Jakaw Razorbeak

Yagi Mi's page

287 posts. Organized Play character for Caro Cogitatus.


Full Name

Yagi Mi & Yiel-dan San

Race

Skills:
Acro +3 Appr +1 Blff -1 Clmb +6 Dipl -1 Disg -1 EA +3 Fly +3 HA +3 Heal +6 Int +3 Know (Dung) +5 (Geog) +5 (Local) +2 (Nature) +5 (Relig) +2 Perc +10 Prof (Trapper) +3 Ride +8 SM +7 SC +5 Stlth +10 Surv +9 Track +10 Swim +6

Classes/Levels

Yiel-Dan San:
Male Quetzalcoatlus Animal Companion/1 (HP 13/13 | AC:20 T:16 FF:14 | CMB:+3 CMD:19 | F:+3 R:+8 W:+3 | Init:+5 Perc:+3, Scent 30ft | Speed:30, fly 50 (clumsy) | Acro +9 Fly +2 Stlth +9| Bite +8 (1d8+1/20x2)) AF:Bull

Gender

Male Tian-Xian Tengu Hunter/3 (HP 23/23 | AC:17 T:13 FF:14 | CMB:+4 CMD:17 | F:+4 R:+6 W:+3 | Init:+3 | Perc:+9 Low-light vision | Speed:30 | Conc:+5) Sansetsukon +4 (1d10+3/19-20x2) | AF 1/1 Spells 1:4/4

About Yagi Mi

Medium Male Humanoid (Tengu):

A smallish Tengu with jet black feathers and eyes. He wears loose fitting, comfortable clothes. 21 years old, 4'4", 80 lbs.

Backstory:

Yagi Mi left his home in the slums of Kwanlai when he saw the chance to "liberate" a Quetzalcoatlus egg from an unwary merchant. He fled far away, keeping away from the well-traveled roads and cities, and finding he had a natural affinity for the hunt.

HP/Init/Move/Vision/BAB:

Max HP 23 (3(d8+2)) Initiative +3 Low-Light Vision Move 30ft BAB +2
Init=(Dex +3, Misc +0)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Hunter/3 (Favored Hunter) Alignment Chaotic Neutral Deity Gozreh XP 6 PP 8 Point Buy 20

AC 17 (Touch 13, Flat Footed 14):

(Base +10, Armor +4, Shield +0, Dex +3, Size +0, Natural Armor +0, Dodge +0, Deflection +0)
Spell Failure 0% Armor Check - Max Dex unlimited SR 0%

Fort +4 Refl +6 Will +3:

Fortitude Base +3 Con +1 Magic +0
Reflex Base +3 Dex +3 Magic +0
Will Base +1 Wis +2 Magic +0

Skills/Languages:

+ Acrobatics +3 (DEX +3, Ranks +0, Armor -0, Encumbrance +0)
+ Appraise +1 (INT +1, Ranks +0)
+ Bluff -1 (CHA -1, Ranks +0)
* Climb +6 (STR +2, Ranks +1, Class +3, Armor -0, Encumbrance +0)
* Craft (Untrained) +0 (INT +1, Ranks +0)
+ Diplomacy -1 (CHA -1, Ranks +0)
+ Disguise -1 (CHA -1, Ranks +0)
+ Escape Artist +3 (DEX +3, Ranks +0, Armor -0, Encumbrance +0)
+ Fly +3 (DEX +3, Ranks +0, Armor -0, Encumbrance +0)
* Handle Animal +3 (CHA -1, Ranks +1, Class +3)
* Heal +6 (WIS +2, Ranks +1, Class +3)
* Intimidate +3 (CHA -1, Ranks +1, Class +3)
* Knowledge (Dungeoneering) +5 (INT +1, Ranks +1, Class +3)
* Knowledge (Geography) +5 (INT +1, Ranks +1, Class +3)
Knowledge (Local) +2 (INT +1, Ranks +1)
* Knowledge (Nature) +5 (INT +1, Ranks +1, Class +3)
Knowledge (Religion) +2 (INT +1, Ranks +1)
* Perception +10 (WIS +2, Ranks +3, Class +3, Racial +2)
+ Perform (Untrained) -1 (CHA -1, Ranks +0)
* Profession (Trapper) +3 (WIS +2, Ranks +0, Trait +1)
* Ride +8 (DEX +3, Ranks +2, Class +3, Armor -0, Encumbrance +0)
* Sense Motive +7 (WIS +2, Ranks +1, Class +3, Suspicious +1)
* Spellcraft +5 (INT +1, Ranks +1, Class +1)
* Stealth +10 (DEX +3, Ranks +2, Class +3, Racial +2, Armor -0, Encumbrance +0)
* Survival +9 (WIS +2, Ranks +2, Class +3, Kit +2)
* Tracking +10 (WIS +2, Ranks +2, Class +3, Kit +2, Hunter +1)
* Swim +6 (STR +2, Ranks +1, Class +3, Armor -0, Encumbrance +0)
(* = Class Skill, + = Useable Untrained)
Concentration (Hunter) +5 CL (3) + WIS (+2)

