Almah Rovshki

Valanthe of the Pomarj's page

306 posts. Alias of Corsario.


Full Name

Valanthe of the Pomarj

Race

Illusionist Wizard 12 |

Classes/Levels

HP 88/77 | AC 17 T 15 FF 14 CMD 23 | F +11 R +9 W +16/+17 (+4 poison and fear HF +4 enchantment EF) | Init +8 | Perc +22 (Darkvision) | Spent MP: 2/7 | Status: Normal

Gender

Female Human (Varisian) Gestalt Cleric of Desna /

Size

Medium

Age

32

Alignment

Chaotic Good

Deity

Desna

Location

Varisia

Languages

Abyssal, Celestial, Common, Cyclops, Draconic, Giant, Infernal, Thassilonian, Undercommon, Varisian

Occupation

Historian and Adventurer

Strength 10
Dexterity 14
Constitution 10
Intelligence 22
Wisdom 20
Charisma 14

About Valanthe of the Pomarj

Valanthe, daugther of the Pomarj Varisian clan, was raised hearing the old histories of the grandmother, diviner and sage, Madame Mvashti, Sandpoint elder, when she spend several years of her childhood and early youth under her care.
So when she reached the age to travel by herself she moved on, and started visiting places all around Varisia, trying to gather all the information she could about the origins, history, customs and state of the Varisian people.
Preserve the Varisian traditions, customs and teachings have become an important think for her, a driving force in her life and actions.
To do it she has become an accomplished wizard and devout follower of Desna, able to travel far and wide (as her Desna religion commands) and learn about her roots.
In her investigations she has become more and more intrigued about the old Thasillonian empire, and the relationship of the Varisian's origin with it.
Now, 32 years old, she is realizing she looks better, and younger, than she would. She don't know why, and that is starting to worry her. Why? It is something she did? It is something she is?
And her clan, the Pomarj, has been falling into hard times. Their caravans raided, their sages missing, her children less and less. It is consequence of bad luck, or an enemy striking from the shadow? (Mysteries to be used by the DM).
But don't get confused. She is not "ivory tower" scientist. Her motivation is the defense of the Varisian people. Her people. And she is willing to lay her life out for them. To study their culture is a way for her to help them save their future.
---
General notes: I wanted to fill the "Arcane caster" role in the party, so I went for Wizard. In avoiding the familiar I went with the Bonded Object option, a ring, taking advantage that with the Automatic progression rules I don't need so many magic items slots.
For her School I went for Shadow Illusion. I know it is complex, and it requires the player to be very creative, and the DM has a big authority about the effects of the spells, but I think that can be fun.
To complement it, and taking advantage of Gestalt, originally I went for a Martial Class. A ranger, able to travel sounded like a fitting choice. But later I changed, to fill the need for a Healer, with a Cleric of Desna.
---
Female Human (Varisian) Gestalt Illusionist Wizard / Cleric of Desna 12
CG Medium Humanoid (Human)
Init +8 (+2 DEX +4 Feat +2 Trait); Senses Perception +22 Darkvision 60'
=================================================
SPENT RESOURCES
=================================================
Mythic Power 7/day: Used 1
Mythic Legendary Ring Power 2/day: Used 0.
Blinding Ray (Sp) 12/day: Used 0
Invisibility Field (Sp) 12 rounds/day: Used 2
Bonded Ring Extra Spell (1/day): Used 0
Door Sight (Su) See as if using clairvoyance walls an doors(8/day): Used 1
Dimensional Hop (Sp) Teleport as a move action (120'/day): Used 0
Liberation (Su) move normally as with Freedom of Movement (12 rounds/day): Used 0
