===== Cheat sheet ===== Human Marksman MkII Init : +6 Attack: +17/+12 120'x10 19-20x2 Pierce 1d10+1d6+6 Standard shot +19 120'x10 19-20x2 Pierce 1d10+1d6+17 Steady shot: +19 120'x10 19-20x2 Pierce 1d10+1d6+28 AC: 22 normal, 17 Vs Touch Fort:+10 Ref:+14 Will:+4 Hide:+20 Silent:+20 Listen:+14 Spot:+19 Sense:+0 HP: 71/88 Init: +10 Speed: 30' (6 squares) ===== Level Progression ===== ^Lvl ^Class ^BAB ^HP ^SP ^Saves ^Feats ^Class features ^Aura range ^Power ^PP ^ |1 |Divine mind |0 |10 |8 | 2/ 0/ 2 |Weapon Finesse |Mantle (Guardian),Wild Talent |5' | |0+3+4 | |2 |Divine mind |1 | 6 |10 | 3/ 0/ 3 | | | | |1+7+4 | |3 |Divine mind |2 | 8 |12 | 3/ 1/ 3 |Combat Reflexes | |10' | |2+10+4 | |4 |Divine mind |3 | 7 |14 | 4/ 1/ 4 | |Divine grace | | |3+14+4 | |5 |Divine mind |3 | 9 |16 | 4/ 1/ 4 | | |15' |Thicken Skin (max 1st) |4+17+4 | |6 |Divine mind |4 | 6 |18 | 5/ 2/ 5 |Stand Still |Mantle (Pain and suffering) | |Deaden Blow |6+21+4 | |7 |Divine mind |5 | 1 |20 | 5/ 2/ 5 | | |20' | |8+24+4 | |8 |Divine mind |6/1 | 8 |22 | 6/ 2/ 6 | |Change aura (standard action) | |Inflict Pain (max 2nd) |10+28+4| |9 |Divine mind |6/1 |10 |24 | 6/ 3/ 6 |EWP:Spiked chain | |25' | |12+31+4| |10 |Divine mind |7/2 |10 |26 | 7/ 3/ 7 | |Psychic aura (second aura) | |Recall Agony |14+35+4| |11 |Divine mind |8/3 | 8 |28 | 7/ 3/ 7 | | |30' | (max 3rd) |18+38+4| |12 |Divine mind |9/4 | 6 |30 | 8/ 4/ 8 |Improved resilience |Mantle (Mental tower) | |Empathic Transfer, Hostile |22+42+4| | | | |125 | | | | | | |68 | |13 |Squire of legend |9/4 | 4 |32 | 8/ 4/ 8 | |Least squire’s burden, paragon’s path, save bonus +1 | |Empathic Transfer, Hostile | - | |14 |Squire of legend |10/5 | 8 |34 | 8/ 4/ 8 | |Lesser squire’s burden | |Empathic Transfer, Hostile |26+45+4| |15 |Squire of legend |11/6/1 | 2 |36 | 9/ 5/ 9 |Feat |Faithful companion, greater squire’s burden, save bonus +2 | |Empathic Transfer, Hostile |30+49+4| ===== Attributes & Saves ===== ^ ^Total ^Mod ^Race ^Lv ^Item ^Misc | ^Modded ^Original | ^ | ^Saves ^Fort ^Ref ^Will ^ |STR |10 | | | | | | |10(-1) |11 | ^ | |Total |14 |11 |16 | |DEX |20 |+5 | | |+2 | | |18 |18 | ^ | | | | | | |CON |16 |+3 | | | | | |16(+2) |14 | ^ | |Divine Mind |8 |4 |8 | |INT |10 | | | | | | |10 |10 | ^ | |Abilities |3 |5 |6 | |WIS |23 |+6 | |+3 |+2 | | |18 |18 | ^ | |Divine Grace |2 |2 |2 | |CHA |14 |+2 |-2 | | | | |16(-1) |17 | ^ | |Resistance |1 |1 |1 | 033659 | [Serah] rolled 4d6l,6: (4+5+6+6-4) (2+5+2+4-2) (3+1+6+1-1) (6+6+5+6-5) (1+6+4+4-1) (6+6+2+6-2). Partial totals: 17 11 10 18 14 18. Total: 88. Points: 56. ===== Skills ===== 2 per level Skills Total Ranks Mod Item ACP Feat Misc (CON) Concentration +18 15 +3 (INT) Know: Religion +7 7 (INT) Know: History +7 7 (DEX) Ride +5 1 +4 Class Skills (2 + Int modifier per level, ×4 at 1st level): Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Knowledge (religion), Profession, Psicraft*, Ride, Swim. See the Player’s Handbook for standard skill descriptions. *See skills in Chapter 3: Skills in Expanded Psionics Handbook. ===== Combat stats ===== |Defense 22 Base 10 Armor +8 Ability(DEX) +4 Enhancement +2 Other |Melee Base +9 Ability(STR) +0 Ranged Base +9 Ability(DEX) +5 Enhancement +1|Damage Enhancement +1 Spiked chain 2d4 Vicious +4d6 Attacks ToHit Range Crit Type DMG Notes Spiked chain (Melee) +17 10' 20x2 Pierce 2d4+4d6+1 Heavy Crossbow (Steady) +19 120'x10 19-20x2 Pierce 1d10+1d6+28 Heavy Crossbow (Basic) +17 120'x10 19-20x2 Pierce 1d10+1d6+6 | ===== Feats ===== |WEAPON FINESSE [GENERAL] You are especially skilled at using weapons that can benefit as much from Dexterity as from Strength. Prerequisite: Base attack bonus +1. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: A fighter may select Weapon Finesse as one of his fighter bonus feats (see page 38). Natural weapons are always considered light weapons.| PSIONIC MEDITATION [PSIONIC] You can focus your mind faster than normal, even under duress. Prerequisite: Wis 13, Concentration 7 ranks. Benefit: You can take a move action to become psionically focused (see the Concentration skill description, page 37). Normal: A character without this feat must take a fullround action to become psionically focused. | |EXOTIC WEAPON PROFICIENCY [GENERAL] Choose a type of exotic weapon, such as dire flail or shuriken (see Table 7–5: Weapons, page 116, for a list of exotic weapons). You understand how to use that type of exotic weapon in combat. Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe). Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls. Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13. A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats (see page 38)|STAND STILL [GENERAL] You can prevent foes from fl eeing or closing. Prerequisite: Str 13. Benefi t: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Refl ex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal: Attacks of opportunity cannot halt your foes in their tracks.| | COMBAT REFLEXES [GENERAL] You can respond quickly and repeatedly to opponents who let their defenses down. Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a fighter with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed. Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability (see page 51) more than once per round. A fighter may select Combat Reflexes as one of his fighter bonus feats (see page 38) A monk may select Combat Reflexes as a bonus feat at 2nd level. | | ===== Powers ===== |Thicken Skin Psychometabolism Level: Egoist 1, psychic warrior 1 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level Power Points: 1 Your skin or natural armor thickens and spreads across your body, providing a +1 enhancement bonus to your Armor Class. Augment: You can augment this power in one or both of the following ways. 1. For every 3 additional power points you spend, the enhancement bonus increases by 1. 2. If you spend 6 additional power points, you can manifest this power as a swift action. | DEADEN BLOW Metacreativity Level: Guardian 1, lurk 1, psychic warrior 1 Display: Material Manifesting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One weapon Duration: 1 round/level Saving Throw: Will negates; see text Power Resistance: Yes; see text Power Points: 3 Ectoplasm issues forth from your fingertips, sheathing the weapon you touch in a rubbery gray cocoon. A single manufactured weapon is sheathed in rubbery ectoplasm. The ectoplasmic sheath transforms the damage dealt by the weapon from lethal to nonlethal damage. Unattended weapons or weapons in your possession are automatically sheathed. If you manifest this power on an attended weapon, the possessor of the weapon is allowed a Will saving throw to resist the attempt. Augment: If you spend 2 additional power points, this power can affect a natural weapon. (The weapon is considered to be attended, which means that its possessor is allowed a save.)| |Inflict Pain Telepathy [Mind-Affecting] Level: Psion/wilder 2 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will partial; see text Power Resistance: Yes Power Points: 3 You telepathically stab the mind of your foe, causing horrible agony. The subject suffers wracking pain that imposes a –4 penalty on attack rolls, skill checks, and ability checks. If the target makes its save, it takes only a –2 penalty. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.|Recall Agony Clairsentience [Mind-Affecting] Level: Psion/wilder 2 Display: Material Manifesting Time: 1 standard action Range: Medium (100 ft. + 10 ft./ level) Target: One creature Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 3 The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefl y on the present. Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1.| |Empathic Transfer, Hostile Telepathy [Mind-Affecting] Level: Telepath 3, psychic warrior 3 Display: Auditory and material Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 5 You transfer your hurt to another. When you manifest this power and then make a successful touch attack, you can transfer 50 points of damage (or less, if you choose) from yourself to the touched creature. You immediately regain hit points equal to the amount of damage you transfer. You cannot use this power to gain hit points in excess of your full normal total. The transferred damage is empathic in nature, so powers and abilities the subject may have such as damage reduction and regeneration do not lessen or change this damage. The damage transferred by this power has no type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs normally and deals hit point damage to the subject. Augment: You can augment this power in one or both of the following ways. 1. For every additional power point you spend, you can transfer an additional 10 points of damage (maximum 90 points per manifestation). 