Languages: Common, Tengu, Auran

=== Special Qualities ===
Pack Flanking +4 Flanking bonus; +d6+1 damage; Crit provokes AoO from flanking teammate; untrained combat maneuvers don't provoke AoO if Flank bonus unused, +4 Flank bonus for trained combat maneuvers
Animal Focus Swift action, 1 min/day: +2 (Str or Dex or Con) or +4 (Perc or Swim/Jump or Climb or Stealth) or Darkvision 60ft or Evasion or +5ft Walk or Scent.
Gravity Bow 2d6 base longbow damage
Glide (Ex) DC15 Fly to fall safely any distance; additional DC15 Fly to move 5 ft laterally for every 20 ft fallen.
Wild Empathy Influence Attitude Animals only, d20+0.

=== Weapons === BAB +2 STR +2 DEX +3 AF (STR or DEX +1)
Mwk Sansetsukon +5 (1d10+3/19-20x2 B) 2H Blocking (AC +1 fighting defensively), Disarm (+2 CMB on disarm), Lead Blades 2d8+3
Spiked Chain +4 (2d4+3/20x2 P) 2H Disarm +2 CMB, Trip may drop to avoid being prone on fail by 10 or more, Lead Blades 2d6+3
Katana +4 (1d8+3/19-20x2 S) Deadly (+4 DC on Coup de Grace), Lead Blades 2d6+2
Nine-Section Whip +4 (1d8+2/19-20x2 B) Blocking (AC +1 fighting defensively), Distracting (Bluff +2 on feint), Trip (drop weapon to avoid trip), Lead Blades 2d6+2
Longbow, Composite (STR+3) +5 (1d8+2/20x3 P) 110ft strength (+3), Gravity Bow 2d6+2
Dagger +4 (d4+2/19-20x2 P/S) 10ft, Lead Blades 1d6+2
Alchemist's Fire +5 (1d6 fire + 1 splash 5ft + 1d6 fire next round)
Unarmed Strike: +4 (1d3+2/20x2 B) Nonlethal
Bite: +4 (1d3+3/20x2 P/S)

CMB/CMD Grapple +4/17 Trip +4/17 Disarm +4/17 Sunder +4/17 BullRush +4/17 Overrun +4/17
CMB = BAB (+2) + STR (+2) + Size (+0), CMD = 10 + BAB (+2) + STR (+2) + DEX (+3) + Size (+0)

Ability Scores: STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 13 (+1) WIS 15 (+2) CHA 9 (-1)

