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Buck (Avatar) Pathfinder Society
Updated: 6:36 AM 6 May, 2015 View: CHARACTER SHEET, text [stripped]
--- Character Sheet: Buck (Avatar/Tony) ---
Name: Buck Beastwood
PFS Number: 22871-4
Race: Human
Class: Gunslinger (Musket Master) 10 / Inquisitor (Spellbreaker) 3
Region: Alkenstar City, Alkenstar
Ethnicity: Keleshite
Faction: The Exchange
Alignment: Chaotic Neutral
Deity: Besmara
Age: 46
Eyes: Brown
Hair: Brown/Grey
Features: Looks like someone you don't want to mess with!
Height: 5'10"
Weight: standard lb
Size: M
Gender: M
Level: 13
Exp: 36
Mod
Str: 12 +1 (2)
Dex: 19 +4 (5) (+1@8th)(+2/human)(+2/belt)
Con: 14 +2 (3) (+1@4th)
Int: 12 +1 (2)
Wis: 18 +4 (10) (+2/headband)
Cha: 8 -1 (-2)
HP: 126/126 [10+(6*9)+(5*3)]+26[2/con*13]+8FC+13(toughness)
Speed: 40 ft
with armor: 40 ft (light)
Initiative: +10 (w/ +4/dex +2/gunslinger init & +4/wis cunning init)
Grit: 5/5
_________________________________________________________________
Base Save
Fortitude: 11 = 6(guns/base) +3(inq/base) +2 (con)
vs Poison 14 = +3(resistantance/armor)
Reflex: 11 = 6(guns/base) +1(inq/base) +4 (dex)
vs Poison 13 = +3(resistantance/armor)
Will: 10 = 3(guns/base) +3(inq/base) +4 (wis)
vs Poison 13 = +3(resistantance/armor)
+1 cloak resist
Base Attack = +12/+7/+2
CMB: 13 = 12(base) + 1(str) + 0(size)
CMD: 27 = 12(base) + 1(str) + 0(size) +4(dex) + 10
Attack Roll Totals = Base Abil Size Misc
-----------------------------------------------------
Melee: 13/8/3 = 12/7/2 +1(str) +0
Ranged: 16/11/6 = 12/7/2 +4(dex) +0
_____________________________________________________
Total AC = Base Shield Dex Armour Size Misc
---------------------------------------------------------------
Standard: 25 = 10 +0 +4 +7 +0 +4(dodge)
vs Touch: 18 = 10 -- +4 -- +0 +4(dodge)
Flatfooted: 17 = 10 +0 -- +7 +0 +0
_______________________________________________________________
+1 ring deflect
Weapons TAB DMG Crit Weight Range Size Type
------------------------------------------------------------------------------------------------------------
+1 Seeking Holy Musket
+17/+12/+7 1d12+6 19-20/x4 9lb 40 ft M B & P (Misfire 1-2, Capacity 1)
vs evil +2d6
within 30ft +18/+13/+8 1d12+7 (Point Blank Shot)
Deadly Aim +13/+8/+3 1d12+13
Deadly Aim&30ft +14/+9/+4 1d12+14
Rapid Shot +15/+15/+10/+5 1d12+6
RS&30ft +16/+16/+11/+6 1d12+7
RS&DA (>30ft) +11/+11/+6/+1 1d12+13
RS&DA (<=30ft) +12/+12/+7/+2 1d12+14
with Steady Aim 50 ft (MUST HAVE 1 grit)
(Multiples: 13 26 39 52 78 / 14 28 42 56 70)
(DMG: +1 musket, +5 dex/m.trng, +1 PBS, +6 DA, +2d6 holy)
as Pistol Whip +13 1d10+2 & CMB 19-20/x2 melee B
Rapier +12/+7/+2 1d6 +1(str) 18-20/x2 2lb melee M P
____________________________________________________________________________________________________________
Armour AC Speed Weight Max Dex Spell Failure Check Penalty
----------------------------------------------------------------------------------------
+1 Poison Resistant Elven Chain +7 30 ft 20lb +4 -1(-2/EC,+1/trait)
________________________________________________________________________________________
Skills Abil Mod Abil Ranks Misc (details)
---------------------------------------------------------------------------
8 skill points/level = 4(gunslinger)/6(inq)+1(int)+1(human). FC@Lvls 1&2&3&4
Total Spent: 84/88
--Class--------------------------------------------------------------------
Acrobatics dex* 17 = +4 11 +3(class) -1(AC penalty)
for jumps 26 = +5(boots) +4(racial w/boots)
Bluff cha 3 = -1 1 +3(class)
vs goblins --- 5 = - +2(boon)