Freedom's Call (Su) 30-foot aura, allies are not affected by many conditions. (12 rounds/day): Used 0
Channel Positive Energy 8d6, DC 18, 30' Spread. (7/day): Used 2
Quick Runner's Shirt extra move (1/day): Used 0
Bonded Legenday Metamagician Ring (Bonded) cast known spell without preparing it 1/day: Used 0
Bonded Legenday Metamagician Ring (Metamagician) add spontaneous Metamagic feat 2 levels/day: Used 0
Pearl of Power 1st Level 2/day: Used 0
Lesser Piercing Metamagic Rod 3/day: Used 0
Lesser Reach Metamagic Rod 3/day: Used 0
Lesser Silent Metamagic Rod 3/day: Used 0
Wand of Grease (Wizard/1st): Charges 50
Wand of Cure Light Wounds (Cleric/1st): Charges 37
Wand of Heightened Awareness (Wizard/1st): Charges 49
Blessing of Arshea: 1 time, DM boon.
=================================================
DEFENSE
=================================================
AC 17, Touch 14, Flat-footed 15 (+2 Armor, +2 Deflection, +2 Dex, +1 Natural)
CMD 23 (10 +9 BAB +0 STR +2 DEX +0 Size +2 Deflection), Flat Footed CMD 21 (10 +9 BAB +0 STR +0 Size +2 Deflection)
HP 77 (12d8) (+3 Mythic) - +11 Temporary with Heroes' Feast
Fort +11 (8 Cleric +3 ABP), Ref +9 (4 Cleric +2 DEX +3 ABP), Will +16/+17 (8 Cleric +5 WIS +3 ABP) - +1 morale to Will, +4 vs. Poison and Fear with Heroes' Feast, +4 vs. enchantment effects with Enchantment Foil
Defensive Abilities Hard to Kill (Ex)
Invisibility Field (Sp)
Magic Item Spell-Like Abilities Feather Fall (Ring of Feather Falling, automatically after falling more than 5')
=================================================
OFFENSE
=================================================
Speed 40 ft. (+10' Travel Domain), Fly 40' (Overland Flight Spell), Dimensional Hop (Sp) (120'/day), Liberation (Su) (12 rounds/day)
Base Atk +9/+4; CMB +9 (+9 BAB)
All attacks with +1 Morale Bonus with Heroes' Feast active.
Melee Starknife +2 (ABP) +11/+6 (1d4+2/x3)
Ranged Starknife +2 (ABP) +13/+8 (1d4+2/x3) 20' Range
Melee Longspear +9/+4 (1d8/x3) (Brace, Reach)
Ranged Acid flask +11 (Touch) (1d6x20) Range 10', 1 splash damage
Ranged Alchemist's fire flask +11 (Touch) (1d6/x2) Range 10', 1 splash damage
Ranged Alkali flask +11 (Touch) (1d6x2) Range 10'
Ranged Tanglefoot bag +11 (Touch) Range 10'
Ranged Thunderstone +11 (Touch) (None) 20' Range
Ranged Blinding Ray (Sp) +11 (Touch) (Blinded/Dazzled) (10/day)
Special Attack Channel Positive Energy (8d6, DC 18, 7/day, 30' Spread)
=================================================
MYTHIC
=================================================
Mythic Path Archmage Tier 1
Wild Arcana (Su) (Standard Action, Mythic Power)
Hard to Kill (Ex)
Mythic Power (Su) 7/day (3 + (1*2) Tier +2 Extra Mythic Power)
Surge +1d6 (Su) (Immediate Action)
Mythic Abilities:
Tier 1: Legendary Item (Ex)
Mythic Feats:
Tier 1: Extra Mythic Power - +2 Mythic Power
Ring Legendary Item (Also Wizard's Bonded Object)
- Mythic Bond: A legendary item is typically bonded to a single mythic creature.
- Legendary Power: All legendary items contain a pool of power—at least two uses that recharge each day.
- Legendary Surge +1d6: Similar to the character's surge ability. On a ring it can be used for saving throws, concentration checks or caster level checks.
Legendary Item Abilities:
Tier 1: Metamagician - This ability allows a spellcaster to apply a metamagic feat she knows to a spell as she casts it. She must expend a number of uses of legendary power equal to the increase of spell level the metamagic feat usually applies (minimum 1). This metamagic feat is applied spontaneously and without changing the casting time.
=================================================
ACTIVE SPELLS
=================================================
Full Description
On all the group:

  • Extended Status Divination: 24 hours.
  • Extended Trail of the Rose Illusion (Phantasm): 24 hours.
  • Heroes' Feast Conjuration (Creation): 12 hours.
  • Extended Telepathic Bond Divination: 2 times for a total of 8 hours.
    On herself:
  • Contingency Evocation: 14 days.
  • Extended Darkvision Transmutation: 24 hours.
  • Extended Enchantment Foil Abjuration: 24 hours.
  • Overland Flight Transmutation: 12 hours.
  • Extended Magic Circle against Evil Abjuration: 2 times for a total of 8 hours.
    On Justinius Redarm:
  • Extended Magic Weapon, Greater Transmutation: 24 hours.
    On Rimy Jim:
  • Extended Magic Vestment Transmutation: 24 hours.
    On Oliver Snow:
  • Extended Darkvision Transmutation: 24 hours.
    =================================================
    STATISTICS
    =================================================
    Point Buy 30: 0 in Str (to 10), 0 in Dex (to 10), 0 in Con (to 10), 17 in Int (to 18), 10 in Wis (to 16), 3 in Cha (to 13)
    Str 10 0 (10 buy)
    Dex 14 +2 (10 buy +4 Automatic)
    Con 10 +0 (10 buy)
    Int 24 +7 (18 buy +4 Automatic +2 Human)
    Wis 20 +5 (16 buy +2 Human +1 Level 4 +1 Level 8)
    Cha 14 +2 (13 buy +1 Level 12)
    Languages Abyssal, Celestial, Common, Cyclops, Draconic, Giant, Infernal, Thassilonian, Undercommon, Varisian
    =================================================
    FEATS
    =================================================
    Improved Initiative (Human) : +4 bonus on initiative checks
    Spell Focus (Illusion) (Wizard Level 1, in exchange of Scribe Scroll) : +1 bonus on save DCs for one school.
    Greater Spell Focus (Illusion) (Level 1) : +1 bonus on save DCs for one school.
    Selective Channeling (Level 3): 2 creatures are not affected by Channel Energy
    Spell Penetration (Level 5) - +2 bonus on level checks to beat spell resistance.
    Greater Spell Penetration (Level 7) - +2 bonus on level checks to beat spell resistance.
    Extra Channel (Level 9) - 2 extra channels / day.
    Still Spell Metamagic (Level 11) - Cast spell without somatic components (+1 level increase).
    Extend Spell Metamagic (Level 5) - Double spell duration (+1 level increase).
    Quicken Spell Metamagic (Wizard Level 10) - Cast spell as a swift action (+4 level increase).
    Extra Mythic Power (Mythic Tier 1) - You gain two extra uses of mythic power each day.
    =================================================
    TRAITS
    =================================================
    Reactionary - You gain a +2 trait bonus on initiative checks.
    Outlander (Lore Seeker) - +1 trait bonus on Knowledge (arcana) checks. Pick three spells on your spell list, they function at +1 caster level, and their save DCs (if any) gain a +1 bonus.
    * Disguise Self
    * Grease
    * Touch of Gracelessness
    =================================================
    MAGIC
    =================================================
    Range: Close 55' (25' + 5'/2l), Medium 220' (100' + 10'/l), Long 880' (400' + 40'/l)
    Illusion spells gets a +2 to DC for Normal and Greater Spell Focus (Illusion) and 5 rounds extra duration when it's concentration with Extended Illusions..
    Wizard
    Arcane School Illusion
    Opposition Schools: Enchantment and Necromancy.
    Caster Level: 12th
    Caster Level Check for SR: 1d20+16 (+12 Level +4 Normal and Greater Spell Penetration)
    Concentration Check: 1d20+20 (+12 Level +8 INT)
    (*) Illusion School Bonus Prepared Spell
    Known Spells:
    Level 6 (4)
    Antimagic Field Abjuration
    Forceful Hand Evocation (Force)
    Permanent Image Illusion (Figment)
    Veil Illusion (Glamer)
    Level 5 (7)
    Overland Flight Transmutation
    Persistent Image Illusion (Figment)
    Phantasmal Web Illusion (Phantasm)
    Shadow Evocation Illusion (Shadow)
    Telekinesis Transmutation
    Telepathic Bond Divination
    Wall of Force Evocation (Force)
    Level 4 (6)
    Arcane Eye Divination (Scrying)
    Black Tentacles Conjuration (Creation)
    Dimension Door Conjuration (Teleport)
    Invisibility, Greater Illusion (Glamer)
    Resilient Sphere Evocation (Force)
    Wandering Star Motes Illusion (Pattern)
    Level 3 (8)
    Haste Transmutation
    Invisibility Sphere Illusion (Glamer)
    Magic Circle against Evil Abjuration
    Magic Weapon, Greater Transmutation
    Resist Energy, Communal Abjuration
    Sepia Snake Sigil Conjuration (Creation)
    Sleet Storm Conjuration (Creation)
    Stinking Cloud Conjuration (Creation)
    Level 2 (11)
    Book Ward Abjuration
    Darkvision Transmutation
    Disguise Other Illusion (Glamer)
    Glitterdust Conjuration
    Gust of Wind Evocation
    Haunting Mists Illusion (Figment)
    Invisibility Illusion (Glamer)
    Mirror Image Illusion (Figment)
    Phantom Trap Illusion (Glamer)
    Rope Trick Transmutation
    Twilight Haze Illusion (Shadow)
    Level 1 (12)
    Alarm Abjuration
    Color Spray Illusion (Pattern)
    Comprehend Languages Divination
    Disguise Self Illusion (Glamer)
    Enlarge Person Transmutation
    Grease Conjuration (Creation)
    Hold Portal Abjuration
    Identify Divination
    Illusion of Calm Illusion (Figment)
    Silent Image Illusion (Figment)
    Touch of Gracelessness Transmutation
    Unseen Servant Conjuration (Creation)
    Level 0 (18)
    Acid Splash Conjuration (Creation)
    Arcane Mark Universal
    Dancing Lights Evocation
    Detect Magic Divination
    Detect Poison Divination
    Flare Evocation
    Ghost Sound Illusion (Figment)
    Haunted Fey Aspect Illusion (Glamer)
    Light Evocation
    Mage Hand Transmutation
    Mending Transmutation
    Message Transmutation
    Open/Close Transmutation
    Prestidigitation Universal
    Ray of Frost Evocation
    Read Magic Divination
    Resistance Abjuration
    Spark Evocation

