Olvan

Menarul's page

308 posts. Organized Play character for Sedoriku.


Full Name

Menarul Berkelip

Race

Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0

Classes/Levels

| Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none

Gender

M

Size

Medium

Age

25

Alignment

NG

Deity

Venerates both Desna and Erastil

Location

Andoran Liberty's Edge

Languages

Common (taldane), Elven, Auran, Ignan, Aquan, Terran, Sylven

Occupation

Traveling Alchemist

Strength 14
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 10
Charisma 7

About Menarul

Character sheet:
===================
Male Half-elf, Alchemist (Bramble brewer, grenadier) 4
NG Medium humanoid (human, elf)
Init +3; Senses Perception +9
===================
Defense
===================
AC 18, touch 14, flat-footed 15 (+4 Armor, +3 Dex, +1 Enhancement)
hp 31 (4d8+4 Con +4 Favored Class Bonuses)
Fort +5, Ref +7, Will +3 (+2 vs enchantment)
===================
Offense
===================
Speed 30 ft.
Melee +5 (1d12+3 Mwk Cold Iron Lucerne Hammer or 1d4+2 Spiked Gauntlet)
Ranged +7 (1d10+1, +1 Greenwood composite Longbow [+1 str rating])

Spoiler:

[dice=Bomb touch attack, PBS]1d20+6+1[/dice]
[dice=Damage, PBS]2d6+4+1[/dice]
6 Splash damage, DC 16 for half

[dice=Cold Iron Lucerne Hammer]1d20+6[/dice]
[dice=Hammer damage Bludgeoning]1d12+3[/dice]
[dice=Hammer Damage Piercing]1d12+3[/dice]

[dice=Spiked Gauntlet]1d20+5[/dice]
[dice=piercing]1d4+2[/dice]

[dice=Mwk Longbow]1d20+7[/dice]
[dice=Damage]1d8+2[/dice]

[dice=Mwk Longbow, PBS]1d20+7+1[/dice]
[dice=Damage, PBS]1d8+2+1[/dice]


===================
Statistics
===================
Str 14, Dex 16, Con 12, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +5; CMD 17
Feats: Point blank shot, Precise Shot
Traits: Hunter's eye, Student of Philosophy
===================
Skills:
===================
Skills (32, 8 base):
Craft (Alchemy; 4 ranks): +11 (+13 to make alchemical items) ,
Knowledge (Arcana: 1 rank): +8,
Knowledge (Nature: 4 ranks): +11,
Knowledge (Local: 1 rank): +5,
Knowledge (Planes: 1 rank): +5
Linguistics (2 ranks): +6,
Perception (4 ranks, +2 Keen Senses): +9,
Sleight of Hand (2 ranks): +8,
Spellcraft (4 ranks): +11,
Survival (3 ranks): +5,
Diplomacy (4 ranks): +8 to persuade (+2 to gather information),
Bluff (3 ranks): +7 to lie (+1 to other applications).

Languages: Common, Elven, Sylven, Aquan, Auran, Ignan, Terran, Celestial.

===================
Possessions:
===================
Possessions:
1157 gp 2 sp

+1 Mithral Chain shirt, +1 Greenwood Longbow, Arrows (Durable, 20), Arrows (Blunt, 20), Arrows (Thistle, 10), Mwk Lucerne Hammer, Spiked gauntlet

Bedroll, Winter blanket, Trail rations (4), Formula Book, Backpack
Lamp, Oil, Wayfinder (Confirmation boon), Scarf!

Holy Water, Holy Weapon Balm, Acid (2), Alchemist's Fire (4), Liquid Ice (2), Akali Flask (2), Burst Jar, Hybridization Funnel, Ectoplasmic residue (3), Shriek Bomb (2), Blasting Jelly (2), Air Crystals (2), Anti-Plague, Shard Gel (3), Lyddic Essence (3), Sun Cinder (3; 5 doses Each),

Wand of CLW

At home: Parade armor

He is carrying 76 lbs. for a medium load, if he drops his pack he will only be carrying 57 lbs. and have a light load.