Climb str* 6 = +1 1 +3(class) -1(AC penalty) +2(eyepatch)
Craft (alchemy) int 5 = +1 1 +3(class)
Diplomacy cha 3 = -1 1 +3(class)
in Irrisen +1 = +2(boon, after mention)
vs goblins +2 = +2(boon)
vs humanoid reptilians +2 = +2(boon)
vs Pathfinders l7 or lower +4 = +4(boon, after mention)
Disguise cha 3 = -1 1 +3(class)
Handle Animal cha 3 = -1 1 +3(class)
Heal wis 16 = +4 9 +3(class) +0(healer's kit)
Intimidate cha 4 = -1 1 +3(class) +1(stern gaze)
vs goblins --- 5 = - +2(boon)
Knowledge (arcana) int 5 = +1 1 +3(class)
Knowledge (dungeoneering) int 5 = +1 1 +3(class)
Knowledge (engineering) int 9 = +1 5 +3(class)
Knowledge (local) int 5 = +1 1 +3(class)
Knowledge (nature) int 5 = +1 1 +3(class)
Knowledge (planes) int 5 = +1 1 +3(class)
Knowledge (religion) int 13 = +1 9 +3(class)
w/Cayden Cailen cleric advice (any knowledge check) +2(boon)
Perception wis 17 = +4 10 +3(class)
Ride dex* 11 = +4 5 +3(class) -1(AC penalty)
Sense Motive wis 19 = +4 10 +3(class) +1(trait) +1(stern gaze)
vs goblins --- 21 = - +2(boon)
Sleight of Hand dex* 7 = +4 1 +3(class)
Spellcraft int 5 = +1 1 +3(class)
Stealth dex* 7 = +4 1 +3(class) -1(AC penalty)
Survival wis 8 = +4 1 +3(class)
to track 9 +1(inq track)
Swim str* 13 = +1 6 +3(class) -1(AC penalty) +2(tool) +2(eyepatch)
--Class---------------- ---------------------------------------------
Appraise int 1 = +1 0
Disable Device dex* = -1(AC penalty)
Escape Artist dex* 3 = +4 0 -1(AC penalty)
Fly dex* 3 = +4 0 -1(AC penalty)
Knowledge (geography) int 2 = +1 1
Knowledge (history) int 2 = +1 1
Knowledge (nobility) int 2 = +1 1
Linguistics int 5 = +1 4
Perform cha -1 = -1 0
Use Magic Device cha 0 = -1 0
___________________________________________________________________________
* armor check penalty applies
Feats
----------------------------------------------------------------
(Gunslinger) Gunsmithing (ammo costs 10% of listed price in PFS)
(Gunslinger) Armour Proficiency (Light)
(Inquisitor) Armour Proficiency (Medium)
(Gunslinger) Weapon Proficiency (Simple)
(Gunslinger) Weapon Proficiency (Martial)
(Gunslinger) Weapon Proficiency (Two Handed Firearms)
(Inquisitor) Weapon Proficiency (Hand/Xbow,R/Xbow,Shortbow,Diety Weapon)
(Inquisitor) Shield Proficiency
(Gunslinger) Rapid Reload (Muskets)
(Human) Extra Grit
(1st) Point Blank Shot (+1 atk, +1 dmg when within 30ft)
(3rd) Precise Shot
(4th) Deadly Aim (-3 atk, +6 dmg)
(5th) Rapid Shot (-2 atks)
(7th) Dodge (+1 AC)
(8th) Improved Critical
(9th) Mobility
(11th) Toughness
(13th) Deft Shootist Deed
_______________________________________________________________
Traits
-------------------------------------------------------------
Observant (+1 sense motive, sense motive as class skill)
Armor Expert (AC penalty reduced by 1)
_____________________________________________________________
Languages
---------------------------
(Racial) Common (Taldane)
(Ethnic) Kelish (Keleshite)
(Ability) Draconic
(Skill) Abyssal, Tien, Ancient Osiriani, Infernal
___________________________
SPELLS (Deception Domain)
Lvl/Dom or School Spell
0 ---------------------------------------------- Orisions (DC 13)
D Detect Magic
D Guidance
C Create Water
Light
Stabilise
1 ---------------------------------------------- 2 + 1(wis) (DC 14)
A Protection From Evil
En Litany of Sloth [UC,swift action,can't make AoOs,no save,SR]
Remove Fear
___________________________________________________________________
Inventory
-----------------------------------------------------------------
Worn/Wielding
Armor Elven Chain (5150gp) 20lb
Weaps Musket & Rapier 11lb
Ammo (10) Bullets, Admantine (6.1gp ea)
