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Roonfizzle Garnackle's page

379 posts. Alias of Roonfizzle.

Full Name

Roonfizzle Garnackle


uRogue 6 / Occultist 6 || Trickster 2 | HP 64/64 | AC 23 T 17 FF 17 | CMB + 3 CMD 19 | F+10 R+13 W+9 | INIT + 8| PERC


+ 13, 18vs Traps/ 15vs Ambushes (Lowlight Vision) MP 7/7


Male Gnome








Common, Gnome, Sylvan, Varisian, Vudrani, Taldan, Osiriani, Ancient Osariani, Ancient Thasalonian, Draconic

Strength 10
Dexterity 18
Constitution 16
Intelligence 16
Wisdom 14
Charisma 18

About Roonfizzle Garnackle

Personality: Roonie is a light-hearted rogue, who sees himself more as a craftsman doing field research than a thief, who specializes in the creation, and elimination of traps in all sizes and shapes. He has a tendency to be extremely loyal to his friends, and to disregard the edicts of a lawful government that he sees as short sighted, and unreasonably draconian. Over the past few decades, he's mellowed a bit from the recklessness of his youth, and adds a more refined elder statesman approach to quick wit, and a willingness to put himself in harms way. The following memories may shed some light on his actions in his youth, and grant a deeper insight into his personality.


1: It all started with a simple pit trap. I saw it as we walked down the hall; we laughed at its obviousness, and kept going. None of us remembered that trap as we retreated down that same hallway not half an hour later.

2: It continued, with a portable hole. I stole it fair and square you see. We had been investigating a series of lizardfolk raids on a town, where none breached the walls from the outside, yet several leapt the walls from within, carrying off loot and hostages several times. I managed to track down a conspirator to a meeting in a quiet tavern, sneak up and listen to their exchange, gather intel and their question and answer challenge, and secret handshake. As soon as one rose to leave he was passed a package which he tucked in a pocket. I stole that package fair and square. Snuck out to the door, turned around walked up to the remaining conspirator, greeted him properly and continued to grill him for information. Only later did I check and see that the package was a portable hole filled with lizardfolk. And they (The town) confiscated it as too dangerous. Clearly, I had to steal it back.

3: The loss of an Arm. Well, the first loss of an arm. I spoke with my party, and none of them were inclined to stop me. I got a potion of disguise from someone, almost an hour of Invisibility from the Wizard, a handful of goodberries from the druid, and well wishes from the fighter, and cleric. I went in from the roof, barely picking the lock, and snuck down to the basement, and finding the log book which listed the portable hole being secured in a box in the back. I looked it over for traps, finding none. I looked again due to baseless paranoia, and popped the box, a difficult task in and of itself. I reached in and pulled out my portable hole, holding it up with my right hand in victory, while my left was still reaching into the box. And the lid slammed shut, revealing the razor edge lining the inside, severing my left forearm just below the elbow, dropping it into the now closed but unlocked box. I did the only thing I could think of in the seconds before bleeding out. I ate the goodberries. All of them. And passed out. When I came to, the bleeding had slowed down drastically, but I was in bad shape. I reopened the box, tossed my forearm in the portable hole, and everything else in the box without looking at it, downed the potion of disguise to look like a guard, and slipped out the front door, telling the two guards there “There’s been a robbery, I’m going for help, don’t let anyone else in or out until I get back.” and fled to the rest of the party before they noticed a: I was too short to be a stormtrooper, I mean, guard, and b: I was bleeding lightly. To shorten the story, That arm was magically replaced, and then an Umberhulk bit off my right arm and they replaced it with a bronze dueling arm that we had bought, thinking ahead.

4: Some time later, I was separated from several party members in a large fight scattered over several corridors, standing under a table, while the party fighter is standing on the table, trading blows with several enemy combatants until the last one got in a lucky shot, dropping my ally, her sword clattering to the stones by my feet, a wash of red hair draping over the edge of the table. That was a mistake our foe would not live to regret as I struck from below, from the shadows, first with his right hamstring to let him know I was there, sinking my other blade into his left hip, pulling myself up as he started to drop, hand over hand, finally staring him in the eyes as I cut once more dropping him completely. I then hurried to pour a potion down my friend, saving her life. Together we rushed back down the hall to the save the party druid and wizard.


