Half-Orc

Stavin GrotGrub's page

No posts. Alias of Jovich.


Full Name

Stavin

Race

Half Orc

Classes/Levels

Bard 4 (Archaeoligist), Unchained Rogue 10, Dark Delver 3

Gender

Male

Size

Medium

Age

21

Special Abilities

Sneak Attack, Finesse Training, Trapfinding, Evasion

Alignment

NG

Deity

None

Languages

Common, Orc, Draconic, Goblin, Giant

Occupation

Relic Hunter

Strength 13
Dexterity 22
Constitution 16
Intelligence 20
Wisdom 12
Charisma 16

About Stavin GrotGrub

Staven (GrotGrub)
Male 1/2 Orc
Bard 4(Archaeologist) Unchained Rogue 10 Dark Delver 3
Favored Class: Bard Skill Points

Stats:

Size / Type: Medium Humanoid (ORC)
Alignment: NG
Deity: None
Age: 21
Speed: 30 Ft.
Initiative: +8 (+6 Dex +2 Trait)
Senses: Perception +33 (+43 vs Traps), Darkvision 120 (see in Darkness)
Languages: Common, Orc, Draconic, Goblin, Giant
Attributes
STR 13 (+1) (+1:16th)
DEX 22 (+6) (+3:4th, 8th, 12th, +4 Enhancement)
CON 16 (+3) (+4 Enhancement)
INT 20 (+5) (+2 Race, +4 Enhancement)
WIS 14 (+2) (+2 Enhancement)
CHA 16 (+3) (+4 Enhancement)

Offense
BAB: +12/+7/+2
Range: +18/+13/+8
Melee: +13/+8/+3
Finesse: +18/+13/+8
Sneak Attack +6d6 (5d6+1d6 feat)

Single Attacks
Throwing Daggers (Range 10)
Attack: 1d20 + 18 (+12 BAB + 0 Str + 6 Dex +0 Weapon Focus)
Damage: 1d4 + 1 (+1 Str) Crit: 17-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead

Rapier +2 (bane vs Giants)
Attack: 1d20 + 20/15/10 (+12 BAB + 0 Str + 6 Dex +2 Magic)
Damage: 1d6 + 8 (+6 Dex +2 Magic) Crit: 15-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead

Bane Vs Giant +4
Attack: 1d20 + 22/17/12 (+12 BAB + 0 Str + 6 Dex +2 Magic +2 Bane)
Damage: 3d6 + 10 (+6 Dex +2 bane +2 magic) Crit: 15-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead

Hand Crossbow (Range 30)
Attack: 1d20 + 18/+13/+8 (+12 BAB + 0 Str + 6 Dex)
Damage: 1d4 Crit: 19-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead

Dagger +1 of Icy Burst, Brenya's Love
Attack: 1d20 + 19/14/9 (+12 BAB + 0 Str + 6 Dex +0 Weapon Focus +1 Magic)
Damage: 1d4 + 2 +1d6 Cold (+1 Str +1 Magic) Crit: 17-20x2 +1d10 Cold Damage on a confirmed critical hit.
+5 Attack and Damage vs. Constructs, Oozes and Undead

Dagger +8 Black Blade
Attack: 1d20 + 26/21/16 (+12 BAB + 0 Str + 6 Dex +0 Weapon Focus +8 Magic)
Damage: 1d4 + 9 (+1 Str +8 Magic) Crit: 17-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead

Two Weapon Fighting
Rapier +2 bane vs Giants (Main)
Attack: 1d20 + 18/13/8 (+12 BAB + 0 Str + 6 Dex +2 Magic -2 TWF)
Damage: 1d6 + 8 (+6 Dex +2 magic) Crit: 15-20x2
Vs Giant +4
Attack: 1d20 + 20/15/10 (+12 BAB + 0 Str + 6 Dex +2 Magic +2 Bane -2 TWF)
Damage: 3d6 + 10 (+6 Dex +2 Magic +2 Bane) Crit: 15-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead

Two Weapon Fighting (Off)
Dagger +8 Black Blade
Attack: 1d20 + 24/19/15 (+12 BAB + 0 Str + 6 Dex +0 Weapon Focus +8 Magic -2 TWF)
Damage: 1d4 + 9 (+1 Str +8 Magic) Crit: 17-20x2
+5 Attack and Damage vs. Constructs, Oozes and Undead
or
Dagger +1 of Icy Burst, Brenya's Love
Attack: 1d20 + 17/12/7 (+12 BAB + 0 Str + 6 Dex +0 Weapon Focus +1 Magic -2 TWF)
Damage: 1d4 + 2 +1d6 Cold (+1 Str +1 Magic) Crit: 17-20x2 +1d10 Cold Damage on a confirmed critical hit.
+5 Attack and Damage vs. Constructs, Oozes and Undead

Defense
HP: 158 (17d8 + 3 Con per Level)
AC: 34/38 vs. Giants (+4 Catskin Leather Armor of Defiant: Giant, Burgler's Buckler of Defiant: Giant +4 )
(10 Base + 6 Dex + 2 Armor +3 Natural Armor + 3 Deflection +8 Magic +1 Shield +1 Insight)+5 dodge vs. Traps +5 Comp vs Traps +1 Shield:Two-Weapon Defense +4 vs Giants(Defiant) (Damge Reduction 2/-)

Touch: 19 (10 Base + 6 Dex + 0 Armor +0 Natural Armor + 3 Deflection +0 Magic +0 Shield)+5 dodge vs. Traps +5 Comp vs Traps

Flat-Footed: 22/24 vs Giants (10 Base + 0 Dex + 2 Armor +3 Natural Armor +3 Deflection +4 Magic +0 Shield)+5 dodge vs. Traps +5 Comp vs Traps +2 vs Giants (Defiant) Damage reduction 2/- vs giants
Can not be caught flat footed. Flanked only by Rogues of 15th Level or higher (Bard 4 + Rogue 7 + 4 levels)

CMB: +13 (12 BAB + 1 Str)
CMD: 29 (10 Base + 12 BAB +1 Str + 6 Dex)

Fort: +11 (+5 Base +3 Con +3 Res)
Refl: +22 (+13 Base +6 Dex +3 Res) +10 Vs.Traps
Will: +13 (+8 Base +2 Wis +3 Res)


Skills:

Per Level Rogue/10: 12 (8 Base +4 Int) :120
Per Level Bard/4: 11 (6 Base +4 Int +1 Favored Class) :44
Per Level Dark Delver/3: 12 (8 Base +4 Int) :36
Skills List: 188
Acrobatics: +30 (+17 Ranks +3 Class Skill +6 Dex +5 Comp)
Appraise: +13 (+5 Ranks +3 Class Skill +5 Int)
Bluff: +11 (+2 Ranks +3 Class Skill +3 Cha +3 Comp) +5 vs. Constructs, Oozes and Undead
Climb: +20 (+11 Ranks +3 Class Skill +1 Str +5 Comp)
Craft: +5 (+0 Ranks +5 Int)
Diplomacy: +11 (+2 Ranks +3 Class Skill +3 Cha +3 Comp)
Disable Device: +40 (+17 Ranks +3 Class Skill +6 Dex +2 Circumstance +2 Clever Explorer +1 Master Explorer +5 Trapfinding +4 Competence) CAN TAKE 10 ALWAYS
Disguise: +13 (+4 Ranks +3 Class Skill +3 Cha +3 Comp)
Escape Artist: +20 (+5 Ranks +3 Class Skill +6 Dex +6 Comp)
Fly: +6 (+0 Ranks +0 Class Skill +6 Dex)
Handle Animal: +6 (+0 Ranks +0 Class Skill +3 Cha +3 Comp)
Heal: +2 (+0 Ranks +2 Wis)
Intimidate: +8 (+0 Ranks +0 Class Skill +3 Cha +2 Racial +3 Comp)
Knowledge (arcana): +21 (+10 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (dungeoneering): +16 (+5 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (engineering): +12 (+1 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (geography): +12 (+1 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (history): +28 (+17 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (local): +12 (+1 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (nature): +12 (+1 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (nobility): +12 (+1 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (planes): +16 (+5 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Knowledge (religion): +12 (+1 Ranks +3 Class Skill +5 Int +3 Bardic Knowledge) +5 vs. Constructs, Oozes and Undead
Linguistics: +11 (+3 Ranks +3 Class Skill +5 Int)
Perception: +34 (+17 Ranks +3 Class Skill +2 Wis +2 Clever Explorer +1 Master Explorer +5 Bonus +4 Bonus:Alertness)+5 vs. Traps, +5 Comp vs Traps, +5 vs. Constructs, Oozes and Undead +5 vs Invisiblity, +3 vs. Surprise
Perform (any): +6 (+0 Rank +3 Cha +3 Comp)
Profession (any): +2 (+0 Rank +2 Wis)
Ride: +6 (+0 Ranks +0 Class Skill +6 Dex)
Sense Motive: +26 (+17 Ranks +3 Class Skill +2 Wis +4 Bonus:Alertness) +5 vs. Constructs, Oozes and Undead
Sleight of Hand: +10 (+1 Ranks +3 Class Skill +6 Dex)
Spell Craft: +23 (+12 Ranks +3 Class Skill +5 Int +1 Trait +2 Magical Aptitude)
Stealth: +31 (+17 Ranks +3 Class Skill +6 Dex +5 Comp) CAN TAKE 10 ALWAYS
Survival: +2 (+0 Ranks +0 Class Skill +2 Wis) +5 vs. Constructs, Oozes and Undead
Swim: +6 (+0 Ranks +0 Class Skill +1 Str +5 Comp)
Use Magic Device: +31 (+17 Rank +3 Class Skill +3 Cha +1 Trait +4 Magical Aptitude +3 Comp)

Traits:

Reactionary +2 Initiative
Artifact Hunter Trait +1 Spell Craft, +1 Use Magical Device

Feats:

Magical Aptitude
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Point Blank Shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Accomplished Sneak Attacker
Benefit(s): Your sneak attack damage increases by 1d6.

Two Weapon Fighting

Improved Two Weapon Fighting

Greater Two Weapon Fighter

Improved Critical: Rapier

Rogue Talent: Fast Stealth
Rogue Talent: Combat Trick: Improved Critical: Dagger
Rogue Talent: Combat Trick: Critical Focus
Rogue (BARD) Talent: Combat Trick: Two-Weapon Defense

FEAT:


Racial Abilities:

+2 Int
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:

Rogue
Sneak Attack +5d6 +1d6(feat)

Trapfinding: +5
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.

Finesse Training (Ex) Rapier
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. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
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.

Rogue Talents:3
Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Combat Trick:
Benefit: A rogue who selects this talent gains a bonus combat feat.
Improved Critical: Dagger
Benefit: When using the weapon you selected, your threat range is doubled.
Rogue Talent: Offensive Defensive: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.
Advanced Talent: See in Darkness:The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Combat Trick:
Benefit: A rogue who selects this talent gains a bonus combat feat.
Critical Focus
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Advanced Rogue Talent: 1
See in Darkness:The creature can see perfectly in darkness of any kind, including that created by deeper darkness.

Danger Sense (Ex)+3
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).

Debilitating Injury (Ex)
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.

Bewildered: -2 AC/ -6 AC vs me
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. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: -2 Attack/ -6 Attack vs me
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. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

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.

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.

Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Perception:
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

15 Ranks:You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.

Rogue’s Edge (Ex)
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Disable Device:
5 Ranks: 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.

10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.

15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).

Bard
Archaeologist’s Luck (Ex) +1 for 6 rounds/Day
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex)+2
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Uncanny Dodge (Ex)
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

Bardic Knowledge (Ex) +2
This ability is identical to the bard ability of the same name. Levels in this class stack with levels in any other class that grants bardic knowledge or a similar ability.

Rogue Talents: 1
Combat Trick: Two-Weapon Defense
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Evasion (Ex)

Dark Delver
Master Explorer (Ex) +1
A Dark Delver adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. A Dark Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a fullround action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps.

Surefooted (Ex)
Starting at 2nd level, a Dark Delver can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally.

Trap Sense(Ex) +1
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Thrilling Escape (Ex)
At 3rd level, a delver can attempt to delay a trap immediately after triggering it. To use this ability, he attempts a Disable Device check as an immediate action against the trap’s Disable Device DC; if he’s successful, the trap’s activation is delayed until the end of his next turn. The delver can attempt this check even if the trap was triggered by a failed Disable Device check. The delver can do this once per day at 3rd level, twice per day at 7th level, and three times per day at 9th level.

Guardbreaker (Ex) +2
At 3rd level, a Pathfinder delver’s familiarity with the strange guardians often left in tombs allows him to attack them more effectively. He can treat his trap sense bonus as if it were a favored enemy bonus against constructs, oozes, and undead; this bonus stacks with any favored enemy bonuses gained from ranger levels or similar class features.