Ammo (5) Bullets, Cold Iron (Alchemical) (12gp ea)
Ammo (40) Bullets, Silver (Alchemical) (7gp ea)
Ammo (60) Bullets (0.1gp ea) 1lb
Ammo (2) Alchemical Catridge, Flare (15gp) 0lb
Ammo (73) Alchemical Catridge, Paper (6gp ea) 0lb
Ammo (70) Black Powder (1gp ea) (2.5lb at 50 powders)
Bag (1) Handy Haversack (2000gp) 5lb
Bag (1) Belt Pouch (1gp) 0.5lb
Head - Mask of the Mantis (6000gp) (3 chgs/day,30 mins,darkvision,see invis,deathwatch,+5 comp perception)
HBand - Headband of Wisdom +2 (4000gp)
Eyes - Pirate's Eye Patch (2600gp)
(touch of the sea/exped retreat 1/day)
Neck - Swarmbane Clasp (3000gp)
taken off Golembane Scarab (2500gp)
Hand of the Mage (900gp)
Shldr - Cloak of Resistance +1 (temp)
Wrist - Bracelet of Second Chances (15750gp)
Hands - First Aid Gloves
LHand - Ring of Feather Falling (2200gp)
RHand -
Chest - Unfettered Shirt (10000gp)
(freedom of movement 1/day, 10 mins)
Body -
Belt - Belt of Incredible Dexterity +2 (4000gp)
Feet - Boots of Striding & Springing (5500gp)
In Handy Haversack (does not count towards weight - up to 20lb)
(1) Antiplague
(2) Antitoxin
(2) Alchemical Fire
(5) Powder Horn (15gp) 5lb
(1) Powder Keg (1000gp) 5lb
(1) Flint & Steel (1gp) 0lb
(1) Fuse Grenade (100gp) 1lb
(10) Tindertwig (10gp) 0lb
(1) Torch (1cp) 1lb
(1) Scroll Case
(1) Parchment
(1) Masterwork Tool, Swim Fins (50gp) 1lb
(1) Bell (1gp) 0lb
(1) Twine
(1) Compass (10gp) 0.5lb
(1) Collapsible Plank (0.4gp) 10lb
(1) Periscope (20gp) 20lb
(1) Skeleton Key (85gp) 0lb
(1) Skyrocket (50gp) 1lb
(6) Spring loaded wrist sheathes (30gp)
(1) Weapon Cord (0.1gp) 0lb
In SL Wrist Sheathes:
(1) Wand, Cure Moderate Wounds (32 charges)(4500gp)
(1) Potion, Fly 0.06lb
In Belt Pouch
(1) Smoked Goggles
(1) Vial (1gp) 0lb
(1) Elixir of Hiding (+10 to stealth for 1 hour)
(1) Earplugs (0.03gp) 0lb
(1) Potion, Cure Moderate Wounds 0.06lb
(2) Potion, Cure Serious Wounds [2P]
(1) Potion, Remove Blindness
(4) Potion, Touch of the Sea
(1) Potion, Protection from Energy
(1) Oil, Daylight
Chime of Opening
Flaming Burst Arrows
Pay For:
(4) Air Crystals
(2) Smelling Salts
(4) Fuse Grenades
In Scroll Case
(1) Scroll, Breath of Life (1125gp)
(2) Scroll, Touch of the Sea (50gp)
(2) Scroll, Darkvision (300gp)
(1) Scroll, Water Breathing (375gp)
------------------------------------------------------------------
Total Personal Load: 37.5lb
------------------------------------------------------------------
Horse, Heavy, Combat Trained (300gp)
(1) Military Saddle (20gp) 40lb
In Saddlebags
(1) Bedroll (1sp) 5lb
(21) Bullets 0lb
(1) Crossbow, Light (35gp) 4lb
(10) crossbow Bolts (1gp) 1lb
(1) Grappling Hook (1gp) 4lb
(1) Gunsmith Kit (15gp) 2lb
(1) Lance 10lb
(1) Outfit, Cold Weather (8gp) 7lb
(3) Powder Horn (9gp) 3lb
(14) Rations (7gp) 14lb
(1) Rope, hempen (1gp) 10lb
(1) String (50ft) (1cp) 0.5lb
(1) Waterskin (1gp) 4lb
------------------------------------------------------------------
Total Mount Load: 101.5lb
__________________________________________________________________
ENCUMBERANCE
--------------------------
Personal Encumberance (Handy Haversack included)
Light Load: 50 lb or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
------------------------------
Mount's Encumberance
Light Load: 399 lb or less
Medium Load: 400 lb - 798 lb
Heavy Load: 799 lb - 1200 lb
______________________________
Coin Amount
---------------------
gp 28424.44-600
Prestige 29 (special not included)
Fame 44
_____________________
Misc. Bonuses
---------------------------------------------------------------------------------