A, very, small figure stands almost unnoticed before you, wearing sturdy leather workman’s clothing, with sandy haired pulled up into a puff of a topknot, streaked with hints of grey, laughing ice blue eyes, and a wash of gentle acid scarring on his face. Beardless, he stands 3’0”, and weighs a mere 35 lbs.

Reason for being in Jalimary:
Roonie was commissioned to install several traps in a Noble's villa elsewhere on the island, and after six months of retrofitting a few structures, the grounds and building are more secure in a nonlethal fashion, and a secure vault has several lethal additions as well as an additional secret escape route from the Nobles sitting room, with traps that can be activated to slow down pursuit. The business was concluded happily and successfully for both parties, with Roonie receiving payment in kind of a Headband of Intellect containing Diplomacy for his work that I'll write up as an Implement for Divination. Nobleman was intentionally left vague so it can be happily slotted on a portion of the island we won't be dealing with, though looking at a map, perhaps up by Padiskar?.

Roonfizzle “Many Arms” Garnackle, Trapmaster

Male Gnome

Rogue (Unchained) 6 | Occultist 6 || Mythic Trickster 2 | Archmage 2



Size / Type: Small Humanoid (Gnome)

Alignment: CG

Deity: Calistria

Age: 120

Speed: 20 Ft.

Initiative: +8 (6 Dex, 2 Tier)

Senses: Perception +13, 18 vs Traps/ 15 vs Ambushes ( Lowlight Vision)

Languages: Common, Gnome, Sylvan, Varisian, Vudrani, Taldan, Osiriani, Ancient Osariani, Ancient Thasalonian, Draconic


STR 10 (0) 12 – 2 Race

DEX 22 (+6) 16 +2 Mythic +4 Occultist, Transmutation Resonance

CON 16 (+3) 14 + 2 Race

INT 18 (+4) 16 + 2 Item

WIS 14 (+2) 14

CHA 18 (+4) 16 + 2 Race



BAB: +4
Kukri +1

Attack: 1d20 + 12 (4 BAB +6 Dex +1 Magic +1 size )

Damage: 1d3 + 7 +3d6 SA (6 Dex 1 Weapon)

Crit: 18-20 x2

Possible Modifiers

TWF (Full Round Action): +10/10 Attack



HP: 64 (6d8 + 3 Con per Level +4x2 for Mythic)

AC: 23 (10 Base, +6 Dex, + 6 Armour, 1 Size)

Touch: 17 / Flat-Footed: 17


+2 Dodge AC/Reflex against traps.

CMB: 3 (4 BAB 0 Str -1 Size)

CMD: 19 (10 Base, + 4 BAB, 0 Str, + 6 Dex, - 1 Size)

Fort +10 (+5 Base Ocultist, +3 Con +2 Cloak)

Refl +13 (+5 Base Rogue, +6 Dex +2 Cloak)

Will +9 (+5 Base Occultist, +2 Cloak + 2 Wis)


+2 Reflex to saves against traps.

Spells Known (CL 6 ; concentration +10)

2nd (4 /day)-- Node of Blasting, See Invisibility, Mirror Images, Perceive Cues (DC 16 )
1st (5 /day)--Shield, Psychic Reading, Vanish, Crafter's Fortune (DC 15 )
0 (any)-- Resistance, Detect Psychic Significance, Ghost Sounds, Purify Food and Drink, Detect Magic(DC 14)



Per Level Rogue: 12 (8 Base + 4 Int )

  • Acrobatics +15 (+6 Ranks +3 Class Skill +6 Dex)

  • Appraise +8 (+1 Ranks +3 Class Skill +4 Int, Background)

  • Bluff +11 (+4 Ranks +3 Class Skill +4 Cha)

  • Craft (Trap) +17 (+6 Ranks +3 Class Skill +4 Int +2 Race +2 MW Tools)

  • Diplomacy +13 (+6 Ranks +3 Class Skill +4 Cha)

  • Disable Device +21 (+6 Ranks +3 Class Skill +4 Int +3 uRogue, +2 MW Tools, +1 trait)

  • Escape Artist +10 (+1 Rank +3 Class Skill +6 Dex)

  • Kn Local +15 (+6 Rank +3 Class Skill +4 Int, 2 Feat)
  • Kn Planes / History / Dungeoneering +10 (+1 Rank +3 Class Skill +4 Int, 2 Feat)

