Queen Abrogail II

Reine de Colère's page

708 posts. Alias of i.jason.


Full Name

Reine de Colère

Race

Aasimar (Changeling)

Classes/Levels

Dread 7 [ HP: 44/44| AC: 23 (26) | T: 17 (20)| FF: 16 | CMD: 22 (25) | Fort +4 (+7)/ Ref +12 (+15)/ Will +8 (+11) (+1 vs aberrations, +2 vs Disease)| Init +6 / Perception +11 (Darkvision 60') ]

Gender

F

Size

M - 6'1"

Special Abilities

Psionic Focus - Yes

Alignment

Daily Uses:
Power Points: 17/30 Lingering Touch: 5/5 Terrors: 11/11

About Reine de Colère

Reine de Colère
Female Aasimar (Changeling) Dread 7
TN medium humanoid (Changeling)

Appearance:
Tall, slender, with an erect, graceful carriage, shoulder-length black hair, near-flawless pale skin, and mismatched eyes (one green, the other brown), Reine has been called “stunning,” “beautiful,” or “breath-taking” by any number of observers. The words of appreciation – indeed, any words at all – stop once Reine opens her mouth to sing. Her voice is the most obvious gift from her father, a Musetouched Aasimar, and has brought complete strangers to tears when she sings. But with all of that beauty, there is something just a little…off about her. Maybe it’s her height, perhaps it’s the look behind her eyes – or the mismatched color of those eyes – in any case, Reine is a likeable girl, and very beautiful, but somehow leaves people feeling just a little bit unsettled.

Reine

Senses:
Darkvision (60'), Perception +11, Init +6

DEFENSE:

AC 23; Touch 17; Flat-Footed 16 (Dex +5, Armor +5, Natural Armor +1, Dodge +2)
CMD: 22
hp Max: 44
Saves: Fort +4, Ref +12, Will +8
(+1 to all saves vs. Inhaled Poisons or other airborne effects - Scarf)
+2 vs. Disease, +1 vs. Abberations
IMMUNE: Fear

OFFENSE:

Speed 30 ft

Melee:
Claws x2 (Natural Attack) +11, (1d4+6, 20/x2, B and S)
Devastating Touch +11 (vs Touch), (1d6+11, 20/x2, Psionic/untyped)
Magic Rapier +11, (1d6+6 18–20/x2, P)

Ranged:
Shortbow +10 (1d6, 20/x3, P) 60'
..... Thistle Arrow (1d6 + Bleed x 1d6 rounds)
..... Splintercloud Arrow (1d6 + 1d3 AoE (DC 18 Reflex negates)

Space 5 Reach 5
Base Atk +5
CMB +5

STATISTICS:

STR 10 DEX 20 CON 10 INT 10 WIS 12 CHA 18

Racial Features:
Racial features:
• Ability Score Racial Traits: Changelings gain +2 Wisdom, +2 Charisma, –2 Constitution.
• Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
• Type: Changelings are humanoids with the changeling subtype.
• Base Speed: Changelings have a base speed of 30 feet.
• Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
• Natural Armor: Changelings have a +1 natural armor bonus.
• Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
• Darkvision: Changelings see perfectly in the dark up to 60 feet.
• Heartstone Heritor (Night Hag): The changeling gains a +2 racial bonus on saving throws against disease.

Favored class: Dread (+1’/Level to Aura Radius)

Class Features:
Class Features
Hit Die: d8.
Weapon and Armor Proficiency: All simple and martial weapons; light armor, not shields.
Power Points/Day: A dread's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Dread. In addition, she receives bonus power points per day if she has a high Charisma score.
Powers Known
A dread begins play knowing one dread power of your choice. At every class level after 1st, she unlocks the knowledge of a new power.
Choose the powers known from the dread power list. A dread can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a dread can manifest in a day is limited only by her daily power points.

The Difficulty Class for saving throws against dread powers is 10 + the dread's Charisma modifier + 1/2 the Dread’s Manifester level. Plus 1 for Fear Effects (Dead Man's Headband)

Fearsome Insight: Fearsome Insight is Replaced by the Psi-Like Ability Lingering Touch

Aura of Fear (Su):
At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability. This ability functions only while the dread remains conscious, not if she is unconscious or dead. (+1' per level)

Lingering Touch:
Reine can Manifest the Power Lingering Touch as a Psi-Like ability. Her Manifester Level is equal to her Character Level. She can use this ability a number of times per day equal to one plus her Charisma modifier (5).