Magical Items:

Belt: Belt of Physical Might+4 (Dex & Con)
Body: Xorn robes
Chest: Vest of Escape
Eyes: Deathwatch Eyes
Eyes: Spectacles of Understanding (not Worn)
Feet: Boots of the Winterland, Boots of the Burglar
Hands: Gloves of Swimming and Climbing
Head: Circlet of Persuasion
Headband: Headband of Mental Prowess +4 (Int & Cha, 15 ranks in KN:Planes)
Neck: Amulet of Natural Armor +3
Ring: Left: Ring of Protection +3
Ring: Right: Ring of Swarming Stabs
Ring: Scholar’s Ring (not worn)
Ring: Sustenance (not worn)
Shoulder: Cloak of Resistance +3
Wrists: Sleeves of Many Garments

Universal Solvent x10
Hat of Disguise, Greater
Traveler's Anytool
Immovable Rod x2
Field Scrivener's Desk

Rapier +2 Giant Bane
Dagger +1 of Icy Burst, Ghost Touch(1/day)
The fire-blackened blade of this hopeknife bears the inscription “my love” in stark silver and glows with light equivalent to a light spell when drawn. Brinya’s Love is a +1 dagger infused with the soul of the fallen hero Rodrik Grath and the tears of his fiancee Brinya Kelver. Once per day on command, the wielder can grant the weapon the ghost touch weapon special ability for 1 minute. During this time, Brinya’s Love sheds light equivalent to a daylight spell and the wielder gains a +3 sacred bonus to his CMD against disarm and sunder attempts directed at the hopeknife.

Blackblade Dagger +8 Sentient Artifact
Skills:
Spellcraft 12, Knowledge Devils 15, Knowledge Arcana 12, Knowledge Demons 10, Knowledge Religion 10
Special Abilities:
Black Light 2/day Standard Action
Life Drain 3/day can drain 3d8hp on a hit to heal self. Swift Action
Parasitic touch 2/day can transfer spell effect on target to self. Have to know which effect or it is random. Standard Action
Penetrate 1/day Automatic hit. Crits on 19-20

Wand of Alarm ??? Used 1 charge
Wand of Chill Metal 50Ch
Wand of Magic Missile 47Ch
Wand of Flaming Sphere 09Ch
Wand of Cure Light Wounds 33Ch
Wand of Cat's Grace 50Ch
Wand of Invisibility 38Ch
Heward's Handy Haversack
Scroll of Mirror Image
Scroll of Fire Shield Lvl 7
Potion of Cure Light Wounds x2
Potion of Cure Serious Wounds x10
Potion of heroism
Potion of Neutralized Poison
Potion of Pass wihtout Trace x2
Potion of Haste x3
Potion of blink
Anti Venom x2
Elixir of Tumbling
Catskin Leather Armor +4 (+5 Shadow, +5 Acrobatics, Defiant:Giants)
Dusty Rose Prism Ioun Stone: +1 Insight to AC
Dark Blue Rhomboid Ioun Stone: Alertness
Incandescent Blue Sphere : +2 Wisdom
Bottle of Air

Burgler's Buckler +4 (Defiant:Giants)
Rapier +2
Staff of Understanding
Harold the Rope. Modified Rope of Climbing FF1/day

Wand of Intensified Snowball (10d6) 42 charges from Lynn


Equipment:

Cold Weather Gear
Back Pack
Bandolier x2
Caltrps x2
Map Case x2
Chalk x10
Marbles x2
Oil x2
Belt Pouch x2
Silk rope 50'
Pitons x4
Hammer
Water Skin
Whet Stone
Masterwork Thieves Tools x2
Dagger x4
Rapier +1 Giant Bane
Silver Dagger
Hand Crossbow
10 silver bolts
10 cold iron bolts
26 Regular Bolts
Hydra Blood
Evil elf wingsx4
Hag Blood
Drake Talon
Drake Wing Leather


Background:

Appearance:
Height: 5'4"
Weight: 150
Eye color: Black
Hair color: Black
Skin:
Haircut:
Build:

Personality:

Goals:

Platinum:0
Gold:15,141
Silver: 8
Copper: 8
Gems:

Spells:

Spells Per a Day:
1st:4 (DC:13) 2nd:2 (DC:14)
Known Spells
Level 0:6
Detect Magic
Read Magic
Mage Hand
Open/Close
Mending
Message
Level 1:4
Cure Light Wounds
Detect Secret Doors
Feather Fall
Comprehend Languages
Level 2:2
Cat's Grace
Invisibility