  • Kn ANY +6 (+0 Rank +0 Class Skill +4 Int, 2 Feat)

  • Linguistics+10 (+3 Rank +3 Class Skill +4 Int)

  • Perception +13, 18 vs Traps, 15 vs Ambush (+6 Ranks +3 Class Skill +2 Wis +2 Race, +3 uRogue vs Traps, +2 uRogue vs Surprise Foes, +2 Trait vs Traps)

  • Ride+9 (+1 Rank +3 Class Skill +5 Dex)

  • Profession ANY + 4 (+0 Rank +0 Class Skill +4 Wis +2 Feat)

  • Sense Motive +11 (+6 Rank +3 Class Skill +2 Wis)

  • Sleight of Hand +10 (+1 Rank +3 Class Skill +6 Dex)

  • Spellcraft +13 (+6 Ranks +3 Class Skill +4 Int)

  • Stealth +19 (+6 Ranks +3 Class Skill +6 Dex +4 Size)

  • Use Magic Device +17 (+6 Rank +3 Class Skill +4 Cha +1 Trait +3 Occultist)[/bigger]


* +2 perception vs Surprise by a foe, +5 Perception vs Traps (Trait 2, uRogue 3)



Dangerously Curious(Magic) -
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Kobold’s Neighbor (Region - Andoran)

You grew up in wilderness where kobolds make their homes. You learned early on how to find traps before they find you, how to disable them, and when you should just walk away. You gain a +2 trait bonus to Perception checks to discover traps and a +1 trait bonus to Disable Device checks.



Two Weapon Fighting: Reduce two-weapon fighting penalties (L1 Feat)

Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. (L1 GM Bonus Feat for Core Race)

Combat Expertise: 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. (Level 3 Feat)

Wasp Sting: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical. (Level 5 Feat)


    Special Abilities

Proficiencies - An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields), and Whips and Saps.

Sneak Attack +3d6 - The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment..

Trapfinding (+3) - A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Danger Sense (+2) - At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class)..

Finesse Training (@ 3rd - Kukri) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier..

Evasion - At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex, saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

  • Debilitating Injury:: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

  • Bewildered : The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue.

  • Disoriented : The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.

  • Hampered : All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

  • Uncanny Dodge: At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

    Rogue’s Edge - Disable Device Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action. Base Time: Simple Device: Disabling a simple device takes 1 round and is a full-round action. Complex/Intricate Device: An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.

      Rogue Talents

  • Trap spotter (EX): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

    Minor Magic (Sp) Detect Magic

    Fast Stealth (EX): - This ability allows a rogue to move at full speed using the Stealth skill without penalty... [/spoiler]


      Occultist Abilities


      Focus and Resonances

    Implement(s): Amulet of the master thief, a leather pouch containing the cleaned finger bones of a thief that got his hand cut off by a box trap. (Not Magic)

    Warding Talisman (Su) Resonant Power
    The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

    Mind Barrier (SP) Base Power
    As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess.
    It lasts until the start of your next turn or until exhausted.
    For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

    Loci Sentry (Sp) Focus
    As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry's activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered.
    When you set the sentry, you can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.


    Implement(s): headband belonging to Khiben-Sald's 2nd son, presented on his 9th birthday, and worn during his kidnapping and ensuing rescue. Gifted in turn to his rescuer who successfully divined where the boy was being held, and passed down that line. (Magic, Headband of Intellect +2, K. Local)

    Third Eye (Su) Resonant Power
    The implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.)

    Sudden Insight (Sp) Base Power
    As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before

    You roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.

    Danger Sight (Sp) Focus
    As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.


    Implement(s): Ring. Brass, cut in the shape of tiny cogs that appear to spin, forged on Abadon. Worn by the first mortal who was offered a Wish within the City of Brass, when he took a fell 400' through an illusion covered pit trap on his way home after claiming his prize. (Not magic)

    Distortion (Sp) Resonant Power @15% = 5 + 10% FCB
    The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack.