(Human) Skilled (+1 skill rank/level)
(Gunslinger) Grit (replenishes each day after 8 hours rest & on critical hits)
* Grit: 5 = 3(wis) +2(extra grit)
(Gunslinger) Deeds
DEADEYE
* (resolve attack vs touch AC when firing beyond first range increment,COSTS 1 grit/increment)
STEADY AIM
* (move action to increase range increment of two-handed firearm by 10ft,MUST HAVE 1 grit)
QUICK CLEAR
* (remove broken condition from firearm if caused by misfire)
** as standard action (no cost, MUST HAVE 1 grit)
** or as move action (COSTS 1 grit)
FAST MUSKET
* (reload any two-handed firearm as if it were a one-handed firearm,MUST HAVE 1 grit)
GUNSLINGER INITIATIVE
* (+2 to init and other stuff if I had quick draw which I don't,MUST HAVE 1 grit)
PISTOL WHIP
* melee attack with gun at 1d10 dmg,20/x2 crit,make CMB to knock target prone,COSTS 1 grit)
DEAD SHOT
* fire all attacks based on BAB, if any hit, all hit as a single bullet,criticals confirm at highest BAB-5
* haste/rapid shot etc don't add more rolls or damage to the shot
** full round action, COSTS 1 grit
STARTLING SHOT
* purposely miss an opponent you would normally to hit to make them flatfooted until their next turn
** MUST HAVE 1 grit
TARGETING
* full round action to make single attack choosing body part, COSTS 1 grit. on hit:
** Arms: drops one carried item of the gunslinger's choice (does no damage)
** Head: confused for 1 round, mind affecting (damaged normally)
** Legs: target is knocked prone unless immune to trip or has 4+ legs (damaged normally)
** Torso: threatens on a critical of 19-20
** Wings: target must make a DC 20 fly check or fall 20ft (damaged normally)
(Gunslinger) Nimble +3 (+3 dodge bonus to AC while wearing light/no armor)
(Gunslinger) Musket Training 2 (+dex+1 to damage, misfire increases misfire value by 2, not 4)
(Inquisitor) Orisons
(Inquisitor) Domain (Deception: Sudden Shift,imm action to teleport 10ft within reach 3+wis/day)
(Inquisitor) Judgement (swift action 1/day until end of combat)
(Inquisitor) Stern Gaze (add half inq lvl [min 1] to intimidate & sense motive)
(Inquisitor) Strong-Willed (roll twice when rolling will save vs mind affecting)
(Inquisitor) Track
(Inquisitor) Detect Alignment
(Prestige) Temple (4 PP/use of a temple for a free cure moderate wounds or lesser restoration 1/scenario,
use heal for day job rolls) [PFFG]
(Weapon) Seeking (negates concealment,does not negate cover)
Heavy Combat-Trained Warhorse (Dobs, dead)
_________________________________________________________________________________
BOONS
---------------------------------------------------------------------------------
You Be Goblins (from Module We Be Goblins)
+2 to all bluff, diplomacy, intimidate and sense motive checks against goblins.
Yagevna's Blessing (from Scenario 0-04)
Mention the Yagevna family and how I assisted in freeing Natalya from her icy
prison and gain a +2 circumstance bonus to all diplomacy rolls while in Irrisen.
Koboldfriend (from Scenario 3-02)
You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer
Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn
about your neck (occupying the neck magic item slot), the token grants you a +2
to all diplomacy checks with humanoids of the reptilian subtype.
Snowmask Induction (from Scenario 2-19 "Shades of Ice, part 3")
You allied with the Snowmask Clan and returned Jedrek's Shard to its rightful
place of honour beside Ranulf's body. In thanks, you are ritually inducted into
the Snowmask Clan with the title of Snowmask Brother. 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.