===================
Class Abilities:
===================
(Alchemist [Grenadier]) Martial Weapon Proficiency
At 1st level, a grenadier picks one martial weapon to become proficient in the use of. (Lucerne Hammer)

(Alchemist [Bramble Brewer]): Dendrite Mutagen (Su)
At 1st level, a bramble brewer's mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score (as per the normal mutagen class feature;. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell).

This ability otherwise works like the standard mutagen class feature and replaces that ability.

A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light.

This ability otherwise works like the greater mutagen discovery and replaces that ability.

A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's fast healing increases to 5 as long as he is within an area of bright light.

This ability otherwise works like the grand mutagen discovery and replaces that ability.

(Alchemist) Alchemy
Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

(Alchemist) Bombs
In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

(Alchemist)Throw Anything
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. 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.

(Alchemist [Bramble Brewer]) Briar Bombs (Su):
At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

(Alchemist [Grenadier]) Alchemical Weapon (Su):
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

(Alchemist [Grenadier]) Precise Bombs (Ex):
At 2nd level, a grenadier gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

===================
Discoveries:
===================
PRECISE BOMBS

BRIAR BOMBS
At 2nd level, a bramble brewer gains the tanglefoot bomb discovery*, but the entanglement’s duration persists for a number of rounds equal to the bramble brewer’s Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb’s entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer’s regular bombs deal, the briar bomb’s splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature

*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.

FROST BOMBS
When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

===================
Racial Abilities:
===================
(Half-elf) Elven Immunities
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

(Half-elf)Keen Senses
Half-elves receive a +2 racial bonus on Perception checks.

(Half-elf)Low-Light Vision
Half-elves can see twice as far as humans in conditions of dim light

(Half-elf)Elf Blood
Half-elves count as both elves and humans for any effect related to race.

(Half-elf)Multitalented
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

(Half-elf)Dual-Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

===================
Feats and traits:
===================
(Trait) Student of Philosophy
You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

(Trait) Hunter's Eye
You do not suffer a penalty for the second range increment when using a longbow or shortbow and you are always considered proficient with one of these weapons (your choice)(Longbow)

(Feat) Point-Blank Shot

(Feat) Precise Shot

===================
Consumables & other tracking:

Basic Gear:
Trail Rations 4/4

Weapons:
Arrows, Durable 20/20
Arrows, Blunt 20/20
Arrows, Thistle 10/10
Alchemist's fire 1/2
Acid 1/1
Akali Flask 2/2
Burst Jar 1/1
Holy Water 1/1
Holy Weapon Balm 1/1
Liquid Ice 1/1
Reagents for an Acid 1/3
Reagents for an Alchemist's Fire 3/3

Wands:
CLW 50/50

Daily use:
Bombs 8/8
Dendrite Mutagen 1/1
1st level extracts:
4/4
2nd level extracts:
2/2

===================
Extracts:

===================
Prepared
1st level extracts:
4 per day, Commonly: Enlarge Person, Cure Light Wounds, and two open slots.

2nd level extracts:
2 per day, Commonly:

Known:
1st level:
Cure light wounds
Enlarge Person
Crafter's fortune
Endure elements
Long shot
Shield
Monkeyfish
Heightened Awareness

2nd level:
Alchemical Allocation

===================
PFS info:
===================
Experience: 9 normal progression,
Fame: 18 / PP: 15
108507-2
===================
Chronicle #1: 5-03: The Confirmation:
===================
Chronicle

Purchases, Sales and Earnings:

I apparently did not list off purchases properly. I will list them here, then:
Parade armor (25 gp, 20 lbs.)
Longbow (75 gp, 3 lbs.)
Arrows (20), (1 gp, 3lbs.)
Lucerne Hammer (15 gp, 12 lbs.)
Buterfly knife (5 gp, 1 lbs.)

Bedroll (1 sp, 5lbs.)
Winter blanket (5 sp, 3lbs.)
Trail rations (4) (5 sp, 1 lbs. each, 2 gp, 4lbs. total)
Formula Book (free, 3lbs.)
Backpack (2gp, 2 lbs.)
Lamp (1 sp, 1 lbs.)
Oil (1sp, 1 lbs.)
Total spent: 125.8 of the 150 starting money. Gain from the adventure: 440 gp. So total final gold= 454 gp and 2 sp.

