Sorshen

Lady Onyx Bonomo's page

97 posts. Alias of Johnny_Panic.


Full Name

Lady Onyx Bonomo

Race

Dhampir Investigator/Bard L3

Classes/Levels

Status:
HP10/10 | D12/16* | DR4/-- | F+0 | R+2 | W+5 | Init +2 | Per +8 | PP11/9

Gender

Female

Size

5'11"

Age

N/A

Alignment

TN

Languages

(Common), Celestial, Allacostan, Turkoi, Druidic, Elven, Sylvan.

Occupation

Investigator

Strength 11
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 12
Charisma 16

About Lady Onyx Bonomo

image here

Stats
[20 Point buy]
STR[11] [+0][1p]
DEX[16] [+3][5p][+2Race]
CON[10] [01][2p][-2Race]
INT[14] [+2][5p]
WIS[12] [+1][2p]
CHA[16] [+3][5p][+2race]

Saves

For[+1] +0Con +1Class
REF[+6] +3dex +3Class
WIL[+4] +1Wil +3Class

-COMBAT-
BAB+2
Daggers CI HT+1 RTH+3 DMG1d6/T+2 19/20x2

Hero Points [3/3]

FEATS
1: Blood Drinker (Dhampir) [Human]
Consuming blood reinvigorates you.
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack.

Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

2: Weapon Finess.

RACE
Dhampirs

Standard Racial Traits
Ability Score Modifiers: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.

Type: Dhampirs are humanoids with the dhampir subtype.

Size: Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Dhampirs have a base speed of 30 feet.

Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

DEFENSE RACIAL TRAITS

Undead Resistance:
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain (Ex):
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional
saving throw.

FEAT AND SKILL RACIAL TRAITS

Manipulative:
Dhampir gain a +2 racial bonus on Bluff and Perception checks.

Fangs On occasion
A dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.

Darkvision:
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
WEAKNESS RACIAL TRAITS

Light Sensitivity:
Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Skills

3x[6+2Int] points [24/24][Backgrounds skills 6/6]

+7 Acrobatics(+3dex, 1rank)<
+6 Appraise(+2int, 1rank)<
+9 Bluff (+3Cha,1rank,+2Race]<[+1d6]
+4 Climb(+0str, 1rank)<
+* Craft(+3int, 0rank)<
+6 Disable Device (+2int, 1rank)<[+1d6]
+7 Disguise(+3cha, 1rank)<[+1d6]
+7 Escape Artist(+3dex, 1rank)<
+0 Heal (0wis 0rank)
+7 Intimidate (+3cha, 1rank)<[+1d6]
+6 Perception(+0wis, 1rank+2Race)<
+0 Ride (+0Str 0ranks)
+9 Perform [Comedy] (3Cha 3Rank)<
+6 Sense Motive(+0wis, 1rank)<
+7 Sleight of Hand(+3dex, 1rank)<[+1d6]
+6 Spellcraft(+2int, 1rank)<
+7 Stealth(+3dex, 1rank)
+2 Survival(+2Wis 0rank)
+0 Swim (+0 Str 0rank)
+7 Use Magic Device(+3cha, +1rank)<

+8 Knowledge (Arcana)(+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Dungeoneering) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Engineering) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Geography) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (History) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Local) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Nature) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Nobility) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Planes) (+2int, 1rank+1BK)< [+1d6]
+8 Knowledge (Religion) (+2int, 1rank+1BK)< [+1d6]

+6 Linguistics(+2int 1rank)<

Concentration +5 (3CL+5Cha)

Bard L3

BAB+2
Saves 1/3/3

Class Features
All of the following are class features of the bard.

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spell Casting
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge (Ex) [+1]
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): [+1]
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): [+1 Skills]
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Spells

Level 0 [DC13] [At will]
1:
2:
3:
4:
5:
6:

Level 1 DC14 [4/day]
1:
2:
3:
4:

Investigator
BAB: +2
Saves: 1/3/3
Hit Die: d8.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Class Features
The following are the class features of the investigator.

and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex) [+1]
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. A complete listing of investigator talents can be found here: Investigator Talents
1: Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) [+1 V Traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

[spoiler=Back ground]
Bonomo family have a long history with in the Empire, Of the Senatorial class, The family have members thought out the government. So the family as a whole has a vested interest in the status-quo and keeping the empire safe. Lady Onyx Bonomo is from a lesser trading branch and as such her feather Thaxus Bonomo is close to the hard of the family,
Uncle Plinakus Bonomo, Thaxus he lives in the hope that one of his six daughter will marry well. (he has no sons yet). Of the six daughters Onyx is the oldest and she should have web, but after being tested but the church, she was found to be 'Gifted'. Thaxus and Helinda Onyxs mother (died in child berth) where told she was to be have to be enrolled in the Syndicates Allacosta Academiae Primus Mentalis, for the honor of the Empire and for training. Of course no family of rank could refuses such a honor, and so the marriage left Onyx's fate and the Syndicate entered.