2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered on you.| ===== Vitals ===== Age: 32 years but still looks youthful! Race: Elan (DemiHuman) Gender: Male Height: 192cm Weight: 102kg Build: Buff Hair: Light Brown semi-short flattop Skin: Fair Eyes: greyish green Dress: Grey with sharp contrast colours. Distinguishing Marks: Left eyebrow broken, several scars on body. Dominant Hand: Right Languages: Common ===== Items ===== | | | | | | | ||||| ^ ** Magical items ** ^^^^^ | ||||| ^Cost ^.Loc ^Item ^Source ^Notes ^ | |Held |+1 Dread chain |MiC.53 | | | |Head | | | | | |Face |Recharged Third eye of improvisation |MiC.141 | | | |Throat |Bloodtear Amulet |MiC.70 | | | |Shoulders |Resistant cloak of transposition |MiC.144 | | | |Body |+2 Legion armor |MiC.170 | | | |Torso | | | | | |Arms | | | | | |Hands |Gauntlets of doom |SRD.? | | | |Waist |Belt of growth |MiC.73 | | | |Feet |War-veteran's boots |MiC.76.138.145 | | | |Ring1 |Stormfire ring |MiC.206 | | | |Ring2 | | | | ^ ^ ^ ^ ^ ^ | |Pack | | | | | ||||| ^ ** Mundane items ** ^^^^^ | ||||| ^Cost ^.Loc ^Item ^Source ^Notes ^ ^ **+2 Legion armor** ||||| | //A skin of ectoplasmic armor covers you in a suit of protective armor.// \\ **Description:** At first sight, this skin appears to be a silver \\ ball of ectoplasm approximately 6 inches in diameter. When \\ donned, it appears as a suit of silvery, ectoplasmic full plate \\ armor. The armor feels soft to the touch, though it immediately \\ becomes as hard as iron at the exact spot of contact if \\ struck with any kind of force. \\ **Activation:** As a standard action, you can activate the \\ skin by projecting a command thought, causing it to spread \\ over your body. The same command thought causes the skin \\ to shrink back down to its original form. The skin can be \\ activated at will. \\ **Effect:** A skin of ectoplasmic armor gives you a +8 armor bonus \\ (which does not stack with armor bonuses provided \\ by other armor, powers, spells, or effects). \\ A +2 enhancement bonus to AC. \\ Allows you to ignore the first 60' of a fall. \\ Gives +2 competence bonus to diplomacy, and \\ a +1 morale bonus on will saves. (This bonus \\ applies to you and all allies within 30') \\ The enchantments on this armor also gives \\ a -5 penalty to hide and move silent checks. \\ The skin is light yet penalizes you with a +4 maximum \\ Dexterity bonus, an armor check penalty –3, and a 15% \\ arcane spell failure chance. The skin does not penalize your \\ speed. Successfully dispelling this psychoactive skin causes \\ it to shrink back to its original form and remain inert for \\ 1d4 rounds. \\ **Body Slot:** Body \\ **Aura/Manifester Level:** Moderate metacreativity. ML 9th. \\ **Construction:** Craft Universal Item, 1,500 gp, 120 XP. 15 days. \\ **Weight:** 1 lb. \\ **Price:** 3,000 gp. \\ |||| **Base item:** \\ (3000) - Skin of Ectoplasmic Armor \\ (MiC.170) \\ \\ **Alterations:** \\ (9000) - Mithralize \\ \\ **Enchantments:** \\ (1000) - +1 Enhancement bonus to AC . \\ (2000) - Commander \\ (4000) - Landing \\ \\ \\ **Total price:** \\ 19000 \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ **Effects:** \\ +8 Armor bonus to AC. \\ +1 Enhancement bonus to AC. \\ Ignore first 60' of fall. \\ +2 competence bonus to diplomacy. \\ -5 penalty to Hide and MS. \\ +1 morale on will saves for you and allies within 30'. | ^ **+1 Dread chain** ^^^^^ | **Description:** This chain sports wicked-looking, razor-sharp barbs and \\ seems to writhe with a life of its own. \\ **Effect:** This +1 spiked chain coils around the \\ target’s limbs on a successful attack, granting you a +2 \\ bonus on Strength checks made to trip the target. \\ It deals an additional 2d6 damage to the target of its attacks, \\ but also deals 1d6 damage to the wielder whenever it is used for an attack. \\ It allows the wielder to store a psionic power of up to 5 power points cost in it, \\ which can be released upon a successful attack. \\ This otherwise works as the power storing weapon property. \\ **Body Slot:** Held \\ **Aura:** Moderate; (DC 18) transmutation \\ **Construction:** Craft Magic Arms and \\ Armor, bull’s strength. 