Totals:
Starting gp: 150.0 gp
Total sales: None
Total spent: 125.8 gp
Total earned: 440 gp
Final gp: 464.2 gp

Consumables:

Arrow 1
Arrow 2
Arrow 3
Arrow 4

===================
Chronicle #2: 3-23:The Goblinblood Dead:
===================
Chronicle

Purchases, Sales and Earnings:
Purchases, and a free nifty scarf!
Because they didn't seem to end up on the chronicle, he bought a holy water (25gp), a holy weapon balm (30gp) and the reagents for 3 acids (10gp). Total:65 spent, net 439 gp earned.

Totals:
Starting gp: 464.2 gp
Total sales: None
Total spent: 65 gp
Total earned: 509 gp
Final gp: 908.2 gp

Consumables; made and used:

Crafting 1
Crafting 2
Giving away an acid

===================
Chronicle #3, 8-00 The Cosmic Captives:
===================
Chronicle

Purchases, Sales and Earnings:

Purchases
Sold Butterfly knife
Bought: Chain Shirt, Spiked Gauntlet, Arrows (Durable, 20), Arrows (Blunt, 20), Arrows (Thistle, 10), Alchemist's Fire (2), Alchemist's Fire Reagents (3), Liquid Ice, Akali Flask (2), Burst Jar
Spent 2 pp on a wand of CLW
Spent 1 pp on a Planetary Adaption

Totals:
Starting gp: 908.2 gp[
Total sales: 5 gp
Total spent: 301 gp
Total earned: 550 gp
Final gp: 1,162.2 gp

Consumables:

The plan to use an alchemist’s fire
The development that uses all of his regular arrows

===================
Chronicle #4: 7-10 The Consortium Compact:
===================
Chronicle

Purchases, Sales and Earnings:

Sold:
Lucerne hammer 15gp
Longbow 75 gp
for a total of 90 gp

Bought:
Masterwork composite greenwood longbow +1 str. rating 650 gp
Masterwork Cold iron Lucerne hammer 330 gp
For a total of 980 gp.

Totals:
Starting gp: 1162.2 gp
Total sales: 90.0 gp
Total spent: 980.0 gp
Total earned: 505.0 gp
Final gp: 777.2 gp

===================
Chronicle #5: 8-08 Tyranny of Winds Part 1: The Sandstorm Prophecy :
===================
Chronicle

Purchases, Sales and Earnings: None

Totals:
Starting gp: 777.2
Total sales: None
Total spent: None
Subtotal: 77.2

Earnings: 508
Dayjob: --
Final gp: 1285.2

===================
Chronicle #6: 8-10 Tyranny of Winds, Part 2: Secrets of the Endless Sky:
===================
Chronicle

Purchases, Sales and Earnings:
None

Totals:
Starting gp: 1285.2
Total sales: None
Total spent: None
Subtotal: 1285.2

Earnings: 513
Dayjob: --
Final gp: 1798.2

===================
Chronicle #7: 6-99 True Dragons of Absalom PREGEN:
===================
Chronicle

Purchases, Sales:
None

Totals:
Starting gp: 1798.2
Total sales: None
Total spent: None
Subtotal: 1798.2

Earnings: 1634
Dayjob: 10
Final gp: 3442.2

===================
Chronicle #8: 9-09 Beyond the Halflight Path PREGEN:
===================
Chronicle

Purchases, Sales:
None

Totals:
Starting gp: 3442.2
Total sales: None
Total spent: None
Subtotal: 3442.2

Earnings: 1259
Dayjob: --
Final gp: 4701.2

===================
Chronicle #9: 8-12 Tyranny of Winds, Part 3: Caught in the Eclipse:
===================
Chronicle

Purchases, Sales:
None

Totals:
Starting gp: 4701.2
Total sales: None
Total spent: None
Subtotal: 4701.2

Earnings: 1312
Dayjob: --
Final gp: 6013.2

===================
Chronicle #10: 0-07 ____________:
===================
[url Chronicle[/ url]