    Normal Spell List:
    Level 6 (2+1/day)
    Forceful Hand Evocation (Force) (V,S,F); No ST; SR: Yes; Std, Medium, 10' hand, 1 r/l (2 times)
    (*) Permanent Image Illusion (Figment) (V,S,F); ST: DC 26 Will dis; SR: No; Std, Long, 20' cube + 10' cube/l, Perm
    Level 5 (3+1/day)
    Overland Flight Transmutation (V,S); ST: DC 23 Will neg (h); SR: Yes (h); Std, Personal, You, 1 h/l (Cast at the start of the day)
    (*) Phantasmal Web Illusion (Phantasm) (V,S); ST: DC 25 Will dis -> Fort part; SR: Yes; Std, Medium, 1 crea/l 30' apart, 1 r/l
    Shadow Evocation Illusion (Shadow) (V,S); ST: DC 25 Will dis; SR: Yes; Std, Varies, Varies, Varies
    Wall of Force Evocation (Force) (V,S,M); No ST; SR: No; Std, Close, Wall 10' square/l, 1 r/l
    Level 4 (5+1/day)
    Arcane Eye Divination (Scrying) (V,S,M); No ST; SR: No; 10 m, Unlimited, Magical sensor, 1 m/l
    Black Tentacles Conjuration (Creation) (V,S,M); No ST; SR: No; Std, Medium, 20' spread, 1 r/l
    Dimension Door Conjuration (Teleport) (V); ST: DC 22 Object Will neg; SR: Yes (obj); Std, Long, You and touched 1/3l crea, Instantaneous
    Extended Magic Circle against Evil Abjuration (V,S,M); ST: DC 21 Will neg (h); SR: No; Std, Touch, 10' emanation, 20 m/l (2 times) - Cast during the day
    (*) Wandering Star Motes Illusion (Pattern) (V,S,M); ST: DC 24 Will neg (jumps); SR: Yes; Std, Close, 1 crea and special, 1 r/l
    Level 3 (6+1/day)
    Haste Transmutation (V,S,M); ST: DC 21 Fort (h); SR: Yes (h); Std, Close, 1 crea/l 30' apart, 1 r/l (32 times)
    (*) Invisibility Sphere Illusion (Glamer) (V,S,M); ST: DC 23 Will neg (h); SR: Yes (h); Std, Personal, 10' emanation, 1 m/l
    Resist Energy, Communal Abjuration (V,S); ST: DC 21 Fort neg (h); SR: Yes (h); Std, Touch, Crea touched, 10 m/l divided
    Sleet Storm Conjuration (Creation) (V,S,M); No ST; SR: No; Std, Long, 40' radius cilinder, 20' high, 1 r/l
    Stinking Cloud Conjuration (Creation) (V,S,M); ST: DC 21 Fort neg (1/r); SR: No; Std, Medium, 20' spread, 1 r/l
    Level 2 (6+1/day)
    Darkvision Transmutation (V,S,M); ST: DC 20 Will neg (h); SR: Yes (h); Std, Touch, Crea touched, 1 h/l (Cast at the start of the day)
    Glitterdust Conjuration (V,S,M); ST: DC 20 Will neg (blind); SR: No; Std, Medium, 10' spread, 1 r/l
    Gust of Wind Evocation (V,S); ST: DC 20 Fort neg; SR: Yes; Std, 60', Line shaped, 1 r
    (*) Haunting Mists Illusion (Figment) (V,S); ST: DC 22 Will partial; SR: No; Std, 20', 20' spread, 1 m/l
    Rope Trick Transmutation (V,S,M); No ST; SR: No; Std, Touch, 1 rope, 1 h/l
    Reach (Close) Touch of Gracelessness Transmutation (V,S); ST: DC 20 Fort partial; SR: Yes +1; Std, Close, 1 Crea, 1 r/l+1 (Trait Bonus: +1 CL, +1 DC)
    Twilight Haze Illusion (Shadow) (V,S); No ST; SR: No; Std, Close, 20' spread, 1 r/l
    Level 1 (6+1/day)
    Alarm Abjuration (V,S,F); No ST; SR: No; Std, Close, 20' emanation, 2 h/l
    Disguise Self Illusion (Glamer) (V,S); ST: DC 22 Will dis; SR: No; Std, Personal, Personal, 10 m/l+1 (Trait Bonus: +1 CL, +1 DC)
    Enlarge Person Transmutation (V,S,M); ST: DC 19 Fort neg; SR: Yes; Round, Close, 1 crea, 1 m/l
    Grease Conjuration (Creation) (V,S,M); ST: DC 20 Reflex neg; SR: No; Std, Close, Object or 10' square, 1 m/l+1 (Trait Bonus: +1 CL, +1 DC) (2 times)
    Hold Portal Abjuration (V); No ST; SR: No; Std, Medium, Portal 20'/level, 1 m/l
    (*) Illusion of Calm Illusion (Figment) (V,S); ST: DC 21 Will dis; SR: No; Std, Personal, Personal, 1 m/l
    Level 0 (4/day)
    Detect Magic Divination (V,S); No ST; SR: No; Std, 60', Cone emanation, 1 m/l
    Ghost Sound Illusion (Figment) (V,S,M); ST: DC 20 Will dis; SR: No; Std, Close, Sound, 1 r/l
    Message Transmutation (V,S,F); No ST; SR: No; Std, Medium, 1 cre/l, 10 m/l
    Read Magic Divination (V,S,F); No ST; SR: No; Std, Personal, Personal, 10 m/l