2,000 gp (plus 325 gp \\ for masterwork spiked chain), 160 XP, 4 days. \\ **Weight:** 10 lb. \\ **Price (Item Level):** 4,325 gp (9th) \\ |||| **Base item:** \\ (4325) - Living chain \\ (MiC.53) \\ \\ **Alterations:** \\ (3000) - Adamantize \\ \\ **Enchantments:** \\ (6000) - Power storing \\ (10000) - Vicious \\ \\ \\ \\ \\ \\ **Total price:** \\ 23325 | ^ **Dreadsight helmet** ^^^^^ | **Description:** This black, silky piece of cloth is completely \\ opaque when held up to the light. \\ **Effect:** When you wear this blindfold, you gain \\ the blindsight ability out to 30 feet (MM \\ 306). Because your eyes are protected, you \\ are also immune to gaze attacks and spells \\ or effects that rely on sight. You cannot \\ use vision in any way while wearing the \\ blindfold. \\ **Body Slot:** Face \\ **Aura:** Faint; (DC 16) divination \\ **Construction:** Craft Wondrous Item, see invisibility. \\ 4,500 gp, 360 XP, 9 days. \\ **Weight:** — \\ **Price (Item Level):** 9,000 gp (12th) |||| **Base item:** \\ Blindfold of true darkness \\ (MiC.75) \\ \\ **Alterations:** \\ (0) - Flavourchange from blindfold to helmet. \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ | ^ **Fiendflame ring** ^^^^^ | **Description:** This ring of faceted clear crystal contains a faint blue-white glow. \\ **Effect:** When you activate a fiendflame ring, it \\ creates a faerie fire effect of dancing \\ fire that lasts for 5 rounds. \\ This effect functions as the spell, except that \\ each creature affected takes 1d6 points \\ of fire damage each round for the \\ duration. Using the ring on a creature \\ that is already affected doesn’t increase \\ the damage dealt, but it does extend the \\ effect’s duration. \\ A fiendflame ring functions five times per day. \\ A druid can activate this item even while in wild shape. \\ **Body Slot:** Ring1 \\ **Aura:** Strong; (DC 21) evocation \\ **Construction:** Forge Ring, faerie fire, possession of a piece of the set. \\ Cost to Create: 2,000 gp, 160 XP, 4 days. \\ **Price (Item Level):** 4,000 gp (8th) \\ |||| **Base item:** \\ Stormfire Ring \\ (MiC.206) \\ \\ **Alterations:** \\ (0) - Flavourchange from electricity to fire. \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ | ^ **Bloodtear Amulet** ^^^^^ | **Description:** This jet-black torc is crafted in the form \\ of two clasped hands. \\ **Effect:** A torc of heroic sacrifice allows you to take \\ an injury meant for your ally. When you activate this torc \\ (Immediate (Command) Action), you take all the damage \\ dealt to a single ally by a single attack or effect that \\ has just occurred. The damage dealt to you has no type, \\ and therefore ignores any energy resistance, damage \\ reduction, or immunities you might have. \\ The ally must be within 30 feet, and you must have line \\ of sight to that ally. This ability functions once per day. \\ The bloodtear amulet also gives a +2 enhancement bonus to Wisdom \\ **Body Slot:** Throat \\ **Weight:** — \\ **Aura:** Strong; (DC 21) enchantment \\ **Construction:** Craft Wondrous Item, \\ greater heroism. 