Discipline: psychometabolism; Level: Dread 1

MANIFESTING

Display: Visual Reine’s eyes seemed to absorb light for a moment, making it appear darker around her.
Manifesting Time: 1 swift action

EFFECT

Range: personal
Target: you
Duration: 1 round
Power Points: 1

DESCRIPTION

You charge your ability to channel fear and terror into your enemies, making it linger within them. Any devastating touch attacks made during the duration of this power linger for an additional round, automatically dealing damage the following round. Any additional damage or affect applied to the devastating touch is not repeated.

When a Reine uses a psi-like ability, the power is manifested as if she had spent a number of power points equal to her manifester level, which may augment the power.

Augment: For every 2 additional power points spent (levels above 1), this power lasts an additional round. (3 rounds at level 7)

The DC of a saving throw (if applicable) is 10 + 1/2 Reine's manifester level + Reine's Cha modifier.

Devastating Touch (Su): A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level, plus her CHA Modifier (Touch of Terror Feat). – Reine can combine this power with her Natural Claw Attacks, but only one of the Claw Attacks will transmit the DT, and the attack is no longer a Touch Attack, and must hit the target’s AC.

Talents
Dreads learn minor powers they can use at will to aid them in a variety of ways. A manifester may manifest any talent that he knows without paying power points as long as he maintains psionic focus. However, if the talent has a duration longer than instantaneous, he can only have one such talent active at a time; manifesting another talent without paying power points in this manner causes the original talent to immediately expire.

A manifester may also manifest a talent by paying one power point, regardless of whether psionic focus is held; these do not cause any other active talents to lapse and may be augmented if the power description indicates such.

Talents can only be augmented if the manifester spends 1 power point on the manifestation in addition to any power points spent augmenting the power.
The dread gains 2 talents from the dread talent list.
(Telepathic Lash and Unearthly Terror)

Terror (Su)
Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channeled through her devastating touch class feature. These terrors charge a dread’s touch (and later her weapon) until her next successful attack that round.

Some terrors can be augmented by spending power points, similar to manifesting powers, to increase their effect. When augmenting her terrors with power points, the dread cannot spend more power points than her manifester level on any single use of a terror.

A dread can use her terrors a total number of times per day equal to her dread level + her Charisma modifier.

All terrors may only be chosen once unless otherwise specified.

(2nd Level): Terrified EscapeThe dread’s attack causes the target to flee from the dread on its next turn unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect.

(4th Level): Mindlock
The dread can invade the mind of an enemy through their subconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.

(6th Level): Horrible Strike
The dread’s attack deals an extra 1d6 points of damage as she empowers her attacks through her connection to the region of nightmares. For every 2 power points spent, this damage increases by 1d6. The dread must be at least 4th level to select this option.

Channel Terror (Su):
At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling a terror through a weapon, it does not gain the benefits of the devastating touch ability.

Bonus Feat:
At 5th level, the dread gains a bonus feat from the following list. The dread must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements (like levels in another specific class).
These bonus feats are in addition to the feats that a character of any class gains every two levels. A dread is not limited to the list of feats below when choosing these other feats.
Additional Terror, Disciple of Fear, Extra Terrors, Fear Mastery, Multiple Connections, Open Door, Touch of Terror.
The dread gains an additional bonus feat from the same list every 4 levels thereafter (9th, 13th, and 17th).
Feats Selected: Open Door (5th Level)

Immersed in Fear (Su)
At 7th level, the dread gains immunity to fear (psionic or otherwise). This ability functions whether the dread is conscious or unconscious, but not when she is dead.

Traits:
Traits
Memorable (Social)

When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would.

Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Bloody Minded (Combat)
+1 trait bonus on initiative and Intimidate checks.

Foe of The Strange (Campaign)
You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.

You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Feats:
Feats:
4 normal progression, 1 class, 0 bonus

Weapon Finesse (House Rule – Not a Feat, Available as a choice to all PCs)
Use Dex Bonus to hit with natural, light, and Finessable weapons.

Combat Expertise (House Rule – Not a Feat, Available as a choice to all PCs >+1BAB)
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (-2/+2 (+4 BAB))
Deadly Aim (House Rule – Not a Feat, Available as a choice to all PCs >+1BAB)
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (-2/+4 (+4BAB))
Power Attack (House Rule – Not a Feat, Available as a choice to all PCs >+1BAB)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (-2/+4 (+4BAB))

Dodge (House Rule – Includes Mobility) 1st Level Feat
+2 Dodge Bonus to AC (level 6-10, per Scaling Feats Rules), additional +4 vs. Attacks of Opportunity provoked by movement (total +6)

Touch of Terror [Psionic] 3rd Level Feat

Your devastating touch deals additional damage.

Prerequisite: Devastating touch class feature.

Benefit: Your devastating touch ability deals 1d6 points of damage plus your class level and your Charisma modifier.

Deadly Agility (Combat) 5th Level Feat
You have learned how to use your agility to greater purpose in battle.
Prerequisite(s): Weapon Finesse
Benefit(s): You may add your Dexterity modifier in place of your Strength modifier when wielding a light weapon or a weapon that gains the benefits of the Weapon Finesse feat (such as the rapier) when determining additional damage inflicted upon a successful attack.
When wielding a weapon in your off-hand, Deadly Agility will add the same fraction of Dexterity as you normally would for Strength.

Open Door [Psionic] Dread Bonus Feat (Level 5)
Once you have pried the gates open into another mind, you can always return there no matter how long it has been.
Prerequisite: Mindlock class feature.
Benefit: Once an individual has failed a Will save to avoid being mindlocked by you, you can attune yourself to that creature. You can only be attuned to one creature in such a way at any given time. You can reactivate the mindlock to your attuned creature at any time by spending 1 power point as a free action, regardless of the time since you first mindlocked the target. This means that they count as having failed their Will save again.

Psionic Body [Psionic] Level 7 Feat
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

Skills:

Skill pts/lvl: (Dread) 6; (Background) 2
Total skill pts: 42/14

Skill/Key ability/Ranks/Stat mod/Misc.mod(s)/(Total):
Acrobatics DEX* 7 +5 +3 (+15)
Autohypnosis WIS 7 +1 +3 (+11)
Bluff CHA 1 +4 +3 (+8)
Climb STR* 1 +0 +3 (+4)
(B)Craft:Traps INT 2 +0 +3 (+5)
Diplomacy CHA 0 +4 (+4)
Disguise CHA 0 +4 (+4)
Escape Artist DEX* 1 +5 +3 (+9)
Intimidate CHA 7 +4 +3 +1 +2 (+17)
Perception WIS 7 +1 +3 (+11)
(B)Perform: sing CHA 7 +4 (+11)
(B)Perform: ukulele CHA 2 +4 (+6)
Sense Motive WIS 1 +1 +3 (+5)
(B)Sleight of Hand DEX* 3 +5 (+8)
Stealth DEX* 7 +5 +3 (+15)
Survival WIS 3 +1 (+4)
Swim STR* 0 +0 (+0)

*Subject to ACP
(B)Background Skill
Class Skill

Powers/Talents Known:

Max Power Points:30

0-Level (Talents):

Telepathic Lash
Discipline telepathy (compulsion) [mind-affecting]
Display (Material and mental) Everyone around Reine felt an urge to listen to her, that what she said or did next would have some important but hidden meaning, and a Harrow card appeared in her hand. (Harrow card disappears a several seconds later)
Manifesting Time 1 standard action

EFFECT

Range Close (25 ft. + 5 ft./2 levels)
Target One humanoid creature that has 4 HD or less
Duration 1 round
Saving Throw Will negates; Power Resistance Yes
Power Points: Psionic Focus or 1

DESCRIPTION

Your mind lashes out, overwhelming your target with raging emotions, flooding their mind with memories and impulses they are hard pressed to control, rendering them unable to take any actions. Humanoids of 5 or more HD are not affected. The target is dazed; a dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this power, it is immune to the effects of this power for 1 minute.

Augment This power can be augmented in one or more of the following ways.