    ---
    Cleric
    Caster Level: 12th
    Caster Level Check for SR: 1d20+16 (+12 Level +4 Normal and Greater Spell Penetration)
    Concentration Check: 1d20+17 (+12 Level +5 WIS)
    * Domain Spells
    Normally Prepared Spells:
    Level 6 | 2+1 spells | DC 21 (+1 Illusion)
    * Dispel Magic (Greater)
    Heal
    Heroes' Feast (Cast at the start of the day for the group)
    Level 5 | 4+1 spells | DC 20 (+1 Illusion)
    Breath of Life
    Cleanse
    Extended Enchantment Foil (Cast at the start of the day)
    * Teleport
    True Seeing
    Level 4 | 4+1 spells | DC 19 (+1 Illusion)
    Blessing of Fervor (3 2 times)
    * Freedom of Movement
    Extended Magic Vestment (Cast at the start of the day for Rimy Jim)
    Level 3 | 5+1 spells | DC 18 (+1 Illusion)
    Align Weapon, Communal
    * Fly
    Prayer (2 times)
    Extended Status (Cast at the start of the day on the group)
    Extended Trail of the Rose (Cast at the start of the day on the group)
    Level 2 | 5+1 spells | DC 17 (+1 Illusion)
    Grace
    * Locate Object
    Silence (2 times)
    Surmount Affliction
    Weapon of Awe
    Level 1 | 6+1 spells | DC 16 (+1 Illusion)
    Detect Evil/Law
    * Expeditious Retreat
    Know the Enemy
    Liberating Command
    Sanctuary (2 times)
    Tap Inner Beauty
    Level 0 | 4 spells | DC 15 (+1 Illusion)
    Create Water
    Light
    Mending
    Stabilize