Known Spells:
Hunter Level 1 DC 13, 4/day
Cure Light Wounds C healing,VS,Touch,creature touched,Instant,Will half,SR yes d8+lvl healed, max d8+5
Gravity Bow T,VS,personal,you,1 min/lvl Bow or crossbow damage one size larger
Hunter's Howl N [emotion,fear,mind-affecting],VS,20ft,20ft radius burst,1 rd/lvl,Will neg, SR none +2 weapon attack, +2 damage, +2 Bluff/Know/Perception/SM/Survival against affected.
Lead Blades T,VS,Personal,touch,1 min/lvl,none,SR no Melee weapons do damage as one size larger
Magic Fang T,VSF,Touch,creature touched,1 min/lvl,Will neg,SR yes Natural or unarmed strike +1 Attack & Damage
Summon Nature's Ally I C summoning,1 rd,VSF,Close,one creature,1 rd/lvl,none,SR no Summon natural creature to fight on your turn
Hunter Level 0 DC 12, unlimited use
Create Water C creation [water],VS,Close,2 gal/lvl,Instant,none,SR no Create clean water
Detect Magic D,VS,60ft,cone,Concentration 1 min/lvl,none,SR no More information the longer you detect
Guidance D,VS,Touch,creature touched,until discharge,Will neg,SR yes +1 single Attack, Save, or Skill
Mending T,10 minutes,VS,10ft,one object,Instant,Will neg,SR yes Restore 1d4 HP to object
Spark Ev [fire],V or S,Close,one Fine object,Instant,Fort neg,SR yes Object catches fire
Stabilize C healing,VS,Close,one living creature,Instant,Will neg,SR yes Dying creature stabilizes

Equipment:

Studded Leather +1 (AC +3, Max DX +5, Armor Check -0, 20 lbs, 175 gp)
Spiked Chain (2d4+3/20x2 P, 10 lbs, 25gp) disarm, trip
Mwk Sansetsukon (1d10+3/19-20x2 B, 3 lbs, 8gp) blocking, disarm, monk
Katana (1d8+3/19-20x2 S, 6 lbs, 50gp) deadly
Nine-Section Whip (1d8+2/19-20x2 B, 3 lbs, 8gp) blocking, distracting, monk, trip
Dagger (d4/19-20x2 P/S, 10 ft, 1 lb, 2 gp)
Longbow, composite (+3) (3 lb, 400 gp)
Arrows, 20 (3 lb, 1 gp)
Arrows, blunt, 20 (3 lbs, 2gp)
x5 Oil flask (1 lb, .1gp)
x3 Alchemists Fire (1 lb, 20gp)
Explorer's Outfit (0 gp)
Backpack, masterwork (2 lbs, 2 gp)
Ranger's Kit: backpack, a bedroll, belt pouch, flint & steel, mess kit, rope, torches (10), trail rations (5 days), waterskin (24 lb, 9gp)
Survival Kit, masterwork (5 lb, 50gp)
Scroll, Cure Light Wounds (25gp)
Wand of Cure Light Wounds, 48/50 charges
coins (967.5gp)
Weight Allowance: Light 66 Medium 133 Heavy 200

=== Feats ===
Dirty Fighting When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Outflank (Teamwork) Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Precise Strike (Combat, Teamwork) Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Pack Flanking (Teamwork, Combat) When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.

=== Class Features ===
Weapon and Armor Proficiency A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Spell Casting A hunter casts divine spells drawn from the druid and ranger spell lists. A hunter can cast any spell he knows without preparing it ahead of time.
Orisons Hunters learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion.

Animal Focus (Su):
At 1st level, a hunter and her animal companion (Hunter 1 min/level, Companion unlimited) can take on the aspect of an animal as a swift action.
Bat: darkvision 60 feet (8th 90 ft, 15th blindsense 10 ft)
Bear: +2 Constitution (8th +4, 15th +6)
Bull: +2 Strength (8th +4, 15th +6)
Falcon: +4 Perception (8th +6, 15th +8)
Frog: +4 Swim, Acrobatics (Jump) (8th +6, 15th +8)
Monkey: +4 Climb (8th +6, 15th +8)
Mouse: Evasion (12th Improved Evasion)
Owl: +4 Stealth (8th +6, 15th +8)
Snake: +2 AoO attacks, +2 dodge bonus against AoO (8th +4, 15th +6)
Stag: +5 ft base land speed (8th +10 ft, 15th +20 ft)
Tiger: +2 Dexterity (8th +4, 15th +6)
Wolf: Scent 10 feet, doubled/halved down/upwind (8th 20 ft, 15th 30 ft)

Nature Training (Ex) A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex) A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result.
Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track (Ex) At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Hunter Tactics (Ex) At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Teamwork Feat At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat. As a standard action, the hunter can (Wis mod per day) choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned.
(future):

Improved Empathic Link (Su) At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
Woodland Stride (Ex) At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.
Bonus Tricks (Ex) At 7th level and every 6 levels thereafter, a hunter's animal companion learns a bonus trick (in addition to the bonus tricks gained from the hunter's effective druid level).
Second Animal Focus (Su) At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one. As with the companion's previous aspect, the second one does not count against the minutes per day a hunter can take on an aspect.
Swift Tracker (Ex) At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Raise Animal Companion (Sp) At 10th level, a hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.
[b]Speak with Master (Ex)
At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid.
Greater Empathic Link (Su) At 14th level, the range of the hunter's empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically.
One with the Wild (Ex) At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter's current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first. The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter's level and her Charisma modifier to determine the Intimidate check result.
Master Hunter (Ex) At 20th level, a hunter becomes a master hunter, able to track down foes with ease. She can always move at full speed while using Survival to follow tracks without penalty. Additionally, each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability (including the additional focus ability she is able to use on herself if her animal companion is dead).

=== Racial Qualities ===
Sneaky Tengus gain a +2 racial bonus on Perception and Stealth checks.
Natural Weapons A tengu has a bite attack that deals 1d3 points of damage.
Senses Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Exotic Weapon Training Instead of swords, some tengus are trained in exotic weaponry. Such tengus choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons. This racial trait replaces swordtrained.
Glide Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.

=== Traits ===
Dirty Fighter (Combat) When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Harvester (Social) You gain a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and you may make these checks as if you were trained in the skill even if you have no ranks. Additionally, you do not risk poisoning yourself whenever you handle or apply poison taken from a venomous creature.
Suspicious You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

=== Animal Companion ===

Yiel-Dan San:

Medium Male Animal (Quetzalcoatlus)
Max HP 13 ((3d8)+0) Initiative +5 Low-Light Vision Move 30ft, fly 50ft (clumsy) BAB +2
Init=(Dex +5, Misc +0)
AC 20 (Touch 16, Flat Footed 14) (Base +10, Armor +0, Shield +0, Dex +6, Size +0, Natural Armor +4, Dodge +0, Deflection +0)
Spell Failure 0% Armor Check - Max Dex unlimited SR 0%
Fort +3 Refl +8 Will +3
Fortitude Base +3 Con +0 Magic +0
Reflex Base +3 Dex +5 Magic +0
Will Base +1 Wis +2 Magic +0

Skills/Languages
* Acrobatics +9 (DEX +5, Ranks +1, Class +3, Armor +0, Encumbrance +0)
+ Bluff +1 (CHA +1, Ranks +0)
* Climb -1 (STR -1, Ranks +0, Armor +0, Encumbrance +0)
+ Diplomacy +1 (CHA +1, Ranks +0)
+ Disguise +1 (CHA +1, Ranks +0)
Escape Artist +5 (DEX +5, Ranks +0, Armor +0, Encumbrance +0)
* Fly +2 (DEX +5, Ranks +2, Class +3, Armor +0, Encumbrance +0, Clumsy -8)
+ Heal +2 (WIS +2, Ranks +0)
Intimidate +1 (CHA +1, Ranks +0)
* Perception +6 (WIS +2, Ranks +1, Class +3)
+ Perform (Untrained) +1 (CHA +1, Ranks +0)
+ Ride +5 (DEX +5, Ranks +0, Armor +0, Encumbrance +0)
+ Sense Motive +2 (WIS +2, Ranks +0)
* Stealth +9 (DEX +5, Ranks +1, Class +3, Armor +0, Encumbrance +0)
Survival +2 (WIS +2, Ranks +0)
* Swim -1 (STR -1, Ranks +0, Armor +0, Encumbrance +0)
(* = Class Skill, + = Useable Untrained)

