Hobgoblin Commander

Yang Jing's page

25 posts. Alias of i.jason.


Full Name

Yang Jing

Race

103/103 hp | AC 20 (T 13, FF 17) | CMB +18/+24 | CMD 31 | F+12/R+13/W+14 (+15 vs. spells/SLAs) | Init +6 | Perc +20 (+25 vs. Invisible)|

Classes/Levels

Resist: acid 5/cold 5/elec 5 | Darkvision 60 ft. | Alter Self 1/1 | Studied Target: none | Conditions: None |

Gender

Male Angelkin Aasimar LG SLY(Deliverer) 11, Medium outsider (native)

Deity

Ragathiel

About Yang Jing

Yang Jing Male Angelkin Aasimar Slayer (Deliverer) 11 LG Medium outsider (native)
Init +6; Senses: Darkvision 60 ft.; Perception +20 (+25 vs. Invisible)

Age: 28
Hair: Onyx black
Eyes: Ruby and Gold
Height: 5’11”
Weight: 195lbs

Description:
He is lean, in the way of someone built for motion and combat, rather than the display of guard duty, though there is more muscle on his frame than his silhouette suggests.

Yang Jing's facial features are Tian Jian in origin; sharp and finely made, a face most would call handsome if the eyes didn't get their attention first. "Irises of ruby red ringed in gold." It's not a metaphorical or hyperbolic phrase to describe them, the irises look to be made of polished ruby, framed both outside and at the pupil by rings of glittering gold. They are steady and clear and somehow seem to arrive in a room before the rest of him does. Beautiful, and also the eyes of something not entirely human, and most people find after being looked at by them that they have taken a step back without consciously deciding to have done so.

He bears the marks of a man who has done difficult work in difficult places. Scars show at the neck and hands that his travel clothes do not quite cover. They are pale against his skin, and old enough to have settled in, rather than drawing the eye. They do not give him the look of a man who has been damaged, so much as he looks like someone who has been places.

He wears fitted armor of overlapping mithral scales in the mountain pattern of his homeland, worked close to the body and surprisingly quiet when he moves. Over it, a deep crimson cloak edged in gold, pinned at the shoulder with a jade ornament.

Across his back, the jian: straight and double-edged, with a hilt long enough to serve either one hand or two. The guard is worked in gold, the grip wound in red cord that has been handled until the silk has shaped itself to it. Small characters are etched near the base of the blade in a script most in this land can read, though they may wish they could not. At his hip hangs a heavy flail, an inelegant thing that suggests practicality over tradition. His right hand wears a spiked gauntlet of cold iron, unadorned and unromantic - a last-ditch legacy of the Worldwound, carried because there were places where it was the only thing left between a man and a demon.

He gives the impression of someone who has returned somewhere he did not expect to return to, and is paying close attention to what has changed.

His long, onyx-black hair is tied up in a flat knot at the back of his head, styled to fit under a helmet, though he does not usually wear one.
The people who encounter him find someone who pays attention more than he speaks, whose dry humor surfaces without warning and is funnier than they expected from someone so still, and who sits with uncomfortable truths without flinching. The latter is a trait which some mistake for coldness. Yang Jing is warm, it’s just that, from him, warmth looks disconcertingly like focus.

Personality:
Yang Jing is not charismatic.
He's not commanding, his presence doesn't fill rooms, and he doesn't inspire armies to follow him. What he does is pay attention in a way that most people find slightly uncomfortable before they understand it, but reassuring afterward.

He is genuinely warm, but warmth for him looks like focus. He watches people. He listens far more than he speaks. He asks precise questions at unexpected moments. In Tian Xia, where he is home and where people can read the characters on his blade, this comes across differently than it did in Varisia. There is something in his stillness that people here recognize without being able to name.

His humor is dry and occasional and catches people off guard because it's actually funny and they typically weren't expecting it from him.

He is completely unafraid of uncomfortable truths. Not cruel about them. Just present with them in a way that makes other people feel the contrast with their own hedging. When something difficult is in the room, he doesn't pretend it isn't. This is one of the qualities that make people slightly uneasy before they learn to trust him.

Once that trust exists however, he is protective in a quiet, non-performative way. Completely reliable, efficient, and the person who notices when something is wrong before anyone has said so.
In combat, his stillness doesn't drop into rage or pleasure. Something more purely purposeful emerges. He's complete in combat. Like a well-made tool is complete when used for its exact purpose.

Backstory:
Yang Jing was born the younger son of a noble family in Tianjing, in the far East of the world. As the sons of a noble family, both Jing and his brother Cheng were well trained in the arts of war, but as was proper, the elder son would inherit, and Yang Jing was given books, tutors, and the expectation of a life in scholarship, bureaucracy, or court service.

Unlike his brother, the celestial blood in Yang Jing's lineage announced itself immediately: eyes like rubies ringed in gold, present from his first year. Where that blood originally came from is not something he has ever investigated. It was simply part of what he was, though it ever brought attention and speculation from those for whom intrigue and politics were a way of life. He learned early to read rooms, because rooms were always reading him first. After all, weren't those of Emprean blood expected to do great things?

The Yang family had long venerated Ragathiel, as Tianjing families of standing tend to: for the Empyreal Lord's domains of Chivalry and Duty, the codes that hold noble houses together. They had never had cause to venerate the General of Vengeance for anything as raw as that.

The family's philosophy was generosity in practice. They elevated people. They forgave failure. They extended grace to a retainer who had once faced serious accusations, protected him when others would have cast him out, and over years built him up into someone with access to everything they owned and loved.

Yang Jing was away completing a bureaucratic obligation when that man decided the family's grace was a resource worth trading. He had found someone willing to pay for the kind of access that years of trust had provided. Yang Jing returned home to find the family estate burned and everyone inside it gone.

Yang Jing did not rage. He did weep. He sat in the ruins and called on the divinity his family had honored, expecting comfort, or some clarity about what obligations still remained to him. The answer was not comfort. It was a direction: that mercy shown to those incapable of accepting it is not virtue, but rather, a transfer of suffering onto the innocent.

He entered Ragathiel's service, spent several years learning in various temples, and then crossed the Crown of the World and began a series of assignments in the Inner Sea region. Why he was sent so far from the secret battle in his homeland, he does not know.

His most recent posting before the tournament was at Mendev, on the Worldwound crusade front, where he worked alongside a warpriest of Ragathiel named Aldric Vane. During a skirmish they took a prisoner, a cultist of Deskari who claimed to have been a farmhand pressed into service against his will. Aldric argued for mercy. Yang Jing was not convinced, but allowed himself to be persuaded. The prisoner escaped within the week. Seven crusaders died in the ambush that followed.

Yang Jing has not written to Aldric since being redirected to Tian Xia. The conversation, if it ever happens, will be difficult.

Now he is home. Goka is not Tianjing, but Tianjing is close enough that the Betrayer who destroyed his family presumably still lives within reach. Yang Jing has not decided what to do about that. He is here because Ragathiel directed him here. The tournament is the current shape of his assignment. For now, the path he is on will do.

DEFENSE:

AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex) With Boots of Speed active (haste, +1 dodge): AC 21, touch 14 With Shield of Faith potion (+2 deflection): AC 22, touch 15, flat-footed 19 With both: AC 23, touch 16, flat-footed 19
hp 103 (11d10+33; max die at L1, avg 6 at L2–11; +2 Con and +1 FCB per level)
Fort +12 (+7 base, +2 Con, +3 Cloak), Ref +13 (+7 base, +3 Dex, +3 Cloak), Will +14 (+3 base, +1 Wis, +6 Iron Will [scaled], +1 Indomitable Faith, +3 Cloak); +15 vs. spells and spell-like abilities (Mage Slayer) With Boots of Speed active: Ref +14. With Heroism potion active: all saves +2.

CMD 31 (10 + BAB +11, Str +7, Dex +3) Combat Stamina allows spending stamina points to increase CMD against Deft Maneuvers)

Defensive Abilities Diehard (vs. alignment-qualifying opponents; see Determined Zeal); combat stamina (13-point pool) Immune effects that specifically target the humanoid type (Yang Jing is an outsider [native]) Resist acid 5, cold 5, electricity 5

OFFENSE:

Speed 30 ft. (60 ft. with Boots of Speed active)
MELEE
Cold iron +2 Keen jian +23/+15/+10 (1d10+21/17–20/×2) (PA/FF, Studied Target)
Cold iron +2 Keen jian (hasted) +24/+21/+16/+11 (1d10+21/17–20/×2)(PA/FF/ST)

(Damage formula: 1d10 + 7 (Str) + 2 (enhance) + 9 (PA, two-handed at BAB +11) + 3 (Studied Target) = 1d10+21 Additional damage if Divine Anathema is active: +2d6 divine Furious Focus cancels the –3 Power Attack penalty on the first attack of each full attack only. All subsequent attacks include the penalty as shown. AoOs do not benefit from Furious Focus.)

Cold iron +2 Keen jian (one-handed) +20/+15/+10 (1d10+18/17-20×2) (PA, No FF, ST active)

ATTACKS OF OPPORTUNITY (up to 4/round via Combat Reflexes; may be made while flat-footed) +20 (1d10+21/17–20/×2) standard; +21 with Boots of Speed active PA/ST Active

MW heavy flail +22/+14/+9 (1d10+19/19–20/×2; trip, disarm) (PA/FF, Studied Target)

(Damage formula: 1d10 + 7 (Str) + 9 (PA) + 3 (ST) = 1d10+19. MW grants +1 to attack only, not damage. Trip property: may drop weapon to avoid counter-trip on a failed attempt. Disarm property: +2 on disarm CMB checks (already reflected in CMB table below).)

Cold iron +1 spiked gauntlet +22 (1d3+11/×2) (Always worn; cannot be disarmed. Studied Target, NO PA)

(Damage formula: 1d3 + 7 (Str) + 1 (enhance) + 3 (ST) = 1d3+11.)

RANGED

Javelin +21/+16/+11 (1d6+10/×2; range 30 ft.) (Studied Target, NO PA)
(Damage formula: 1d6 + 7 (Str) + 3 (ST) = 1d6+10.)

Base Atk: +11 CMB: +18 (+21 with Studied Target active)

COMBAT MANEUVER BONUSES (Studied Target active)
Trip - cold iron jian: +29 | Trip - MW flail: +28 (drop weapon to avoid counter-trip)
Disarm - cold iron jian: +29 | Disarm - MW flail: +30 (+2 flail disarm property)
Dirty Trick / Reposition / Steal (no weapon bonus): +27

Maneuver bonus breakdown (jian/trip as example): BAB +11, Str +7, Deft Maneuvers +6, enhancement +2, Studied Target +3 = +29.

Special Attacks Deft Maneuvers (+6 to trip/disarm/dirty trick/feint/reposition/steal CMB; no AoO when attempting those maneuvers), Divine Anathema (+2d6 Holy damage), Mage Slayer (spellcasters in Yang Jing's threatened area cannot cast defensively; +1 Will vs. spells and SLAs), sneak attack +3d6, studied target +3
Spell-Like Abilities (CL 11th; concentration +10) 1/day - alter self (+2 natural armor and +2 Str in Medium humanoid form; 11 minutes)

Buff notes: Without Studied Target active, subtract 3 from all listed attacks and damage. With a Potion of Heroism active (+2 morale to attacks, damage, saves, and skills; 50 min.), add +2 to all of the above.

Abilities/Feats/Talents/Traits:

Str 24 (+7), Dex 16 (+3), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 9 (–1)
Ability score history: 25-point buy (Str 17, Dex 15, Con 14, Int 12, Wis 12, Cha 7); Angelkin racial (+2 Str, +2 Cha → Str 19, Cha 9); L4 ASI (Dex 15→16); L8 ASI (Str 19→20); Belt of Giant Strength +4 (Str 20→24)
Feats L1 Furious Focus, L3 Combat Reflexes, L5 Iron Will, L7 Deft Maneuvers, L9 Mage Slayer, L11 Combat Stamina
Slayer Talents L4 Fast Stealth (move at full speed while using Stealth without penalty) L8 Combat Trick > Step Up (when adjacent opponent takes a 5-foot step, take a 5-foot step toward them as an immediate action)
Traits Reactionary (+2 initiative), Indomitable Faith (+1 Will saves)

Combat Stamina Pool 13 points (BAB +11 + Con modifier +2)

SKILLS:

Adventuring Skills (77 ranks; Slayer class skills marked with †, *=Subject to ACP)
Acrobatics*† +17 (11 ranks, Dex +3, class +3)
Climb*† +11 (1 rank, Str +7, class +3)
Heal† +7 (1 rank, Wis +1, class +3, +2 racial)
Knowledge (local)† +14 (10 ranks, Int +1, class +3)
Knowledge (planes) +8 (5 ranks, Int +1, +2 racial; not a class skill)
Knowledge (religion) +6 (5 ranks, Int +1; not a class skill)
Perception† +20 (11 ranks, Wis +1, class +3, +5 Eyes of the Eagle)
Sense Motive† +12 (8 ranks, Wis +1, class +3)
Spellcraft +3 (2 ranks, Int +1; not a class skill)
Stealth*† +17 (11 ranks, Dex +3, class +3)
Survival† +15 (11 ranks, Wis +1, class +3); +20 to follow or identify tracks (Track class feature adds +5)
Swim*† +11 (1 rank, Str +7, class +3)

Background Skills (22 ranks; Slayer class skills marked with †)
Craft (calligraphy)† +9 (5 ranks, Int +1, class +3)
Handle Animal +0 (1 rank, Cha –1)
Knowledge (geography)† +6 (2 ranks, Int +1, class +3)
Knowledge (history) +6 (5 ranks, Int +1; not a class skill)
Knowledge (nobility) +6 (5 ranks, Int +1; not a class skill)
Linguistics +4 (3 ranks, Int +1; not a class skill)
Perform (stringed instruments) +0 (1 rank, Cha –1)

Untrained Skills
Appraise +1 (0 ranks, Int +1)
Bluff -1 (0 ranks, Cha -1)
Diplomacy -1 (0 ranks, Cha -1)
Disable Device +3 (0 ranks, Dex +3)
Disguise -1 (0 ranks, Cha -1)
Escape Artist +3 (0 ranks, Dex +3)
Fly +3 (0 ranks, Dex +3)
Intimidate -1 (0 ranks, Cha -1)
Knowledge (arcana) +1 (0 ranks, Int +1)
Knowledge (dungeoneering) (0 ranks, Int +1)
Knowledge (engineering) (0 ranks, Int +1)
Knowledge (nature) (0 ranks, Int +1)
Ride +3 (0 ranks, Dex +3)
Sleight of Hand +3 (0 ranks, Dex +3)
Use Magic Device -1 (0 ranks, Cha -1)

Skill Unlocks
Acrobatics: | 5-rank unlock: : You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower. 10-rank unlock: +4 AC vs. AoOs provoked by movement.
Craft (calligraphy): | 5-rank unlock: When determining your weekly progress, double the result of your Craft check before multiplying the result by the item’s DC.
K:Local: | 5-rank unlock: extra piece of information for every 5 ranks when successfully identifying a creature. | 10-rank unlock: successful creature ID grants +1 competence bonus on attack rolls, opposed ability checks, skill checks, and CL checks vs. creatures of that kind for 1 minute.
K:Planes/Religion: | 5-rank unlock: extra piece of information for every 5 ranks when successfully identifying a creature.
Perception: | 5-rank unlock: 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-rank unlock: 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.
Sense Motive: | 5-rank unlock: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
Stealth: | 5-rank unlock: Reduce the Stealth penalty from sniping by 10. | 10-rank unlock: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
Survival: | 5-rank unlock: You reduce all nonlethal damage you take from heat, cold, starvation, or thirst by 1 point for every 5 ranks you possess in Survival. | 10-rank unlock: You can track creatures that leave no tracks, including flying and swimming creatures and creatures using trackless step or pass without trace, taking a –20 penalty on your Survival check.
Languages Common, Tien, Celestial (racial), Minkaian, Dtang, Nagaji

SPECIAL ABILITIES:

Studied Target (Ex) As a swift action, Yang Jing studies one visible target. Until he studies a new target, he gains +3 on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that target, and +3 on attack rolls and weapon damage rolls against it. Yang Jing may also attempt Knowledge checks untrained to identify the studied target.
Sneak Attack (Ex) +3d6 when target is denied Dexterity bonus to AC or flanked.
Track (Ex) +5 to Survival checks to follow or identify tracks (half level; included in skill totals above).
Determined Zeal (Ex) On any round in which Yang Jing attacks an opponent whose alignment is at least two steps away from LG — that is, any alignment other than LG, LN, or NG — he gains a +2 bonus on Will saving throws against that opponent's abilities and the benefit of the Diehard feat until the end of his next turn.
True Believer (Ex) On any round in which Yang Jing attacks a qualifying opponent (see Determined Zeal) while benefiting from the Diehard feat, he is not staggered from having negative hit points, nor does he automatically lose 1 hit point per round from being at negative HP.
Divine Anathema (Ex) As a free action, Yang Jing may declare his current studied target to be his divine anathema, provided that target's alignment is at least two steps away from LG (See Determined Zeal). Yang Jing's attacks against that target deal an additional 2d6 points of divine damage. This additional damage does not stack with bonus damage from a holy or unholy weapon or similar effect. Yang Jing may have only one divine anathema active at a time.
Mage Slayer Yang Jing gains a +1 bonus on Will saving throws against spells and spell-like abilities. Spellcasters Yang Jing threatens can not cast spells defensively. This second effect is ignored by spellcasters four or more character levels higher than Yang Jing.
Deft Maneuvers Yang Jing does not provoke attacks of opportunity when performing trip, disarm, dirty trick, feint, reposition, or steal combat maneuvers. He receives a +6 bonus on CMB checks for those maneuvers (scaled from +2 at levels 1–5 to +6 at levels 11–15 per feat scaling house rules). This is the prerequisite for the relevant greater combat maneuver feats.
Step Up When an adjacent opponent takes a 5-foot step, Yang Jing may take a 5-foot step toward that opponent as an immediate action. (Gained via Combat Trick slayer talent.)
Fast Stealth Yang Jing may move at full speed while using Stealth without the normal –5 penalty.
Combat Reflexes Yang Jing may make up to 4 attacks of opportunity per round (1 base + 3 for Dex modifier). He may make attacks of opportunity even while flat-footed.
Combat Stamina Yang Jing has a Stamina Pool of 13. After Yang Jing makes an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which he is proficient, but before the results are revealed, he can spend up to 5 stamina points to gain a competence bonus on the attack roll equal to the number of stamina points spent. If he misses with the attack, the stamina points spent are still lost.
Special: Since Yang Jing has a stamina pool, he can spend stamina points to use any combat tricks associated with combat feats he possesses.

Combat Tricks
Combat Reflexes: When Yang Jing misses with an attack of opportunity, he can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a –5 penalty on the attack roll and costs one attack of opportunity for the round.
Furious Focus: When using the Power Attack feat and wielding a two-handed melee weapon or a one-handed melee weapon with two hands, Yang Jing can spend 5 stamina points. If spent, each successful attack he makes against a target reduces his Power Attack penalty against that target by 1 (to a minimum of 0) until the beginning of his next turn.
Deft Maneuvers: When Yang Jing is the target of a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver, he can spend a number of stamina points up to his Strength or Dexterity bonus, whichever is greater (Str: +7). His CMD against that dirty trick attempt increases by that number.
Step Up: As long as Yang Jing has at least 1 stamina point in his stamina pool, on the turn after he uses the Step Up feat, he can still take a 5-foot step, and if he takes an action to move, doesn’t reduce his speed due to Step Up.

RACIAL TRAITS:
Angelkin (Angel-Blooded) Aasimar[/b]
Ability Scores +2 Str, +2 Cha (reflected in statistics above) Darkvision 60 ft. Celestial Resistance Resist acid 5, cold 5, electricity 5 Skilled +2 racial bonus on Heal and Knowledge (planes) checks (reflected in skill totals) Outsider (native) Yang Jing is not subject to spells and effects that specifically target the humanoid type (such as charm person, hold person, etc.) Spell-Like Ability Alter self 1/day (CL 11; assumes form of any Small or Medium humanoid; +2 size bonus to Str in Medium forms, +2 size bonus to Dex in Small forms (plus regular Small size bonuses to AC/attack); duration 11 minutes).

EQUIPMENT:
Weapons
Cold iron +2 Keen jian - 20,370 gp Bastard sword equivalent; EWP granted free by Deliverer archetype. 1d10 dmg / 17–20/×2 / slashing / cold iron. Enhancement: +2 to attack and damage; Keen doubles crit range (19–20 → 17–20).
Masterwork heavy flail - 315 gp 1d10 dmg / 19–20/×2 / bludgeoning. MW: +1 to attack only. Properties: trip (may drop to avoid counter-trip), disarm (+2 on disarm CMB).
Cold iron +1 spiked gauntlet (Right hand) - 4,310 gp 1d3 dmg / ×2 / piercing. Always worn; cannot be disarmed.
Javelins ×12 - 12 gp 1d6 dmg / ×2 / piercing / range 30 ft.
Armor
+1 Mithral Mountain Pattern Armor - 5,250 gp +7 armor bonus / Max Dex +5 / ACP –1 / ASF 25% / 20 lbs. Treated as light armor for movement purposes.
Magic Items
Belt of Giant Strength +4 - 16,000 gp (belt slot; +4 enhancement to Str, Str 20→24)
Boots of Speed - 12,000 gp (boots slot; haste 10 rounds/day, free action on/off; while active: +1 to attack rolls, +1 dodge AC, +1 Ref save, +30 ft. speed, one additional attack at BAB +11 on full attacks)
Cloak of Resistance +3 - 9,000 gp (shoulders slot; +3 resistance to all saves)
Eyes of the Eagle - 2,500 gp (eye slot; +5 competence to Perception)
Ring of Feather Falling - 2,200 gp (ring slot; feather fall at will)
Cracked Dusty Rose Prism - 500 gp (orbiting ioun stone; +1 competence to initiative)
Handy Haversack - 2,000 gp (back slot; organizes gear; retrieving any item is a move action)
Consumables
Potions of Heroism ×4 - 3,000 gp (750 gp each; CL 5; +2 morale bonus to attack rolls, saves, and skill checks; 50 min.)
Potions of Cure Serious Wounds ×2 - 1,500 gp (750 gp each; CL 5; 3d8+5 HP)
Potions of Fly ×3 - 2,250 gp (750 gp each; CL 5; fly speed 60 ft. [good]; 5 min.)
Potions of Shield of Faith ×4 - 200 gp (50 gp each; CL 1; +2 deflection AC; 1 min.)
Alchemist's Fire ×4 - 80 gp (20 gp each; 1d6 fire + splash; effective vs. swarms)
Mundane Items
Masterwork calligraphy tools - 55 gp
Jade prayer beads (ruby center bead) - 25 gp
Silk travel clothes - 20 gp
Tea set (fitted wooden box) - 8 gp
Lacquered bamboo scroll case - 3 gp
Silk rope (50 ft.) - 10 gp
Bedroll - 1 sp
Belt pouch - 1 gp
Flint and steel - 1 gp
Trail rations ×5 - 5 sp each - 2 gp 5 sp
Waterskin - 1 gp

Budget Summary:
Weapons: 25,007 gp | Armor: 5,250 gp | Belt: 16,000 gp | Boots: 12,000 gp | Cloak: 9,000 gp | Other magic: 7,200 gp | Consumables: 7,030 gp | Mundane: 126.6 gp
Total spent: 81,613.6 gp | WBL: 82,000 gp

Cash on hand: 386.4 gp