    =================================================
    SKILLS
    =================================================
    Skills per Level: 10 (+2 Class +7 Int +1 Human)
    Background Skills: 24 Ranks - Craft (Alchemy) and Knowledge (History) 12 each
    Total Ranks: 146 (120 Level +24 Background +2 Favored Class)
    Skill Total Bonus/Conditional Bonus (Ability+Class+Ranks+Others) - Conditionals
    Acrobatics +5 (2+0+3+0)
    Appraise +11 (7+3+1+0)
    Bluff +5 (2+0+0+3 Circlet of Persuasion)
    Climb +0 (0+0+0+0)
    Craft (Alchemy) +22/+23 (7+3+12+0) - +2 with Alchemist's Lab
    Craft (Untrained) +7 (7+0+0+0)
    Diplomacy +9 (2+3+1+3 Circlet of Persuasion)
    Disguise +9 (2+0+4+3 Circlet of Persuasion)
    Escape Artist +2 (2+0+0+0)
    Fly +14/+20 (2+3+9+0) - +6 with Fly Spells
    Handle Animal +6 (2+0+1+3 Circlet of Persuasion)
    Heal +9 (5+3+1+0)
    Intimidate +5 (2+0+0+3 Circlet of Persuasion)
    Knowledge (Arcana) +23 (7+3+12+1 Trait)
    Knowledge (Dungeoneering) +22 (7+3+12+0)
    Knowledge (Engineering) +11 (7+3+1+0)
    Knowledge (Geography) +11 (7+3+1+0)
    Knowledge (History) +22 (7+3+12+0)
    Knowledge (Local) +22 (7+3+12+0)
    Knowledge (Nature) +22 (7+3+12+0)
    Knowledge (Nobility) +11 (7+3+1+0)
    Knowledge (Planes) +22 (7+3+12+0)
    Knowledge (Religion) +22 (7+3+12+0)
    Linguistics (Infernal) +11 (7+3+1+0)
    Perception +22 (5+0+12+5 Lens of the Eagle)
    Perform (String Instruments) +6/+8 (2+0+1+3 Circlet of Persuasion) - +2 with Masterwork Fiddle
    Perform (Untrained) +5 (2+0+0+3 Circlet of Persuasion)
    Ride +2 (2+0+0+0)
    Sense Motive +9 (5+3+1+0)
    Spellcraft +22 (7+3+12+0)
    Stealth +2 (2+0+0+0)
    Survival +5 (5+0+0+0)
    Swim +0 (0+0+0+0)
    =================================================
    EQUIPMENT
    =================================================
    Encumbrance: 30.08 lbs. Light
    Weight Allowance: Light 33 lbs; Medium 66 lbs; Heavy 100 lbs.
    Equipped Magic Items 3 lbs.
    Head: Circlet of Persuasion | 0 lbs | 4500 GP | +3 competence bonus on Charisma-based checks
    Headband: Phylactery of Positive Channeling | 0 lbs | 11000 GP | +2d6 to channeling
    Eyes: Eyes of the Eagle | 0 lbs | 2500 GP | +5 competence bonus on Perception checks
    Neck: Desna Silver Burning Holy Symbol | 1 lbs | 100 GP | Silver Desna Holy Symbol with Continual Flame cast on it
    Shoulders: None.
    Chest: Quick Runner's Shirt | 0 lbs | 1000 GP | 1/day as swift action can take an additional move action to move on his turn
    Body: None.
    Armor: None.
    Belt: None.
    Wrists: Sleeves of Many Garments | 1 lbs | 200 GP | Transform her current garments into any other non-magical set of clothing
    Hands: None.
    Ring Left: Bonded Legenday Metamagician Ring | 0 lbs | 0 GP | Bonded: Cast known spell without preparing it 1/day; Metamagician: Add spontaneous Metamagic feat (2 levels/day)
    Ring Right: Ring of Feather Falling | 0 lbs | 2200 GP | Acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet
    Feet: Sandals of Quick Reaction | 1 lbs | 4000 GP | When acts during a surprise round, can take a standard and a move action
    Other Equiped Gear 27.08 lbs.
    Desna Holy Symbol Tattoo (Left hand palm) | 0 lbs | 100 GP
    Starknife +2 (ABP) | 3 lbs | 24 GP
    Longspear | 9 lbs | 5 GP
    Traveler's Outfit | 5 lbs | 1 GP
    Belt Pouch | 0.5 lbs | 1 GP
    - Freshwater Irregular Pearl (5) | 0 lbs | 50 GP
    - Gold Coins (29) | 0.58 lbs | 29 GP
    Spell Component Pouch | 2 lbs | 5 GP
    - Ivory statuette of herself | 0 lbs | 1500 GP
    - Silver mirror | 0 lbs | 1000 GP
    - Piece of embroidered cloth (2) | 0 lbs | 200 GP
    - Diamond Dust (2,200 gp) | 0 lbs | 2200 GP
    - Eye Ointment (250 gp) (4) | 0 lbs | 1000 GP
    - Special Dust (50 gp) (2) | 0 lbs | 100 GP
    - Jade Dust (25 gp) (4) | 0 lbs | 100 GP
    Spring Loaded Wrist Sheath | 1 lbs | 5 GP
    - Wand of Cure Light Wounds (Cleric/1st) | 0 lbs | 750 GP
    Spring Loaded Wrist Sheath | 1 lbs | 5 GP
    - Wand of Grease (Wizard/1st) | 0 lbs | 750 GP
    Handy Haversack | 5 lbs | 2000 GP
    In Handy Haversack 102.5 lbs.
    Lesser Piercing Metamagic Rod | 5 lbs | 3000 GP | Treats the spell resistance of the target as 5 lower than its actual SR (+1 level)
    Lesser Reach Metamagic Rod | 5 lbs | 3000 GP | One-step increase in their range category (+1 level)
    Lesser Silent Metamagic Rod | 5 lbs | 3000 GP | Cast spell without Verbal component (+1 level)
    Pearl of Power (1st Level) (2) | 0 lbs | 2000 GP | 1/day on command, recall 1 spell prepared and cast
    Wand of Heightened Awareness (Wizard/1st) | 0 lbs | 750 GP
    Universal Solvent (2) | 0 lbs | 100 GP | Dissolve sovereign glue, tanglefoot bags, and all other adhesives
    Scroll of Air Bubble (Wizard/1st) (6) | 0 lbs | 150 GP
    Scroll of Ant Haul (Wizard/1st) (2) | 0 lbs | 50 GP
    Scroll of Comprehend Languages (Wizard/1st) (2) | 0 lbs | 50 GP
    Scroll of Detect Secret Doors (Wizard/1st) (2) | 0 lbs | 50 GP
    Scroll of Identify (Wizard/1st) (2) | 0 lbs | 50 GP
    Scroll of Knock (Wizard/3rd) | 0 lbs | 150 GP
    Scroll of Open/Close (Wizard/1st) (2) | 0 lbs | 25 GP
    Scroll of Touch of the Sea (Wizard/1st) (6) | 0 lbs | 150 GP
    Spellbook 1 (Wizard's/Blank) | 3 lbs | 15 GP | Has Book Ward casted on it, 68 of 100 pages used, Level 4 to 6 spells
    - Bookmark of Deception | 0 lbs | 1500 GP | Make the book look like a torrid romance novel
    - Bookplate of Recall | 0 lbs | 1000 GP | She can summon the book back in case of loss or theft
    Spellbook 2 (Wizard's/Blank) | 3 lbs | 15 GP
    - Lock (Superior) | 1 lbs | 150 GP
    Alchemist's Lab, Portable | 20 lbs | 75 GP | +1 circumstance bonus to Craft (Alchemy) to craft items
    Bedroll | 5 lbs | 0.1 GP
    Candle (10) | 0 lbs | 0.1 GP
    Chalk (1 Piece) (10) | 0 lbs | 0.1 GP
    Chalkboard | 2 lbs | 1 GP
    Grooming Kit | 2 lbs | 1 GP
    Ioun Torch | 0 lbs | 75 GP | Floats overhead providing light as a torch
    Journal | 1 lbs | 10 GP | Protected by the Book Ward spell
    Mirror (Small/Steel) | 0.5 lbs | 10 GP
    Musical Instrument (Fiddle/Masterwork) | 3 lbs | 100 GP | +2 circumstance bonus on Perform (Strings)
    Rations (Trail/Per Day) (10) | 10 lbs | 5 GP
    Sack (2) | 1 lbs | 0.2 GP
    Scrivener's Kit | 1 lbs | 2 GP
    Spell Component Pouch | 2 lbs | 5 GP
    Soap (per lb.) | 1 lbs | 0.5 GP
    Acid (Flask) (5) | 5 lbs | 50 GP | 10' splash weapon, 1d6 acid damage, 1 splash 5', power component
    Alchemical Grease (4) | 4 lbs | 20 GP | +5 alchemical bonus on Escape Artist, CMB to escape a grapple, and to your CMD to avoid being grappled, lasts 4 hours, power component
    Alchemist's Fire (Flask) (5) | 5 lbs | 100 GP | 10' splash weapon, 1d6 fire damage, catch on fire, 1 splash 5', power component
    Alkali (Flask) (4) | 4 lbs | 60 GP | 10' splash weapon, 1d6 acid damage, double against oozes and acid, 1 splash 5'
    Antiplague (2) | 0 lbs | 100 GP | +5 alchemical bonus on Fortitude against disease 1 hour, power component
    Antitoxin (2) | 0 lbs | 100 GP | +5 alchemical bonus on Fortitude against poison 1 hour
    Bloodblock (4) | 0 lbs | 100 GP | +5 alchemical bonus on Heal checks for first aid, caltrops or deadly wounds. Ends a bleed effect
    Liquid Ice (5) | 10 lbs | 200 GP | 10' splash weapon, 1d6 cold damage, 1 splash 5', power component, for 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice
    Smelling Salts | 0 lbs | 25 GP | Grants new saving throw for any spell or effect that rendered unconscious or staggered. While dying, you become conscious and staggered
    Smoke Pellet (2) | 0 lbs | 50 GP | Fill a 5' square with smoke as a smokestick, 1 round only. Ranged touch attack 10' range
    Soothe Syrup (2) | 1 lbs | 50 GP | +5 alchemical bonus to resist nauseated or sickened
    Tanglefoot Bag (5) | 20 lbs | 250 GP | Ranged 10' touch attack entangling the target
    Thunderstone (3) | 3 lbs | 90 GP | 20' ranged touch attack, 10' radius spread DC 15 Fortitude or be deafened for 1 hour
    Tindertwig (10) | 0 lbs | 10 GP
    Twitch Tonic | 0 lbs | 45 GP | Wards against sleep, paralysis, and staggered condition. +2 alchemical bonus for 1 hour or new roll
    Not carried (left at Sandpoint)
    Alchemist's Lab | 40 lbs | 200 GP | +2 circumstance bonus to Craft (Alchemy) to craft items
    Used (no longer carried)
    Buy Spells | 0 lbs | 1350 GP | 5 Level 2 (60 gp. each) + 1 Level 3 (135 gp.) + 1 level 5 (375 gp.) + 1 level 6 (540 gp.)
    Powdered Amber (500 gp) | 0 lbs | 500 GP | Used for Sepia Snake Sigil spell on Spellbook 2
    Special Dust (50 gp) | 0 lbs | 50 GP | Used for Phantom Trap spell on Spellbook 2
    Jade Dust (25 gp) | 0 lbs | 25 GP | Used on a Programmed Image spell
    =================================================
    Wizard Spellbook 1
    =================================================
    Protected by a Bookmark of Deception to make the book look like a torrid romance novel and a Bookplate of Recall so she can summon the book back in case of loss or theft.
    Also has Book Ward casted on it, functioning as Protection from Energy, only protects against acid and fire damage. While the energy protection remains, the item is also completely waterproof (this protection extends to other liquids as well, such as alcohol and oil).
    83 of 100 pages used.
    6th - Antimagic Field, Forceful Hand, Permanent Image, Veil
    5th - Overland Flight, Persistent Image, Phantasmal Web, Shadow Evocation, Telekinesis, Telepathic Bond, Wall of Force
    4th - Arcane eye, Black tentacles, Dimension door, Invisibility (greater), Resilient Sphere, Wandering Star Motes
    =================================================
    Wizard Spellbook 2
    =================================================
    Protected by a Superior Lock, the Phantom Trap spell on it (so the lock looks trapped) and a Sepia Snake Vigil, so when someone "unauthorized" reads it would get paralyzed.
    Also has Book Ward casted on it, too.
    76 of 100 pages used.
    3rd - Haste, Invisibility Sphere, Magic Circle Against Evil, Magic Weapon (Greater), Resist Energy (Communal), Sepia Snake Sigil, Sleet Storm, Stinking Cloud
    2nd - Book Ward, Darkvision, Disguise Other, Glitterdust, Gust Of Wind, Haunting Mists, Invisibility, Mirror Image, Phantom Trap, Rope Trick, Twilight Haze
    1st - Alarm, Color Spray, Comprehend Languages, Disguise Self, Enlarge Person, Grease, Hold Portal, Identify, Illusion of Calm, Silent Image, Touch of Gracelessness, Unseen Servant
    0th - Read Magic, Detect Poison, Light, Spark, Flare, Ray of Frost, Ghost Sound, Open/Close, Message, Dancing Lights, Detect Magic, Mage Hand, Arcane Mark, Haunted Fey Aspect, Acid Splash, Mending, Resistance, Prestidigitation