3,000 gp, 240 XP, 6 days. \\ **Price (Item Level):** 6,000 gp (10th) \\ |||| **Base item:** \\ Torc of heroic sacrifice \\ (MiC.143) \\ Amulet of Wisdom \\ (SRD) \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ | ^ **Resistant cloak of transposition** ^^^^^ | |||| | ^ **Gauntlets of Doom** ^^^^^ | |||| | ^ **Belt of growth** ^^^^^ |**Price (Item Level):** 3,000 gp (7th) \\ **Body Slot:** Waist \\ **Caster Level:** 10th \\ **Aura: Moderate;** (DC 20) transmutation \\ **Activation:** tandard (command) \\ **Weight:** — \\ This thick brass belt looks like it is riddled with \\ cracks. It bends as though it has been stretched \\ out of shape. hen you activate a belt of growth, you \\ instantly increase in size (as if affected \\ by enlarge person). This effect lasts for 10 \\ minutes or until you ommand it to end. \\ This ability doesn’t stack with any other \\ effect that increases your size. \\ A belt of growth functions once per day. \\ **Prerequisites:** Craft Wondrous Item, enlarge person. \\ **Cost to Create:** 1,500 gp, 120 XP, 3 days |||| | ^ **War-veteran's boots** ^^^^^ |STEADFAST BOOTS Price (Item Level): 1,400 gp (5th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb. These thick, heavy boots are reinforced with iron along the sole. Steadfast boots help keep you on your feet. You gain a +4 bonus on checks made to avoid being bull rushed, overrun, or tripped. Furthermore, as long as you carry a two-handed weapon, you are treated as if you had readied that weapon against any creature that charges you (and thus it deals double damage if your attack is success- ful), even if the weapon can’t normally be set against a charge. Prerequisites: Craft Wondrous Item, bull’s strength. Cost to Create: 700 gp, 56 XP, 2 days. VANGUARD TREADS Price (Item Level): 3,100 gp (8th) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 2 lb. These massive boots have spiked, treaded soles and look large enough to fi t a heavily armored ogre. A row of inset amethysts runs around the top cuff. Vanguard treads provide you with superior traction and stability, which provides the following effects: • You can move through diffi cult terrain (such as rubble, undergrowth, steep slopes, stairs, or snow) at normal speed and without suffering any other impairment. • You are unaffected by slippery ice, wet stones, or other surfaces where traction is a problem. • You gain a +8 bonus on attempts to resist bull rushes and a +4 bonus on grapple checks to resist a grapple attempt if that grapple would move you into another square. Areas that have been magically manipulated to impede movement (such as by an entangle spell) still affect you, as do water, quicksand, and other nonsolid surfaces. You still have to slow down for narrow paths requiring Balance checks and for surfaces steep enough to require Climb checks. If the terrain deals damage (such as the burning ground on the Elemental Plane of Fire), you still take that damage. The massive spikes and treads on the soles of vanguard treads leave a distinctive trail. Anyone following you gains a +10 circumstance bonus on Survival and Search checks made to track you. Lore: Ancient giants made the fi rst vanguard treads to aid their scouts in navigating diffi cult terrain and hazards (Knowledge [arcana] DC 15). Prerequisites: Craft Wondrous Item, spider climb. Cost to Create: 1,550 gp, 124 XP, 4 days. |||| | ^ **Recharged Third eye of improvisation** ^^^^^ | |||| | ^ ^^^^^ | |||| | ==== Bookkeeping ==== * 88000 Allotted starting gold **Starting magic items** \\ 19000 Reactive combat suit. 3000 Skin of ectoplasmic armor (MiC.170) 9000 Mithralize 1000 +1 Enhancement bonus to AC 2000 Commander (+1 will save to people within 30', -5 hide/MS, +2 Diplo) 4000 Landing (Ignore 60' of any fall) 23325 Dread chain 3000 +adamantize 4325 Living chain (MiC.53) 6000 Power storing 10000 Vicious 9000 Dreadsight helmet 9000 Blindfold of true darkness (MiC.75) 4000 Stormfire ring (MiC.206) 10000 Bloodtear amulet 4000 +2 Wisdom 6000 Torc of heroic sacrifice (MiC.143) 7000 Cloak of transposition, charisma and resistance 6000 Transposer cloak (MiC.144) (3/day swap places with target within 30') 1000 Cloak of +1 resistance 6000 Gauntlets of doom 2000 Gauntles of produce flame /will 4000 +2 dex 3000 Belt of growth (MiC.73) 4500 Steady boots of the war-hero 1400 Steadfast boots (MiC.138) 3100 Vanguard threads (MiC.145) **Left:** 88000-19000-23325-9000-4000-10000-7000-6000-3000-4500=2175 \\ \\ **Starting Mundane items** \\ X \\ Bookkeeping. +X Startguld +650 Troldeloot ==== Total ==== 27000-26500+2000-10-50+2000-800-10-15-70+5000-2500-5-400-150-100-2160-2500-2-1-3-10-0,2-4+10-3-30-0,1+20000-400+10000+10000-24000-5400=10886,7