    Minor Figment (Sp) Base Power
    As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. FCB x5 = Additional 5 min


    Implement(s): Belt. - Woven belt of a dozen different metals, each transmuted from a lead base to thread, and then transmuted back to metal completed by a worshipper of Haagenti moments before he was stormed by a team of adventurers, and his then explosive death to an Alchemical device. (Not Magic)
    Physical Enhancement (Su) Resonant Power - Dex
    The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

    Legacy Weapon (Su) Base Power
    As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5.

    You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

    Size Alteration (Sp) Focus
    As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size.

    You can increase or decrease the creature's size by one step, as enlarge person or reduce person but not limited by the creature's type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can't use this ability on a creature that is already subject to an effect that alters its size.


    Hard to Kill (Ex)
    Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
    Mythic Power (Su) 7/7
    Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. 7/day at 2nd. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
    Surge (Su)
    You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
    Amazing Initiative (Ex)
    At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

    Wild Arcana (Su)
    As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.

    You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

    Surprise Strike (Ex)
    As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

    Assured Skill (Ex)

    In times of need, you're virtually assured success when using skills. As a free action before you roll a skill check, you can expend one use of mythic power to roll that skill check twice, take the higher result, and add your tier to the total.

    Thwart Detection (Su)

    You can bypass magical constructs, spells, and traps that are meant to allow only certain creatures to move or act within their range. This includes constructs, spells, and traps that can be bypassed with a password as well as those that can be programmed to exclude specific creatures based on type or other physical characteristics (such as alarm, forbiddance, glyph of warding, and symbol of death). You must be aware of the construct, spell, or trap's existence, though not necessarily its specific parameters, for this ability to function. For instance, you can't bypass a trap you haven't noticed. You can fool a mindless construct if it was programmed to allow certain creatures to enter its area without provoking a response, but not if it was ordered to prevent anyone from entering with no exceptions. If you expend one use of mythic power for each effect, you can bring with you a number of allies equal to your tier. They must remain within 10 feet of you until out of range of the bypassed effect.


    Power Stones are UMD checks to use, DC equal to ML + 20

    Chameleon 10 Min/Level +10 enhancement to stealth, ML 1 x2 25x 2 = 50 gp

    Conceal Thoughts See Text: ML 1 x2 12.5 gp for L0 powers x2 = 25 gp

    Precognition: Defensive Min/level: ML 7 +3 insight to AC/SV - DC 27 x3, ML 13 +5 insight to AC/Saves 175 gp x3 = 525 gp

    Precognition: Offensive Min/level: ML 7 +3 insight to att - DC 27 x3 175 gp x3 = 525 gp

    Metamorphosis Min/Level See Text, ML 9 x1 DC 29 675 gp

    Know Direction and Location see Text, ML 1 x2 12.5 gp for L0 powers x2 = 25 gp

    Kinetic Legerdemain see Text, ML 1 x2 25x 2 = 50 gp

    Corrosive Aura see Text, ML 1 x2 25x 2 = 50 gp

    Wand of Cure Light Wounds CL1 (50 charges)

    Wand of Longstrider CL1 (48/50 charges)




    Gold: 276

    Kukri +1x2

    Weapons (Cost: 4616)
    +1 Weapons, Small. 1d3+1 18-20x2

    Mithral Chain +2
    Armor (Cost: 5100)
    +6 Armor, 0 ACP

    Power Stone
    Scrolls (Cost: 1950)
    17 Psionic Scrolls. See above sections for break downs

    Pathfinder’s Pouch x2
    Belt (Cost: 1000)
    1 lb each Tiny bag of holding on command word, holds 10 lb’s does NOT detect as magic. Can be turned inside out

    Chronicler’s Kit
    Backpack (Cost: 40)

    4.5 lbs This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

    Pathfinders Kit
    Pathfinder Pouch (Cost: 12)
    7.5 lbs This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 3 pounds for Small creatures.

    Melee Contingency Kit
    Backpack pocket(Cost: 150)

    10 lbs (Small Sized) This kit contains items necessary for a melee combatant to overcome the most common forms of damage resistance. The kit includes a cold iron morningstar, a silver sickle, two flasks of acid, two flasks of alchemist's fire, and two flasks of holy water.

    Masterwork Thieves’ Tools:
    Pathfinder pouch (Cost: 100)

    +2 This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

    Masterwork Trapmaker’s Tools:

    Pathfinder Pouch(Cost: 55)

    +2 This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Craft: Trap checks.