1. For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points.

2. For every additional power point you spend, increase the duration of the effect by 1 round. If you spend 6 additional power points in this fashion, the target is instead stunned for 1 round. Additionally, for every two additional power points spent on either of the above options, this power’s save DC increases by 1.

3. If you maintain your psionic focus when manifesting this power, the cost of the power may be reduced to 0, but the power may not be augmented.

Unearthly Terror
Discipline: telepath [fear, mind-affecting, network]
Display: Mental Everyone within 10 feet of Reine suddenly felt guilty, as if they had done something horrible, although they could not remember what might cause such a feeling. After a few seconds, the feeling faded.
MANIFESTING

Manifesting Time 1 standard action

EFFECT

Range Close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Power Resistance Yes
Power Points: Psionic Focus or 1

DESCRIPTION

You form a mental bond between yourself and an enemy, and use that bond to bombard their mind with horrifying images that incite fear. Targets of this power who fail their saving throws are shaken for the duration of the power.

Augment: You may augment this power in one or more of the following ways.

If you spend 4 additional power points, creatures that fail their save become frightened for the duration and those that succeed are considered shaken. If you spend 8 additional power points, creatures that fail their saves become panicked for the duration, and those that succeed are shaken.

For every 2 additional power points you spend (including those spent on the above augment options) increase the save DC by 1.

If you maintain your psionic focus when manifesting this power, the cost of the power may be reduced to 0, but the power may not be augmented.

1st-Level:

Precognition, Defensive
Discipline: clairsentience
Display (Material and visual) Reine seemed to fade from view for a split second, then reappeared as if nothing happened, with a Harrow card in her hand. (Card disappears a few seconds later)

Manifesting Time 1 standard action.

EFFECT

Range Personal
Target You
Duration 1 min./level (D)
Power Points 1

DESCRIPTION

Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply.

Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Prescience, Offensive
Discipline: clairsentience

MANIFESTING

Display (Material and visual): All sources of light seemed to flare for a second, and a Harrow card appeared in Reine's hand. (Card then disappears a few seconds later) (This does not cause any negative effects for those with light sensitivity)

Manifesting Time 1 standard action; see text

EFFECT

Range Personal
Target You
Duration 1 min./level (D)
Power Points 1

DESCRIPTION

Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls.

Augment You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus on your damage rolls increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Untouchable Aura:

Discipline: Telepathy [Fear, Mind-Affecting]; Level: Dread 1

MANIFESTING

Display: Visual, Mental Reine's eyes seemed to glow bright purple, and a faint shimmer began to surround her head. Those near her felt as if their name was being called, although they did not hear any sound.

Manifesting Time: 1 move action (or Immediate Action)

EFFECT

Range: Aura
Target: you
Duration: 1 round/lvl.
Saving Throw: Will save (see text); Power Resistance: Yes
Power Points: 1

DESCRIPTION

You manifest an aura of nightmares around you which reacts to anyone trying to attack you in melee, forcing the assailant’s worst nightmares to consume their thoughts.

Anyone trying to make a melee attack against you must succeed on a Will save or lose their attack action as they recoil in fear from the images inside their mind. If the save succeeds, the opponent can attack normally and is unaffected by that manifestation of the power. Power Resistance applies at the same time as a Will save.

Augment: You can augment this power in one or more of the following ways.

1. If you expend your psionic focus, the manifesting time becomes 1 immediate action instead.

2. For every additional power point you spend, this power lasts for 1 additional round.

3. If you spend 4 additional power points, this power affects anyone trying to attack you, regardless of how (any targeted powers or spells, melee or ranged).

In addition, for every 2 power points spent on the above augmentations, the save DC increases by 1.

2nd-Level

True Terror

Discipline: clairsentience [Fear, Mind-affecting]; Level: Seer 2, Dread 2

MANIFESTING

Display: (Mental) A subtle chime rang once in the minds of creatures within 15 feet of (the subject.) At Reine’s option, the chime can ring continuously for the power’s duration.

Manifesting Time: 1 standard action

EFFECT

Range: Medium (100 ft. + 10 ft./lvl.)
Target: 1 living creature with an Intelligence of 3 or more
Duration: 1 round
Saving Throw: Will negates; Power Resistance: Yes
Power Points: 3

DESCRIPTION

You cause the target to see horrible visions of future possibilities, stunning the target unless it makes a successful Will save.

Augment: You can augment this power in any of the following ways.

1. If you expend your psionic focus, the range increases to Long (400 ft. + 40 ft./lvl.).

2. For every additional power point you spend, you can target another creature.

3. For every 2 additional power points you spend, the target becomes stunned for an additional round.

4. If you spend 2 additional power points, you can target creatures with an Intelligence of 1 or more, as well as non-living creatures. You still cannot affect creature’s that are immune to fear or mind-affecting effects.

5. If you spend 5 additional power points, this becomes an Area-effect (20 feet radius) centered on you, affecting all targets within range.

In addition, for every 2 power points spent on the above augment options, the save DC increases by 1.

Sidestep
Discipline: clairsentience

MANIFESTING
Display: (Visual) Reine seemed to fade from view for a split second, then reappeared as if nothing happened – except that (attack is deflected).
Manifesting Time: 1 immediate action

EFFECT
Range: personal
Target: Self
Duration: instantaneous
Power Points: 3

DESCRIPTION
When you manifest this power, when you would normally be hit with an attack from a melee weapon, you may deflect it so that you take no damage from it.

Concealing Amorpha
Discipline: metacreativity (creation).
MANIFESTING
Display: Material; see text
Manifesting Time: 1 standard action
EFFECT
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 1 min./level (D)
Power Points: 3
DESCRIPTION
You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.
Augment: If you spend 4 additional power points, the membrane can spread and affect one creature adjacent to you. If the creature moves away from you, it loses the protection.

Thought Shield
Discipline telepathy [mind-affecting]
MANIFESTING

Display Auditory: Suddenly, a chorus of disembodied, heavenly voices seemed to sing out.

Manifesting Time: 1 immediate action

EFFECT

Range: Personal
Target: You
Duration: 1 round
Power Points: 3

DESCRIPTION

You fortify your mind against intrusions, gaining power resistance 13 against all mind-affecting powers.

Augment: For every additional power point you spend, this power’s duration increases by 1 round, and the power resistance it provides increases by 1 point.

Languages:
Common, Goblin

Gear:

Carried/Worn
Mithral Chain Shirt +1
Shortbow
Explorer's Outfit
Reversable Cloak
Whetstone
Small Knife
Belt Pouch
Bandolier
Quiver (2)
Backpack, Mwk
Adventurer's Sash
Rapier +1
Amulet of Mighty Fists +1
Cloak of Resistance +2
Belt of Incredible Dexterity +2
Filter Scarf

Pockets
Flint and Steel
Grooming Kit
Fishhooks (5)
Wire Saw
Soothe Syrup (2)
Empty Potion Vial
Potion PWT (2)
Potion CMW

Bandolier
Antiplague
Antitoxin
Poison Ward Salve (3)
Soothe Syrup (2)
Potion CLW
Alchemist's Fire

Quiver #1
Arrows- Thistle (7)
Arrows – Durable (5)
Arrows - Splintercloud (1)
Arrows - Blunt (5)

Quiver #2

Trip Arrows x 4
Smoke Arrows x 5
Barbed Arrows x 5
Whistling Arrows x 5

Belt Pouch
Coins and gems

Adventurer's Sash
Twine Spool (50')
Pitons (2)

Backpack
Wandermeal
Iron Rations
Ukulele
Waterskins (2)
Mess Kit (wood)
String Spool (50')
Soap - 1/2 lb
Camouflage Blanket (Swamp)
Rope, Silk, 50'

Consumables:

Wandermeal (2)
Iron Rations (3)
Waterskins (2)
Thistle Arrows (7)
Durable Arrows (5)
Splintercloud Arrows (1)
Blunt Arrows (5)
Trip Arrows x 4
Smoke Arrows x 5
Barbed Arrows x 5
Whistling Arrows x 5
Wire Saw Uses (5)
Poison Ward Salve (3)
Soothe Syrup (4)
Alchemist's Fire

Valuables:
348.08gp
2 Garnets (25gp each)

Magical Gear:
Potion CLW
Potion CMW
Potion Pass Without Trace (2)
Amulet of Mighty Fists (+1)
Mithral Chain Shirt +1
Rapier +1
Cloak of Resistance +2
Belt of Incredible Dexterity +2
Dead Man's Headband