Sarenrae

Samirah Basri's page

978 posts. Alias of Jalopy.


Full Name

Samirah Basri

Race

Ifrit

Classes/Levels

Swashbuckler 9 (Marshal 2)

Gender

Female

Size

Medium

Age

26

Alignment

Chaotic Good

Languages

Common, Ignan, Hallit, Draconic, Sign Language

Strength 8
Dexterity 24
Constitution 10
Intelligence 16
Wisdom 12
Charisma 18

About Samirah Basri

Samirah's earliest memories were of being treated like merchandise by slavers. Even at that young age, she knew she belonged to no one, no matter how much gold they offered, and fled to the home Plane of whichever parent was the Efreet (she never figured it out). She then spent her formative years in the Plane of Fire, watching and learning from the efreet around her in the City of Brass. Their single-minded mischief and racial prejudice bored her, and though she picked up more of both of these traits than she’d ever admit to, she started to become restless. Through determination and perseverance (read: she became the squeakiest wheel), Samirah convinced someone close to the Sultan himself that she should be sent out into the Prime Plane for mischief and general shenanigans. What she got instead was a mission assassinate Queen Galfrey, ruler of Mendev. She made the deal, then was dropped near Kenabres.

The first thing she noticed was the gods-damned cold (in comparison, of course), and then an immediate sense of regret as she lovingly reconstructed the lakes of molten lava, pillars of fire, and floating discs of red hot brass of her home in her mind. She squared her shoulders, head held high, refusing to let a little thing like “temperate climates” bar her from being anything less than fabulous. Next, she promptly forgot about assassinating what’s-her-name, and headed toward the action of Kenabres.

Physical Appearance:

Samirah's efreet heritage is obvious; her hair seems to oscillate between the reds and oranges of flame, moving in much the same way. Her skin could be called "tan", but she'd prefer the term "beautiful, burnished copper". Her eyes are more gold-yellow and full of fire. Her ears are pointed, and tiny horns dot her brow like a naturally-grown tiara. She's proud of the horns; she would say that the few other Ifrit she met had ugly horn growths in comparison. After spending some time in Kenabres, she gave up on the silky stuff and found slightly more weather-appropriate clothing to wear. It's still more colorful than what most other people would wear; if it's not dyed when she finds it, she gets it dyed immediately. She recently acquired Mithral armor, as much for the sparkle as the function. She finds it sets of the color of her skin very nicely. And you probably do, too, you sly dog.

Stats And Other Things:

Samirah Basri L9/MT2
Female ifrit swashbuckler (whirling dervish) 8/Marshal 2
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 15 (+4 armor, +5 Dex, +3 dodge, +1 natural)
hp 69 (7d10+10)
Fort +5, Ref +16, Will +6; +2 sacred bonus vs. insanity or confusion effects
Defensive Abilities charmed life 4/day, hard to kill, nimble +2; Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cold iron scimitar +19/+14 (1d6+10/15-20+10 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative, swashbuckler's grace), mythic power (7/day, surge +1d6), panache (4), swashbuckler weapon training +1
Spell-Like Abilities (CL 7th; concentration +11)
. . 1/day burning hands (DC 15; 7d4+1d6), 2/daycure light wounds (1d8+5), endure elements, 1/day cure moderate wounds (2d8+7), heat metal
*can also use 1/2 mythic point to cast any of these spells extra times
--------------------
Statistics
--------------------
Str 8, Dex 21, Con 10, Int 14, Wis 12, Cha 18
Base Atk +9; CMB +6; CMD 24
Feats Circling Mongoose, Combat Reflexes, Dodge, Inner Flame[ARG], Mobility, Signature Deed[UC], Spring Attack
Traits - custom trait -, fiery dominance (plane of fire), nightstalls escapee (katapesh)
Skills Acrobatics +17, Bluff +16, Diplomacy +15, Escape Artist +15, Intimidate +16 (+17 vs. humanoids of a different subtype (or all non-human humanoids, if not a humanoid)), Knowledge (nobility) +7, Knowledge (religion) +5, Linguistics +5, Perform (sing) +11, Stealth +10, Sense Motive +10 (headband of vast intelligence)
Languages Aquan, Auran, Common, Custom Language, Draconic, Hallit, Ignan
SQ dare, dawnflower's mercy, dervish dance, dervish finesse, fire in the blood, swashbuckler finesse
--------------------
Special Abilities
--------------------
Amazing Initiative (Ex) 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.
Charmed Life +4 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Commanding Entrance (10 ft. radius) (Ex) Spend 1 power when entering an area to influence attitudes of those near you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dawnflower's Mercy (Ex) Doesn't gain panache for reducing foe to 0 hp if not an evil outsider or undead. Gain penache for causing an evildoer (HD at least 1/2 level) to surrender.
Dervish Dance Use Dex modifier instead of Str for damage with swashbucker finesse.
Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbucker's finesse and all abilities that refer to such as weapon.
Distracting Assailant (Ex) For 1 round, that opponent loses its Dexterity bonus to AC on all attacks against it other than yours. While this ability is in effect, any allies who flank that foe gain a +4 bonus on attack rolls against it, instead of the normal +2. While the opponent is affected by this ability, each time you hit it, the duration increases by 1 round.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiery Dominance (Plane of Fire) +1 to Intimidate vs. different humanoid subtypes, & +2 to own demoralize DC.
Fire in the Blood Gain fast healing 2 for one round whenever you take fire damage.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inner Flame Scorching Weapons bonus becomes +4 to saves & 1d6 fire damage (also applies to grapple).
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Nightstalls Escapee (Katapesh) Sleep requirement for a full night's rest halved to 4 hours.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Signature Deed (Deed: Opportune Parry and Riposte [Signature Deed] [Ex]) Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal acti
Spring Attack You can move - attack - move when attacking with a melee weapon.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats.

Swashbuckler Abilities

    Panache: 6

  • Mercy: While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe's defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender.

  • Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

  • Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewerHit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

    Deeds
  • Derring-Do: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

  • Dodging Panache: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

  • Opportune Parry and Riposte: At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 0 panache points and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a ?2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

  • Kip-Up: At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

  • Meancing Swordplay: At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

  • Precise Strike: At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

  • Swashbuckler Initiative: At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

  • Whirlwind Dance (Ex): At 7th level, a whirling dervish can sweep through her opponents’ lines like a cyclone. As a fullround action, she can spend 1 panache point to move up to her speed. She can make attacks against creatures with her reach during this movement, up to the number of attacks she’s entitled to with a full attack. Each attack is made at her highest attack bonus, and must target a different creature. This movement provokes attacks of opportunity as normal. This deed replaces superior feint and targeted strike.

Charmed Life +4 (4/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Dervish Dance Use Dex modifier instead of Str for damage with swashbuckler finesse.
Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbuckler's finesse and all abilities that refer to such as weapon.

Marshal (Mythic) Abilities
Mythic Power (7/day) Use this power to perform your mythic abilities.
Commanding Entrance (10 ft. radius) (Ex) Spend 1 power when entering an area to influence attitudes of those near you.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Rally (Su) As a swift action, use 1 power to grant allies in 30 ft a d20 reroll before your next turn.
Surge (1d6) (Su) Spend 1 mythic point to increase any d20 roll by the listed amount.
Amazing Initiative (Ex) 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.
Distracting Assailant (Ex) You make a barrage of attacks and quick feints that are so distracting your opponent loses focus against all other assailants. Whenever you successfully strike a foe with a melee weapon or natural attack, you can expend one use of mythic power as a swift action. For 1 round, that opponent loses its Dexterity bonus to AC on all attacks against it other than yours. While this ability is in effect, any allies who flank that foe gain a +4 bonus on attack rolls against it, instead of the normal +2. While the opponent is affected by this ability, each time you hit it, the duration increases by 1 round. This effect automatically ends if your turn ends and the target is not within your melee reach.

Abilities from Feats
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Scorching Weapon +2 Saving bonus against fire, red-hot weapon as a swift action that deals 1 pts fire damage
Inner Flame +4 Saving throw, 1d6 fire damage on Scorching Weapon
Extra Panache +2 to Panache from Level 8 bonus feat

Abilities from Traits
Child of Light Gain the ability to cast endure elements 1/day

Mechanics for Leila:

Strength w/ Muleback Cords: 16

Feats

Dodge: Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility: Prerequisites: Dex 13, Dodge.

Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Combat Reflexes:

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Improved Critical: (Benefit gained at Level 5)

Benefit: When using the weapon you selected, your threat range is doubled.

Swashbuckler Weapon Training:

At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Spring Attack:

Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Scorching Weapon:

Benefit: You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.

Inner Flame:

Benefit: Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.

Traits

Fiery Dominance (Plane of Fire): Raised among the efreet of the Plane of Fire, you developed a similarly assured sense of superiority over people from other backgrounds. You gain a +1 trait bonus on Intimidate checks against humanoids of a subtype different from your own (or all non-human humanoids, if you are not a humanoid), and the DC for such creatures to demoralize you with Intimidate is 2 higher than usual.

Nightstalls Escapee: The slavers of Katapesh were determined to sell you as living property, but you had other plans. You know not whether your slavers hunt you still, but you are careful about whom you trust and you always sleep with one eye open. You need to sleep only 4 hours to get a full night’s rest (restoring 1 hit point per character level). You do not receive extra benefits for sleeping additional hours, and you must still rest for 24 hours to receive the benefits of complete bed rest.

Child of Light: The warmth of fire and the light of a hot day ease your soul and body. 1/day spell-like ability to cast endure elements

--------------------
Special Abilities
--------------------

Panache: 4

Merciful (Ex)

While violence is sometimes necessary to cleanse evil, dervishes rarely revel in a foe's defeat. A whirling dervish does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal.

Additionally, she gains 1 panache point if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender.

This ability alters panache.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewerHit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.
Menacing Swordplay (Ex) : At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.

Silver Scale:
The scale can be used three times per day to activate any of five powers: Cloudwalking, Disguise, Lay on Hands, Resistance, or Sacred Weaponry.

Cloudwalking: As a standard action, a scale can be used to cast levitate with a caster level of 20. A pillar of roiling clouds rises below the levitating object or creature, growing or shrinking with the target's altitude. This pillar is 5-ft in diameter (regardless of the target's size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Disguise: As a standard action, a scale can be used to cast alter self with a caster level of 20. While disguised, in addition to the standard effects of the spell, the target gains a +4 bonus on Bluff checks made against evil creatures.

Lay on Hands: The scale can be activated to provide lay on hands as per the paladin ability. This ability functions as if the bearer had a paladin level equal to his character level.

Resistance: As an immediate action, the scale can be used to cast resist energy with a caster level of 20 - but only against electricity or cold.

Sacred Weaponry: As a swift action, the scale can be used to cast align weapon with a caster level of 20 - but only to align the weapon lawful or good. Unlike a normal align weapon this effect can be cast on an unarmed strike or natural weapon.

Gear:

--------------------

Gear:

Weapons: Cold Iron Scimitar +1
Armor: Masterwork Mithral armor
Belt: Belt of Incredible Dexterity
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband: Headband of vast intelligence (skill: Sense Motive) +2
Neck: Amulet of natural armor +1
Ring:
Ring:
Shield:
Shoulders: Cloak of Resistance +2, Muleback Cords w/ Bull's Strength
Wrist:

Artifact: Silver Scale:

Righteous Medal of Clarity: Grants a +2 sacred bonus on saves against insanity or confusion effects.

Mundane Gear:

Red scarf with strands of bright reds and yellows, worn on her head / tying her hair back / around her neck / like a shawl / draped over someone she's shamelessly flirting with

Rings. A couple of them. Gaudy as hell and basically worthless.

A couple of bracelets. The same as the rings.

A necklace; this looks finely crafted. From a silver chain, three slivers of crystal dangle; they were clearly broken off from a larger piece, and have not been cut into perfection.

In the Masterwork Backpack: Bedroll, Blanket, Journal, Inkpen, (1) Vial of Ink, (50 ft) Twine, Masterwork Pipes, Potion Bandolier, Bag of Holding III Link

Money: 3576 gp

Claimed Loot Value: 8925 gp

Claimed Loot: