Lini

Zirt Fzerkinkratzcher's page

920 posts. Organized Play character for Oladon.


Full Name

Zirt Fzerkinkratzcher

Race

Gnome

Classes/Levels

Bard 7 [ HP 49/49 (14 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none | Benedict 49/69* (0 NL) ]

Gender

Female

Size

3'4", 37lbs

Age

38

Special Abilities

Bardic Performance, Swap, Gnome Magic

Alignment

NG

Deity

Sinashakti

Languages

Aklo, Common, Gnome, Sylvan, Boggard, Dwarven, Elven, Giant, Gnoll, Halfling, Hallit, Skald, Tengu, Thriae, Tien, Treant, Undercommon, Vegepygmy

Strength 10
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 10
Charisma 20

About Zirt Fzerkinkratzcher

Zirt Fzerkinkratzcher
Female Gnome Bard 7 (Prankster)
NG Small Humanoid (gnome)
Age: 38, 3'4", 37lbs.
Init: +3, Perception +12

Basics:
Defense:
AC 21, Tch 13, FF 20 (+1 Dex, +1 size, +8 armor, +1 deflection)
CMD 15
HP 49 (8+5+5+5+5+5+5+7+4)
Fort +4, Ref +7, Will +6
(+2 to all vs illusions)
(+4 to all vs bardic performance, sonic, and language-dependent effects)

Offense:
BAB +5, CMB +4,
Melee: Dagger, +6 (1d3, 19-20/x2, P)
Ranged: Shortbow, +7 (1d4, 20/x3, 60ft, 20 arrows)

Speed: 20ft
Languages: Aklo, Common, Gnome, Sylvan, Boggard, Dwarven, Elven, Giant, Gnoll, Halfling, Hallit, Skald, Tengu, Thriae, Tien, Treant, Undercommon, Vegepygmy

Stats:
Str: 10
Dex: 12
Con: 12
Int: 13
Wis: 10
Cha: 20

(Includes gnome adjustment(s): Str-2, Con+2, Cha+2)

Feats & Traits:
Feats: Harmonic Spell, Nature Soul, Animal Ally (wolverine), Boon Companion (wolverine)

Traits:
Excitable: +2 trait bonus to Initiative
Trickster: +1 trait bonus on CL when determining duration, range, and area of illusion spells

Alternate Racial Traits:
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Academician (History): Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Skills:
Acrobatics (I): +9**†
Appraise: +1
Bluff (I): +10
Climb: +0†
Diplomacy (II): +11*
Disguise: +5
Esc. Art.: +1†
Fly: — (+9**†)
Handle Animal (I): +15**
Heal: +1
Intimidate: +15**
Know. Arcana (I): +7
Know. Dung. (I): +7
Know. Eng.: +3
Know. Geo. (I): +7
Know. Hist. (IV): +12
Know. Loc. (I): +7
Know. Nat. (I): +9***
Know. Nob.: +3
Know. Planes (I): +7
Know. Rel. (I): +7
Linguistics (VII): +10
Perception (VII): +12
Perform (act): +5
Perform (dance) (I): +9
Perform (oratory) (I): +9
Perform (percussion) (VII): +17
Ride: +1†
Sense Motive: +1
Sleight of Hand (VII): +12
Spellcraft (I): +5
Stealth (I): +9†
Survival: +3***
Swim: +0†
Use Magic Device (V): +13

(51/51 ranks; current ACP 0)
*+2 to Diplomacy dealing with guards and city officials within Absalom
**Versatile Performance (Percussion, Dance)
*** +2 bonus from Nature Soul
† -1 ACP

Spells & Abilities:
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells they cast.
Bardic Performance: 16 rnds/day (no fascinate/suggestion; courage +2, competence +2)
Swap (Ex): A prankster can steal an object from a creature and replace it with another object of the same size or smaller that the prankster has in his hand. This functions as the steal combat maneuver, but the prankster does not provoke an attack of opportunity, and may use his Sleight of Hand check in place of his combat maneuver check. If the prankster's check exceeds the target's CMD by 10 or more, the target is unaware the swap has been made until it tries to use the swapped object or the end of its next turn (whichever happens first).
Versatile Performance (Ex; Percussion, Dance): Zirt uses Perform (Percussion) in place of Intimidate and Handle Animal, and Perform (Dance) in place of Acrobatics and Fly.
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Punchline (Sp): At 6th level, the prankster can use his performance to tell a punchline to amuse a creature he has already mocked (see above), goading it into hideous laughter (as the spell). Using this ability does not disrupt the mock effect, but it does require a standard action to activate (in addition to the free action to continue the mock effect). A prankster can use this ability more than once against an individual creature during an individual performance. Telling a punchline does not count against a prankster's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Charisma modifier) negates the effect. This ability affects only a single creature. Punchline is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. This ability replaces the suggestion ability.

SLA:
dancing lights 1/day (DC 15)
ghost sound 1/day (DC 16)
prestidigitation 1/day
speak with animals 1/day

Cantrips:
daze (DC 15 Will)
detect magic
light
message
read magic
summon instrument

Level 1 spells (5 known, 6 per day):
chord of shards (DC 16 Reflex)
cure light wounds
confusion, lesser (DC 16 Will)
ear-piercing scream (1d6+daze; DC 16 Fort partial)
liberating command (+14)

Level 2 Spells (4 known, 4 per day):
cure moderate wounds
heroism
glitterdust (DC 17)
gallant inspiration
ill omen (SR: yes, 7 rounds, 2 rolls)

Level 3 Spells (2 known, 2 per day):
confusion (DC 18 Will)
thundering drums (DC 18 Fort)

Equipment:
Total Weight: 21.25lbs (light encumbrance)

Weapons and Armor:
sm. dagger (.5lbs)
sm. shortbow (1lb)
arrows (20) (1.5lbs)
elven chain +2 (10lbs)

Magic Items:
cloak of resistance +1 (—)
cracked deep red sphere ioun stone (Sleight of Hand; —)
ring of protection +1 (—)
ring of spell knowledge II (ill omen; —)

Various:
backpack, MW (1lb)
bedroll (1.25lbs)
chalk x2 (—)
flint & steel (—)
ink (—)
inkpen (—)
parchment x5 (—)
rations x4 (1lb)
needle (—)
outfit, explorer's (2lbs)
outfit, cold weather (1.75lbs)
spell component pouch, (2lbs)
scroll of remove fear (—)
alchemist's fire (1lb)
wand of CLW (0 charges)
smelling salts (—)
air crystals (—)
holy water x2 (2lbs)
military saddle (worn by Gregarious)
drum, MW (.75lbs)
crossword x13 (one in each known language, two in Common & Gnome, one in Gnoll; —)
disguise kit (10/10 uses; 2lbs)

Cash: 2742gp, 1sp, 4cp

Background:
Zirt grew up in Whistledown, roughly halfway between Magnimar and Korvosa. Her parents, both respected members of the gnomish community there, fostered her curious and friendly nature from her birth. When she was still quite young, she began to earn a reputation for her story-telling.

Zirt loved stories. By the time she was just over halfway to gnomish adulthood, she had learned every popular story in her community, and was asked to tell one (or more) at almost every community gathering. With help from her parents, she realized that her skill in story-telling could be expanded and honed to apply to almost all aspects of interpersonal relations. She learned to befriend complete strangers, carry on conversations with local politicians, and even scare off bullies by simply speaking to them.

Zirt's skills grew, and her thirst for more knowledge grew with them. She would sit for hours at the houses of the eldest in the community, listening to their tales of life (and fantasy), and adding them one by one to her mental repertoire.

In time, Zirt's parents realized that her thirst for learning could not be satisfied much longer in Whistledown. Having sent a letter to a friend in Magnimar to secure for Zirt a place to stay, they kissed her and sent her on her way, with a member of the community as an escort.

Benedict:
N Medium Animal (wolverine [badger] animal companion)
Init +3; Senses low-light vision, scent; Perception +7
Defense
AC 27, touch 13, flat-footed 24 (+8 armor, +3 Dex, +6 natural)
HP 51 (6d8+18+6)
Fort +8, Ref +8, Will +5*
Defensive Abilities: evasion
*+4 morale vs. enchantment (Devotion)
Languages Common (understands)

Offense
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +7 (1d6+3), 2 claws +7 (1d4+3)
Special Attacks rage

Statistics
Str 16, Dex 17, Con 17, Int 3, Wis 12, Cha 10
BAB +4 CMB +7 CMD 20 (24 vs. trip)
Feats Toughness, Raging Vitality*, Iron Will
Skills Climb +7 (I), Linguistics -3 (I), Perception +6 (II), Stealth +7 (I), Swim +7 (I)
Other Gear +2 mithril comfort breastplate barding (ACP 0, Max Dex +5)
*DMs: please advise if you have an issue with this

Special Abilities
Rage (6 rounds/day) Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Greater Dire Collar (1/day, 1 minute, on Zirt's command) Animal Growth

Tricks (4/8) Attack, Fetch, Guard

Gregarious:
N Medium Animal (riding dog)
Init +2; Perception +8, low-light vision, scent

Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

Offense
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +1; CMB +3; CMD 15 (19 vs. trip)

Feats: Skill Focus (Perception)

Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Jadrek:
N Large Animal (grizzly bear)
Init +1; Perception +6, low-light vision, scent

Defense
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +5, Will +2

Offense
Speed 40 ft.
Space 10 ft.; Reach 5 ft.
Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)

Statistics
Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)

Feats: Endurance, Run, Skill Focus (Survival)

Skills: Perception +6, Survival +5, Swim +14; Racial Modifiers +4 Swim

Tricks: Attack, Down, Guard

Tseka:
N Medium Animal (embeth hound)
Init +2; Perception +8, low-light vision, scent

Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1

Offense
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)

Statistics
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
BAB +1; CMB +3; CMD 15 (19 vs. trip)

Feats: Skill Focus (Perception)

Skills: Acrobatics +6 (+10 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Climb, +4 Swim, +4 Survival when tracking by scent

Tricks: Attack, Come, Defend, Down, Guard, Heel, Track

Boons:
Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Dragonkiller: You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.

Snowmask Induction: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

Nascent Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Fearsome Reputation (1+ Disrepute): When you make an Intimidate check or a saving throw against a fear effect, you may spend 1 point of Disrepute to gain a +1 bonus on the roll. For every additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).

Captured Ship (1+ Disrepute): You may spend any number of Disrepute to reduce the cost of purchasing the Ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62) by an equal number of Prestige Points. If you reduce the cost to 0 Prestige Points, you gain the Ship vanity for free. You may only use Disrepute to reduce the cost of a single ship.

Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the worldwound.

Daring Rescue: Your strengthened connections to the Bellflower Network and continued dedication to the rescue of innocents has earned you the respect of your freedom-fighting colleagues. You may cross this boon off your Chronicle sheet when spending Prestige Points to recover your body and gear to reduce the Prestige Point cost by 3 (minimum 6).

Gnoll Tactics: You [sic] first-hand experience with gnoll tactics and cultural traditions gives you a headstart [sic] in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.

Pathfinder's Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least 1 of these temporary hit points remaining, you also have DR 2/— against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet. ▢ ▢

Pathfinder's Excellence (Skill): Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet. ☒ ▢

Deep Platinum Pendant: You recovered a curious pendant crafted from deep platinum, an exceptionally rare alloy of platinum extracted fro mthe darkest ocean trenches. The substance is prized by aquatic creatures, and you gain a +2 on Diplomacy checks made to influence creatures with the aquatic or water subtype. In addition, you gain a +5 bonus on saving throws to avoid pressure damage from deep water.

Growing Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Get Up, You Dogs! (10 Disrepute): While on a waterborne vessel, you may cast mass cure light wounds as a cleric of your character level, though it may only be used to heal living targets, not harm undead. You may use this ability when not on a waterborne vessel by spending an additional 5 Disrepute.

Walk the Plank! (0 Disrepute): While on a waterborne vessel, you may execute a follower to gain temporary Disrepute equal to the number of Prestige Points that you used to purchase the follower vanity. These Disrepute points much be spent by the end of the scenario or are lost forever.

Embeth Hound:The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog's typical +4 racial bonus on Acrobatics checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.

Henbane's Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or efffects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token's power, cross this boon off your Chronicle sheet.

Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.

Recovered Treasures: When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle sheet.
  Amulet of armored fists (28,000gp; neck slot) This barbed amulet allows its wearer to take advantage of his enemies' weaknesses and protects its wearer from harm. It functions simultaneously as a cruel menacing amulet of mighty fists and an amulet of natural armor +2.

Widespread Notoriety: Your actions have earned you increased respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Dead Men Tell No Tales (10 Disrepute): While on board a waterborne vessel, you may automatically confirm a single threatened critical hit.

Built for Speed (10 Disrepute): Permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 2. You may spend gold to reduce the Disrepute cost of this ability by 1 for every 150 gp spent to a minimum of 0 Disrepute for 1,500 gp.

Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder RPG Bestiary 4 as if pipefoxes were available as in the Additional Resources document. Instead of taking Yrsishi as a familiar, you can ask her to perform research for you. Cross the boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.

Yekai Deathhand's Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level. (not purchased)

Misc:
PFS #86776-2
XP: 22 (slow-track level 7)
PP/Fame: 30/37
FCB: +1 round of bardic performance, +2 SP, +4 HP

Bard 7 [ HP 49/49 (0 NL) | AC 21 Tch 13 FF 20 | Fort +4* Ref +7* Will +6* | CMD 15 | Init +3 Perc +12 | Effects: none ]

Chronicles & Wealth:
Starting: 150gp
GMG: 1XP, 2PP, 522gp
SI1: 1XP, 2PP, 505gp
SI2: 1XP, 2PP, 503gp
SI3: 1XP, 2PP, 1207gp
SS1: 3XP, 4PP, 3711gp
PoA: 1XP, 2PP, 512gp
HoA: 1XP, 2PP, 1189gp
LoL: 1XP, 2PP, 1965gp
SMM: 1XP, 2PP, 1352gp
SoS: 1XP, 2PP, 2575gp
TOA: 1XP, 1PP, 1867gp
SS2: 3XP, 4PP, 8712gp
SSM: 1XP, 2PP, 3272gp
BHR: 1XP, 2PP, 4011gp
SS3: 3XP, 4PP, 7431gp (slow track)
DMD: 1XP, 2PP, 1685gp (slow track)

Purchases
Weapons and Armor:
 sm. dagger (.5lbs) 2gp
 sm. shortbow (1lb) 30gp
 arrows (20) (1.5lbs) 1gp
 mithral chain shirt +1 (5lbs) 2100gp

Magic Items:
 cloak of resistance +1 (—) 1000gp
 cracked deep red sphere ioun stone (Sleight of Hand; —) 200gp

Various:
 backpack, MW (1lb) 50gp
 bedroll (1.25lbs) 1sp
 chalk x2 (—) 2cp
 flint & steel (—) 1gp
 ink (—) 8gp
 inkpen (—) 1sp
 parchment x5 (—) 1gp
 rations x4 (1lb) 2gp
 needle (—) 5sp
 outfit, explorer's (2lbs) free
 outfit, cold weather (1.75lbs) 8gp
 spell component pouch, (2lbs) 5gp
 scroll of remove fear (—) 25gp
 alchemist's fire (1lb) 20gp
 wand of CLW (41 charges) 2PP
 smelling salts (—) 25gp
 air crystals (—) 50gp
 holy water x2 (2lbs) 50gp
 military saddle (worn by Gregarious) 20gp
 drum, MW (.75lbs) 100gp
 crossword x12 (one in each known language, two in Common & Gnome; —) 1.2sp

 dog, riding (Gregarious) 150gp
 bear, grizzly 740gp

 crossword x1 (Gnoll) 1cp

 retrain Lingering Performance —> Nature Soul (40gp, 5PP)

 small barding (20gp)

 crossword x1 (Undercommon) 1cp
 dire collar, greater 14000gp
 +2 mithril comfort breastplate barding 13400gp
 (SOLD) small barding -10gp
 (SOLD) mithral chain shirt +1 -1050gp
 +2 elven chain (20lbs) 9150gp
 ring of protection +1 (—) 1000gp
 ring of spell knowledge II (—) 6000gp

Worth: 47138.86

Total Earned: 150+522+505+503+1207+3711+512+1189+1965+1352+2575+1867+8712+3272+4011+7431+ 1685 = 49881