Languages: (none)

=== Special Qualities ===
Bombard +2 (depends on item dropped)
Evasion No damage on successful Reflex save

=== Weapons === BAB +2 Str +0 Dex +6 WF Bite +1 AF Bull (Str +1)
Bite +8 (1d8+1/20x2) P/S

CMB/CMD Grapple +3/19 Trip +3/19 Disarm +3/19 Sunder +3/19 BullRush +3/19 Overrun +3/19
Animal Focus: Bull Grapple +2/17 Trip +2/17 Disarm +2/17 Sunder +2/17 BullRush +2/17 Overrun +2/17
CMB = BAB (+2) + STR (+0) + AF (+1) + Size (+0), CMD = 10 + BAB (+2) + STR (+0) + AF (+1) + DEX (+6) + Size (+0)

Ability Scores: STR 10 (+0) DEX 22 (+6) CON 10 (+0) INT 2 (-4) WIS 14 (+2) CHA 12 (+1)

=== Feats ===
Weapon Finesse
Weapon Focus (Bite)
Outflank (Teamwork)

=== Class Features ===
Link (Ex)
Share Spells (Ex)

=== Tricks ===
Bombard, Down, Flank, Heel, Hunt, Stay, Track, Watch

=== Racial Qualities ===
Low light vision
Scent

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done.

Levelup History:

1 Hunter HP d8+1+1=10 ST 14 (5 pts) DX 14+2 (5 pts) CN 14-2 (5 pts) IN 13 (3 pts) WS 13+2 (3 pts) CH 9 (-1 pts)
Skills 7: Climb, Handle Animal, Knowledge Nature, Perception, Ride, Stealth, Survival
Feats: Combat Expertise
Exotic Weapon Training: Spiked Chain, Sansetsukon, Katana, Nine-Section Whip
Start: 175gp
2 Hunter HP d8+1+1=7
Skills 7: Knowledge Dungeoneering, Knowledge Geography, Perception, Ride, Spellcraft, Stealth, Survival
Precise Companion: Outflank
Spells Known: Detect Magic, Lead Blades
3 Hunter HP d8+1+1=7
Skills 7: Heal, Intimidate, Knowledge Local, Knowledge Religion, Perception, Sense Motive, Swim
Feat: Pack Flanking
Teamwork Feat: Precise Strike
Spells Known: Mending, Hunter's Howl

Animal Companion Levelup History:

1 Animal Companion HP (2x(4.5+0))=9
Skills: Fly, Perception
Feats: Weapon Finesse
Tricks (6+1): Attack, Attack II, Bombard, Down, Flank, Heel, Stay

Pathfinder Society:

Player: Caro Cogitatus
Character: Yagi Mi
PFS#: 106336-1
Faction: Grand Lodge
Day Job: [dice=Profession Trapper]d20+3[/dice]
#6-01 Trial By Machine #71900 +1XP, +2PP, +516gp; buy Comp (+3) Longbow -400gp
Brown E-Pick 30gp; Disable Device against electronic locks without penalty. Good for 10 uses.
Medlance 500gp; Inject a pharmaceutical, potion, or poison to a willing or unwilling (Touch attack) touch. Good for 10 uses.
#4-18 The Veteran's Vault #78161 +1XP, +2PP, +529gp; buy Wand CLW -2PP; buy Mwk Sansetsukon -308gp, Mwk Studded Leather -175gp
Murder's Mark #78161 +3XP, +4PP, +1398+5gp;
Masterful Performance (+3 to Bluff/Intimidate/SoH or +1 to DC and caster level of one Enchantment or Illusion spell; one time only)
Clockwork Spy
#9-00 Assault On Absalom +1XP, +2PP, +500+10gp; Upgrade Mwk Studded Leather to +1 Studded -1000gp
Tempest Guardian You gain the Suspicious trait.
Maestro of Manumission Start a new character with 3XP, 6PP, and 1500gp.