Purchases, Sales:
See here!
Sold:
Chain Shirt 50 gp

Bought:
Mithral Chain shirt 1,100
+1 weapon enhancement (Longbow) 2,000
Adaptive Weapon quality (Longbow) 1,000
+1 Armor enhancement bonus 1,000
Hybridization Funnel 200
Ectoplasmic residue materials (3) 20
Shriek Bomb Reagents (3) 40
Blasting Jelly (2) 90
Air Crystals (2) 100
Anti-Plague 50
Shard gel Reagents (3) 25
Liquid Ice 40
Lyddic Esscence Reagents (3) 20
Sun Cinder Reagents (3) 25

Totals:
Starting gp: 6013.2
Total sales: 50
Total spent: 5710
Subtotal: 353.2

Earnings: Blank
Dayjob: Blank
Final gp: Blank

Holy water used

===================
Boons:
===================
Confirmed Field Agent: Having successfully completed and documented your Conirmation, one of the Three Masters has formally recognized you as a ield agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1(minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately relects the action’s impact on the PC’s fulillment of the secondary success conditions, the GM may respond with a phrase of ive words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Conirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Elemental Conquest: You fought and fraternized with the guardians of Acturn’s Tear, and, although you triumphed, it is clear that this is not the last time you will clash with elemental forces.

[_] WaterYou gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.

[_] [_] Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

===================
BOT ME!:
===================
Menarul in combat has a lot of options but his most common three are Bow, Bomb and Bam!

If enemies are not engaged in combat yet or still very far away, Menarul uses his bow, and can shoot without penalty people up to 220 feet away, assuming they aren't under cover by that point.

If enemies are clumped together, he tends to use a bomb, he sometimes uses a tanglefoot one if trying to keep people from approaching or a fire/frost one to do damage. Don't forget he can exclude squares from the splash radius if he hits!

If Bow and Bomb are both non-viable, he does switch to his Lucerene hammer, using it as needed. If staying in close melee is all he can do for a while, Menarul is perfectly fine with using his mutagen.

Dice expressions for common attacks are listed in the below spoiler:

Spoiler:

[dice=Bomb touch attack, PBS]1d20+6+1[/dice]
[dice=Damage, PBS]2d6+4+1[/dice]
6 Splash damage, DC 16 for half

[dice=Mwk Cold Iron Lucerne Hammer]1d20+6[/dice]
[dice=Hammer damage Bludgeoning]1d12+3[/dice]
[dice=Hammer Damage Piercing]1d12+3[/dice]

[dice=Spiked Gauntlet]1d20+5[/dice]
[dice=piercing]1d4+2[/dice]

[dice=Mwk Longbow]1d20+7[/dice]
[dice=Damage]1d8+1[/dice]

[dice=Mwk Longbow, PBS]1d20+7+1[/dice]
[dice=Damage, PBS]1d8+1+1[/dice]

===================
Nothing here!:
===================
Didn't believe me? :’(
But there was something here, I guess!

Possible intro:
A moderately tall and spindly half-elf wanders in clutching a notebook and charcoal. His well-used but maintained armor still bears the faint traces of Andoran symbols, though the armor likely predates the half-elf by a few centuries. Slung across his back is a longbow and a quiver and laid crosswise from these is a large hammer. On the front of the brace holding his weapons, the alchemist carries the tools of his trade; various little vials and bottles full of uproarious colors that tinkle slightly when he moves. A vibrant, forest green scarf tops all of this off. After a moment of quiet writing, he clasps the notebook closed and slides it into a specially designed pocket and then slowly wraps the charcoal, placing it into a second pocket. He finally glances around the room.

===================
Blank Chronicle #_: _-__ ____________:
===================
[url= ]Chronicle[/ url]

Purchases, Sales:
[url= ]See here![/ url]
Sold:
Bought:

Totals:
Starting gp: Blank
Total sales: Blank
Total spent: Blank
Subtotal: Blank

Earnings: Blank
Dayjob: Blank
Final gp: Blank

===================