day
Dimensional Hop (Sp)
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) 5x/day
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Divine Traits
Divine traits are special powers a clever godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Divine Portfolio I
The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed). This divine trait may be selected more than once. Each time it is selected it costs one more divine trait rank, and grants access to a different mystery and one revelation from that mystery.
Battle
Weapon Mastery (Ex) Select one weapon with which you are proficient longsword. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
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Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Sickened: The target is no longer sickened.
Ghostly Smite (Su)
A ghost hunter’s smite evil ability does not automatically bypass DR (other than DR/good).
However, she treats her weapon as a ghost touch weapon against the target of her smite. She does not deal extra damage on the first attack against evil outsiders and evil dragons, but she deals 3 points of damage per paladin level she possesses to undead creatures on the first attack (instead of 2 points).
This ability alters smite evil.
Scion Talents
As a clever godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a clever godling gains one scion talent. A clever godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Personality (Su)
Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves). You may also use your Charisma modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed. You cannot take this talent if you already have the force of brawn or force of intellect talents. Stealth, Knowledge (planes, Knowledge (local)
Retribution (Su)
When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.
Mental Avatar (Ex)
The godling may reroll any ability checks or skill checks based on Intelligence, Wisdom or Charisma. The godling may do this once per day, plus once for every five full levels of godling.
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Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
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Divine Bond (Sp)
Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
In addition to horses, a paladin may select (at the GM’s discretion) some less ordinary creatures. GM already approved of mount.
The auspice, bodyguard, racer, and totem guide archetypes are all particularly appropriate for a paladin’s bonded mount.

Totem Guide Rhinoceros CR 4
N Large animal
Init +0; Senses scent; Perception +12
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 42 (5d8+20)
Fort +10, Ref +4, Will +2
OFFENSE
Speed 50 ft., 40ft. + 10ft./Horse Lord I Divine Trait
Melee gore +8 (2d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d6+12)
STATISTICS
Str 22, Dex 10, Con 19, Int 6, Wis 13, Cha 5
Base Atk +3; CMB +10; CMD 20 (24 vs. trip)
Feats Endurance, Great Fortitude, Skill Focus (Perception)
Skills Perception +12
Special Link, Share spells, Spiritual Guidance (Sp) (replaces Evasion (Ex))
Spiritual Guidance (Sp)
At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, targeting itself or its master. In addition, a totem guide’s master can spontaneously cast the following spells while adjacent to the totem guide by sacrificing a spell slot of equal or higher level: detect animals or plants (1st), augury (2nd), helping hand (3rd), divination (4th), commune with nature (5th), and find the path (6th). The totem guide serves as a divine focus for these spells, but costly material components must still be provided.
This replaces evasion.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.
At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.
At 15th level, a paladin’s mount gains spell resistance equal to the paladin’s level + 11.
Should the paladin’s mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

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Traits Ease of Faith and Courageous.
Racial Traits 2 to any one ability, Extraplanar subtype, Medium, Normal Speed, Bonus Feat, Skilled
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Items Joe, while on his way to work, would have his work clothes, consisting of a gray breathable short-sleeved polo shirt with black slacks with reversible belt, black socks, and black work shoes. If it's not summer, a hoodie as well. Joe also has his black reuseable cloth lunchbox where he keeps his ipad, extra charging cords, some plastic bags, throat lozenges, caffeine pills, a 1TB external hard drive (to bring his pdfs to work), a deck of cards, a pair or dice, canteen, a rain coat, a wide-brimmed hat, a backpack, and two torches. In his work pants is any loose change, a few pens, his telephone and wallet. Joe also has a ring of feather falling and a circlet of persuasion, 3 potions of cure moderate wounds and a potion of cure serious wounds.
Combat Gear holy avenger, a MW dagger, +1 heavy steel shield, black scabbard with adjustable belt, +1 half-plate armor.

Wealth $15.36 (1 $10, 1 $5, 1 quarter, 1 dime, 1 pennies) + 8 pp, 4gp, 10sp, 2sp, and a crystal credit card.
Carrying Capacity
Light (58 lbs or less); Medium (59-116 lbs.); Heavy (117-175 lbs.)
Current Load: 91
Age 44, Height 6'2", Weight 300 lbs, Hair Brown, Eyes Blue