Years away from home and time spent leaning lead in the end to her graduating, her family connections gained for her the Civic Church rank of Investigator Empirical, Warranted to the Syndicate, this Office rank means she gets a government yearly Stipend, and can rent two rooms at the Syndicate command as her living space and office.

As an Investigator Empirical she has work in a number of Syndicate investigations her most notable case success was uncovering a small group of lesser regional officers using magic to adulterate grain reserves for profit. The artifact involved was handed over to the Church and the lesser officers found themselves at the wrong end of the Games.

Lady Onyx Bonomo, has a number of Civic Ranks
Here they are in order -

1: Lady Onyx Bonomo - Bonomo Family - Senatorial class. (Related)
2: Investigator Empirical (Government officer - Warranted - Syndicate)
3: Academiae Primus Mentalis. (Graduated cadet)
4: Syndicate agent.
5: Church registered Psion [Telepath].
6: Unmarred single woman of Rank.

Lady Onyx Bonomo
Her branch of the Family Bonomo are know for there distinctive metallic Aasimar looks, land owners and governmental officers. Bonomo Family Senatorial class, (Related) a big family that is know in the empire, from land ownership to trade, She has a duty to NOT tarnish the family name, and protecting as she dos the empire.

Investigator Empirical (Governmental officer - Warranted - Syndicate) -
Working under a government Warrant for the Syndicate/Church.
*A letter of relevant authority, per investigation is given to her
Setting out what rights and powers she may have in any case.
When not she reverts to her lesser Rank of Genital Investigator Empirical, protecting at all times the Empire, Church and Syndicate from 'ALL' dangers she may find. From Graduation she has worked as such for the 'Eyes' and reporting to them.

Academiae Primus Mentalis - (Graduated cadet) and as such as rights to visit the Academiae Primus Mentalis, and she pays a yearly fee to aid poor Cadets and for its upkeep 5% of income.

Syndicate Agent: Rank within Syndicate only.

Church registered Psion [Telepath]: Cleared to use Psion powers as and when needed.

Unmarred single woman of Rank: Dos not need to respond to formal marriage proposals.

Description

Personality

With Onyx is not about the Money is all about the family, she was born to rank and as such is held by her tightly restrictive duty to.
1: NOT harm the family name
2: Advance her rank, she little more than a spinster government officer - in a very some would say shady origination.
3: Protect the Empire, that's the same as Protect family in her view.
4: Keep her virtue and honor.

Equipment
Starting Gold =75+1000+900=1975

Worn---
Weapons:
Hidden Sling Belt 1gp
Led Sling stones (20) + Pouch 2cap
Cold Iron Boot Dagger 4gp
Silvered Dagger 12gp
heavy mace. 1'6" long haft is made of wrought iron, with a head a single a mango sized ring of amethyst. (+1, psionic)

Armor: mithral-shirt 1100gp

wast: Sling Belt
Feet: fine Boots + Daggers 4GP
Back: Psionic Tattoo (Natural healing) x2 1d6 50gp
Body: Fine Adentruing Clothing 20gp
R Hand: Signet Ring (Family) 20gp
L Hand:
Wrist: *Psionic - SLEEVES OF MANY GARMENTS 200gp
*But uses Ectoplasmic Creation not magic.
Shoulders: Travel Cloak.

Dorje Crystal Of natural-healing 10 Power uses left 75gp

---satchel---
Fine Satchel 20gp

-in-satchel--- 2X Belt pouch.
Official papers --gp
Signet Ring (Official - Investigator Empirical) 1gp
Ink+pen+paper note book 5gp
Map Makers kit 10gp
Small hip Flask (Absenthe) 3cp +1gp
Mirror steel + cleaning and grooming set 10gp
Signal Whistles 8sp
Silet Whistle 2sp
Earplugs x1 4cp
Food Snacks 10sp
Compose 10gp
Chark 1cp
Flint and Steel Bag 1gp
Sling Pellets x20

Horse
Light [combat Trained] Horse 115gp

-On-Horse--
Fine Saddle 22gp
Fine Saddle bags x2 4gp.
crossbow-light
Quiver + 40 Bolts.
Grooming kit 1gp
spaer Clothing 10gp
MW Small Tent 10gp
bedroll + Blanket 7gp
Lamp small 1gp
Whine/water skin 3sp
Healing Kits x 1 50gp
Mess kit 1sp
Coffee pot 5sp
flasks of oil x2 2sp
Silk rope 50' 10gp
Sack x2 2sp

notes