Occulari

Sabrina Henderson's page

348 posts. Alias of Cosmic Dream Lord.


Full Name

Sabrina Henderson

Race

Mutated Half-Elf Druid (Naga Aspirant) 10 | AC 26 T 12 FF 23 | HP 93/93 | F +13 R +7 W +12 (+2 vs. Enchantment) |

Classes/Levels

CMD 30 | Init +4 | Perc +23 | Buffs:

Gender

Female

Size

Large

Age

30

Alignment

Neutral

Deity

Yig

About Sabrina Henderson

Sabby's Prepared Spells:
Druid (Naga Aspirant) Spells Prepared (CL 10th; concentration +13)
. . 5th—blessing of the salamander[APG] (2, DC 19)
. . 4th—air walk, freedom of movement, strong jaw[APG] (2, DC 18)
. . 3rd—cleromancy, displacement (2), greater magic fang,
. . 2nd—barkskin (2), delay poison, see invisibility, vine strike
. . 1st—mage armor, shield (2), shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, stabilize

Fame: 27 (7 starting, +4 SFoA, +16 YotSL)
Prestige: 7

Sabrina Hero Lab:

Sabrina Henderson
Female Half-Elf Druid (naga aspirant) 10
N Large Humanoid (Elf, Human)
Init +4; Senses low-light vision; Perception +10
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Defense
--------------------
AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
hp 93 (10d8+40)
Fort +13, Ref +7, Will +12; +2 vs. enchantments, +4 vs. naga's spell-like abilities, supernatural abilities, and poisons
Immune sleep
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Offense
--------------------
Speed 30 ft.
Melee club +15/+10 (1d8+9) or
. . scimitar +15/+10 (1d8+9/18-20)
Space 10 ft.; Reach 10 ft.
Special Attacks poison, wild shape 5/day
Druid (Naga Aspirant) Spells Prepared (CL 10th; concentration +13)
. . 5th—blessing of the salamander[APG] (2, DC 19)
. . 4th—air walk, freedom of movement, strong jaw[APG] (2, DC 18)
. . 3rd—displacement (2), greater magic fang, summon nature's ally III
. . 2nd—barkskin (2), bull's strength, delay poison, see invisibility
. . 1st—mage armor, shield (2), shield of faith, tears to wine (DC 15)
. . 0 (at will)—detect magic, guidance, light, stabilize
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Statistics
--------------------
Str 29, Dex 17, Con 16, Int 10, Wis 18, Cha 10
Base Atk +7; CMB +17; CMD 30
Feats Combat Reflexes, Dreamed Secrets, Natural Spell, Paired Opportunists[APG], Planar Wild Shape[UC], Racial Heritage[APG], Skill Focus (Bluff), Spell Focus (conjuration)
Traits affable, fate's favored, resilient
Skills Bluff +7, Diplomacy +6 (+8 to gather information.), Fly +8, Handle Animal +5, Knowledge (local) +4, Knowledge (nature) +9, Knowledge (planes) +5, Knowledge (religion) +1, Linguistics +1, Perception +10, Sense Motive +15, Spellcraft +9, Survival +10
Languages Aklo, Common, Druidic, Elven
SQ aspirant's enlightenment, augmented form, augmented form (venomous bite[ARG]), compression, elf blood, illustrious urbanite, naga shape, nature bond (roc named Olympia Turkey), nature sense, occult bargain, trackless step, wild empathy, woodland stride
Other Gear club, scimitar, belt of the weasel[UE], cracked dusty rose prism ioun stone, druid's vestment, headband of inspired wisdom +2, holy amulet of mighty fists, pauldrons of unflinching fortitude +1/+2[MA], ring of sustenance, sleeves of many garments[UE], flint and steel, holly and mistletoe, masterwork backpack[APG], spell component pouch, 1,697 gp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aspirant's Enlightenment (Ex) +4 bonus on saving throws against poison, spell-like and supernatural abilities of nagas.
Augmented Form (Su) At 9th level and every four levels thereafter, a naga aspirant can choose one of the following abilities to enhance her naga form. Once chosen, this augmentation cannot be changed and always applies to her naga form. The caster level for these abilit
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compression (Ex) Move through areas 1/4 normal space without squeezing or 1/8 while squeeze.
Dreamed Secrets You can cast chosen spells as divine spells, but risk Wisdom damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Naga Shape (Su) Shapeshift into a true naga one or more times per day.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Occult Bargain Must invoke patron entities name to regain spells each day.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Poison: Bite - Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1 Con; cure 1 save.
Racial Heritage (Nagaji) You count as another race for the purpose of prerequisites.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (10 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Stats:

Starting
Str 15 Dex 13 Con 12 Int 10 Wis 14 Cha 10

After Racial Adjustments
Str 17 Dex 13 Con 12 Int 10 Wis 14 Cha 10

After Level Adjustments Every Four Levels
Str 17 Dex 13 Con 12 Int 10 Wis 16 Cha 10

After Mutations
Str 29 Dex 15 Con 16 Int 10 Wis 16 Cha 10

After Magic Items
Str 29 Dex 17 Con 16 Int 10 Wis 18 Cha 10

Advancement Choices:

1st: Druid (Naga Aspirant);
2nd: Druid (Naga Aspirant);
3rd: Druid (Naga Aspirant);
4th: Druid (Naga Aspirant); +1 Wis
5th: Druid (Naga Aspirant);
6th: Druid (Naga Aspirant);
7th: Druid (Naga Aspirant);
8th: Druid (Naga Aspirant); +1 Wis
9th: Druid (Naga Aspirant);
10th: Druid (Naga Aspirant);

Favored Class Points:

Favored Class: HP
Favored Class Points: 10
Favored Class Designation: 10 to HP

Sabrina Kailani

Female Half-Elf Druid (Naga Aspirant) 10

Neutral Medium Humanoid (Elf, Human)

Init: +4 (3 Dex, +1 Competence); Senses: Low-Light Vision; Perception +18

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DEFENSE
--------------------

AC: 26, Touch: 12, Flat-Footed: 23 (10, +3 Dex, -1 Size, +0 Armor, +0 Shield, +14 Natural, +0 Deflection, +0 Insight, +0 Luck)

HP: 93/93 (10d8+40)

Fort: +13 (7 Druid, +3 Con, +2 Resistance, +1 Trait, +0 Competence)
Ref: +7 (4 Druid, +2 Dex, +1 Resistance, +0 Competence)
Will: +12 (+2 vs. enchantment) (7 Druid, +4 Wis, +1 Resistance, +0 Competence)

Defensive Abilities: N/A

Immune: Magic Sleep

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OFFENSE
--------------------

Speed: 30 ft.

Melee: N/A
Ranged: N/A

Space: 10 ft., Reach: 10 ft.

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SPECIAL ABILITIES
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Naga Aspirant Spells Selected: Mage Armor (1st), Shield (2nd), Divine Favor (3rd), Shield of Faith (4th), Mirror Image (5th), Invisibility (6th), Greater Invisibility (7th), Displacement (8th), See Invisibility (9th), Divine Powah (10th)

--------------------
STATISTICS
--------------------

Str 29, Dex 17, Con 16, Int 10, Wis 18, Cha 10

Base Atk +7; CMB +17 (7 BAB, +9 Str, +1 Size); CMD 30 (10, +7 BAB, +9 Str, +3 Dex, +1 Size, +0 Luck, +0 Insight, +0 Deflection)

Traits:

Resilient
Fate's Favored
Affable

Drawback:

Occult-Bargain

Feats:

Half-Elf Racial Bonus: Skill Focus: Bluff
Half-Elf Racial Bonus: Spell Focus: Conjuration
ANTI-HERO: Combat Reflexes
Level 1: Racial Heritage (Nagaji)
Level 3: Paired Opponents
Level 5: Natural Spell
Level 7: Dreamed Secrets
Level 9: Planar Wild Shape
Level 11: Powah Attack

Skills:
Total Ranks: 40 [ (4 * 10) 40 Druid]

Bluff: +7 (0 Cha, +1 Rank, +3 Class, +3 Skill Focus)
Diplomacy: +6 (0 Cha, +3 Ranks, +3 Class)
Fly: +8 (3 Dex, +4 Ranks, +0 Size, +3 Class, -2 Size)
Handle Animal: +5 (0 Cha, +2 Ranks, +3 Class)
Knowledge (Local): +4 (0 Int, +1 Rank, +3 Class)
Knowledge (Nature): +9 (0 Int, +4 Ranks, +3 Class, +2 Class)
Knowledge (Planes): +5 (0 Int, +5 Ranks, +0 Class)
Knowledge (Religion): +1 (0 Int, +1 Rank, +0 Class)
Linguistics: +1 (0 Int, +1 Rank, +0 Class)
Perception: +10 (4 Wis, +3 Ranks, +3 Class, +0 Competence)
Sense Motive: +15 (4 Wis, +8 Ranks, +3 Class)
Spellcraft: +9 (0 Int, +6 Ranks, +3 Class)
Survival: +10 (4 Wis, +1 Ranks, +3 Class, +2 Class)

Racial Modifiers: +2 Str

Ability Score Racial Traits: Half-Elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-Elves are Humanoid creatures with both the human and the elf subtypes.

Size: Half-Elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-Elves have a base speed of 30 feet.

Languages: Half-Elves begin play speaking Common and Elven. Half-Elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Elven Immunities: Half-Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-Elves count as both elves and humans for any effect related to race.

Languages: Common, Elven, Druidic, Aklo

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SPELLS
--------------------

Ongoing Spells: N/A

Druid (Naga Aspirant) Spells Prepared (CL 10th; concentration +13)
. . 5th—blessing of the salamander[APG] (2, DC 19)
. . 4th—air walk, freedom of movement, strong jaw[APG] (2, DC 18)
. . 3rd—displacement (2), greater magic fang, summon nature's ally III
. . 2nd—barkskin (2), bull's strength, delay poison, see invisibility
. . 1st—mage armor, shield (2), shield of faith, tears to wine (DC 15)
. . 0 (at will)—detect magic, guidance, light, stabilize

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EVOLUTIONS
--------------------

Base: +4 Str; +4 Dex; +8 Natural Armor
[4] Large Size (+8 Str, -2 Dex, +4 Con, +2 Natural Armor)
[1] Improved Natural Armor: +2 NA
[1] Improved Natural Armor: +2 NA
[1] Skilled: Perception (+8 to Perception)
[1] Claws
[1] Bite
[1] Tentacle Mass

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GEAR/POSSESSIONS
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See Hero Lab Sheet

Appearance:
Even if she had a tendency to mutilate it with piercings and odd makeup choices, Sabrina's original appearance was actually quite pretty. She inherited her mother's Elven height (with a couple of extra inches for good measure), but her body build was more full and curvy than toned and slender. She had her father dark onyx hair and her mother's sea blue eyes, while her lightly tan skin tone was perfect blend of both parents, and, thanks to her healing magic, was free of scars. She had a good mixture of both race's physical attributes in her looks. Most humans saw Sabrina as an Elf, but most Elves tended to think of her as Human (albeit one with pointy ears). Either way, while not to the same extent as her twin sister, most everyone regarded her as a fairly pretty woman.

Nowadays? Thanks to the serum mutations, Sabrina sports dark grey, smooth scaly skin like a snake. Her eyes also resemble those of snake: a solid green with slit pupils. Her nails are all obsidian black and pointed, though cut enough to cut skin. Finally, she has the expected snake tongue that she flickers to smell. Oddly enough, Sabrina kept the hair on her head but lost it everywhere else. She now keeps her hair in a pixie cut.

Personality:
In contrast to her twin sister, Sabrina is extremely outgoing, warm, and jovial. However, spending ten seconds with her quickly reveals that she is quite… colorful. She giggles seemingly at random and rarely stops smiling. Sabrina in general is very spontaneous; no one is ever exactly sure what she intends to do next.

Perhaps her most grounding trait is that Sabrina is a hardcore hedonist. The best way to get her to do anything is to offer her stuff. That said, she is not particularly greedy. She tends to either spend her funds on her strange hobbies or invest in magic items that help her survive long enough to enjoy them.

Very few things phase Sabrina. She has seen just about everything. Most verbal insults seem to bounce right off of her or fly right over her head. However, if ever physically attacked, Sabrina shows no mercy. Sans her buddy Bentley and few family members, she values her own existence over almost everything else and strikes down any threats to her agency accordingly.

That said, as the Pathfinder Society has learned, Sabrina is very reliable. When the situation calls for it, she is quite professional. She has never given the society a reason to doubt her loyalty. Moreover, while loony, she by no means stupid. Very often, Sabrina can be the most insightful person in the room. Moreover, she has an excellent head for strategy and battle tactics.

History:
Sabrina hails from the distant land of Kyonin, though due to her Human heritage, she spent most of her childhood in the racially diverse cities of Greengold and Erages. Her mother Jeevika Kailani is a powerful Waves Oracle and renowned Kyoni diplomat, who had a brief relationship with a Human merchant by the name of Vincent Vandermoon during a prolonged visit in Greengold. Given the nature of her parents' relationship and Jeevika's constant travel requirements, Sabrina and her younger twin sister Setsuna were largely raised by her father.

However, Sabrina has always been fortunate to have rather pleasant relations with her Elven family; highly reliant of the half-elf workers in their shipping and fishing business, the Erages-based Kailani family is one of the few Elf clans in Kyonin who do not discriminate against their half-cousins. For this reason, Sabrina is rather happily accepted amongst her Elven cousins. Additionally, despite many hindering factors, Jeevika tried her hardest to be present in Sabrina's early life, though she still seems a bit shocked about how quickly her daughters grew up and how quickly Vincent aged.

(At some point in her childhood, Sabrina got mixed up in some business with Galt. She never talks about it. Interestingly, before that day, by all accounts, she was a fairly normal child.)

As the twins grew older, they both quickly grew bored of only being able to live in two cities, and in particular, Sabrina was getting disgruntled with how she never seemed to have enough money to fund her pleasures; even if mother was Kynoni nobility, accessing the family funds was not exactly easy for a Halfie. As such, unlike Setsuna, she skipped town before she was fully an adult without telling her parents. She knew the one way to make it rich quick: adventuring!

Sabrina quickly got mixed up in a number of wacky adventures. For example, at the end of her first month of adventure, Sabrina attended an opera… that was dedicated to the Great Old One Hastur. After convincing the cultists that she was simply a visiting pilgrim of The King in Yellow, Sabrina departed in peace and actually started to pay her respects to the guy because he sounded cool.

(Ironically, Outer God and Great Old One worship runs in the family, which Sabrina only learned years after the fact.)

As she soon learned, solo adventuring was quite difficult. Even the phenomenal cosmic power offered by worshipping The King in Yellow was not enough to prevent dozens of close calls. Moreover, she found herself getting lonely. After throwing darts at a notice board, Sabrina soon found a memo for the Pathfinder Society. After reading dozens of issues of the Pathfinder Chronicles, she decided to apply to see what would happen.

Thanks to her phenomenal cosmic power, her unorthodox tactics, and a smart, last minute decision to purchase an allosaurus named Bob, she bulldozed through her Confirmation; she celebrated by decorating the Grand Lodge with tiny statues of sloths. To this day, Pathfinders still seem to find them tucked away throughout HQ.

Sabrina quickly proved head and shoulders above the standard issue grunt, though not special enough to eclipse the powerful and prominent. Sabrina fit into any team she was assigned, usually serving as muscle. Her record was soon solid as bedrock and lacks any true failures; when a mission went wrong, every time, Sabrina remarkably salvaged something out of the situation.

In time, Sabrina also became perhaps the Pathfinder Society's most reliable agent in Kyonin. Despite how her motherland rather rabidly hunts down the Society, she is very productive with getting acquiring interesting information about it. While there are certainly stronger spellcasters in their ranks who can extract information through complicated magic, she hands over detailed reports about current politics by the volume.

At some point during her career, Bob died. Sabrina hatched a new allosaurus named Bentley and attempted to teach him how to speak. She partially succeeded; the dinosaur somehow became sentient and now understands Common. This feat was the first time she got mentioned in the Pathfinder Chronicles, albeit under an alias. Her methods have been reproduced across the Inner Sea.

Her single biggest accomplishment is her research regarding a long lost Ophidian god and the techniques devised by its followers. She decided to tag along on the expedition after throwing darts at the mission board. While much of it is incomprehensible to anyone who is not Sabrina, her papers regarding the Ophidian’s unique fusion of divine, druidic, and arcane magic are some of the finest ever produced by a Pathfinder.

Despite some concern among the Decemverate that Sabrina was something of a ticking time bomb, she has calmed down somewhat over the years. While still and always very hedonistic, Sabrina is no longer quite as selfish as she could once be. While she always loves the thrill of new power, she has also become increasingly careful with how she acquires it.

(As Sabrina eventually learned, The King in Yellow ultimately only cares about The King in Yellow. Nowadays, she pals around with Yig. Not only is he much more conceptually interesting, he also does not actively try to murder his followers.)

After hearing about the Magic Numerian Serum and reading all about the Freaks, Sabrina decided to join their ranks… when there was no opening. She promptly submitted dozens of applications to anyone who could get her on the team. After months on end, someone eventually relented and approved her transfer.

To absolutely no one’s surprise, after drinking the serum, Sabrina was completely happy with the results.

Olympia Turkey:
Olympia Turkey
Female Roc
N Large animal
Init +5; Senses low-light vision; Perception +1
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Defense
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AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, -1 size)
hp 72 (9d8+27)
Fort +8, Ref +11, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 80 ft. (average)
Melee bite +11 (2d6+6), 2 talons +11 (1d6+6 plus grab)
Space 10 ft.; Reach 10 ft.
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Statistics
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Str 23, Dex 20, Con 14, Int 3, Wis 13, Cha 11
Base Atk +6; CMB +13 (+17 grapple); CMD 28
Feats Eldritch Claws[APG], Improved Natural Attack (bite), Paired Opportunists[APG], Power Attack, Toughness
Tricks Attack, Attack, Attack Any Target, Come, Defend, Flank, Get Help, Heel, Hunt, Seek, Stay
Skills Acrobatics +9 (+5 to jump), Fly +13, Linguistics -3
Languages Common
SQ attack, attack any target, come, defend, devotion, flank, get help, heel, hunt, seek, stay
Combat Gear pearl of power (1st level); Other Gear swarmbane clasp[UE], exotic military saddle, saddlebags
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Eldritch Claws Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Fly (80 feet, Average) You can fly!
Get Help [Trick] Attempts to bring back people it considers "help"
Grab: Talon (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

Rest in Peace, Bentley...:

Bentley
Male allosaurus
N Large animal
Init +3; Senses low-light vision, scent; Perception +10
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Defense
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AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
hp 56 (7d8+21)
Fort +7, Ref +8, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +11 (1d8+7 plus grab), 2 claws +11 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce
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Statistics
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Str 24, Dex 16, Con 14, Int 3, Wis 15, Cha 10
Base Atk +5; CMB +13 (+17 grapple); CMD 26
Feats Combat Reflexes, Paired Opportunists[APG], Power Attack, Toughness
Tricks Air Walk, Attack, Attack, Attack Any Target, Come, Defend, Detect, Heel, Maneuver (Trip), Stay
Skills Acrobatics +7 (+11 to jump), Linguistics -3, Perception +10
Languages Common
SQ air walk, attack, attack any target, come, defend, detect, devotion, heel, maneuver, stay
Combat Gear pearl of power (1st level); Other Gear ring of sustenance, swarmbane clasp[UE], exotic military saddle, saddlebags
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Detect [Trick] Indicates unusual smells, noises, etc.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver [Trick, Trip] Attempts specified maneuver against target.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.

Old Possesions Format:

CONTAINERS:

WORN:

Armor: NONE
Waist:
Body:
Chest: NONE
Eyes:
Feet: NONE
Hands:
Head:
Headband:
Neck: NONE
Ring 1:
Ring 2:
Ring 3:
Ring 4:
Shield: NONE
Shoulders: NONE
Weapons: NONE
Wrist: NONE

CONSUMABLES:

OTHER:

STARTING: 24,000 gp
TOTAL SPENT: N/A
REMAINING: 0 gp