Skill Boon (from Special Blood Under Absalom)
As an immediate action, you may reroll a skill check before success is determined.
You must accept this second roll, even if it's worse than the first roll. You may
only use this ability twice.
Averted Mauling (from Scenario 3-16 "The Midnight Mauler")
By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political
favor you can trade in while in Ustalav. Within the Immortal Principality, you
may trade this political favor for any non-magical item worth up to 400gp,
including but not limited to masterwork weapons and armor and courtier clothing
and jewellery.
Master of Blades Saved (from Scenario 3-16 "The Midnight Mauler")
By saving the life of famed adventurer and former Master of Blades Vonran Vilk,
you have earned a permanent place in the Pathfinder Chronicles. You gain a +4
circumstance bonus on Diplomacy and intimidate checks when dealing with members
of the Pathfinder Society of your level or lower when you mention this boon.
Honoured Guests of the Hall (from Scenario 1-40, "Hall of Drunken Heroes")
Should you rescue a cleric from the grasp of the demons plaguing Cayden's Hall,
High Priestess Saphira declares you to be an honored guest and from this day forth
all drinks beneath her roof are free for you. Additionally, all clerics of Cayden
Cailean in Absalom give you a +1 circumstance bonus when asking them for information
pertaining to any Knowledge skill check.
Treachery in the Weave (from Scenario "Wonders in the Weave, Part 1")
Relentless Aspis Hunter (from Scenario "Wonders in the Weave, Part 2")
You discovered Aspis agents infiltrating the Hao Jin Tapestry, trivializing the
Pathfinder Society’s many sacrifices to gain exclusive access to the demiplane.
You vigilantly sought out the Consortium’s base and have aided the Society in
getting to the root of the rival group’s incursions into the tapestry. Your
dedication to stopping the Consortium from exploiting this demiplane for its
own profit manifests as a +2 morale bonus on attack and damage rolls against
Aspis agents inside the Hao Jin Tapestry.
Dogged Adventurer (from Scenario 3-20 "Rats of Round Mountain, part 1")
You fought hard to reach the centre of Round Mountain and the ratfolk pagoda
located thererin. Far from your means of exiting the Hao Jin Tapestry, you
chose to continue with your mission, foregoing the chance to return to Absalom
and the Material Plane to resupply or receive healing.
Cornered Fury (from Scenario 3-22 "Rats of Round Mountain, part 2")
Your trials within Round Mountain have given you the will to fight viciously
when cut off from friends and allies, a trait many ratfolk possess. Whenever
you are reduced to half or fewer hit points, and have no conscious ally within
30 feet, you gain a +2 morale bonus on melee attack rolls and to AC.
Twin Tomes (from Scenario 3-06 "Song of the Sea Witch")
You may spend 1 prestige point to gain access to either the Celestial Song or Infernal
Incantation while the Pathfinder Society researches their contents. Your time spent
poring over the chosen book's pages grants you a proficiency in either celestial
or Infernal. Due to many parties in the Pathfinder Society vying for time with the
tomes, you may only research one of the two books. [unused to date]
Jayorass' Ire (from Scenario 2-26 "The Mantis' Prey")
Word Gets Around (from Scenario 2-26 "The Mantis' Prey")
-2 to bluff, diplomacy, disguise & intimidate checks involving members of the Red
Mantis
_________________________________________________________________________________
SCENARIO NOTES
---------------------------------------------------------------------------------
[Area]
Tasks:
* white steel longsword, Pale Master
* VC Eliza Petulengro
* Woodsedge, in revolution-wracked Galt
* Teppen Munro (Edme, Galt) Kyalla (Mwangi Expanse) Eddington Keel (Corentyn, Cheliax) Shemis (Absalom) Prince Odrian (?)
* Narvin the Archdruid's gift - Maze of the Open Road
* "Remember the Vernal Key" codephrase - tell to Alrik
* Discover Adril Hestram's plan, how or when or what it is
- We have a general idea of Adril's plan
* Find out any who know of the maze
* Find out Adril's comings and goings through the maze
* Ensure his target's safety
NPC's:
* Pathfinder Durvin Gest (fountain of youth, red door)
- explored Lost Azlant, Catalogued 31 siege castles near Absalom
- rounded horn of garund 350 years but vanished under mysterious circumstances
- forbidden 5th edition of pathfinder chronicles, forgot his lucky sword
* +3 longsword of a luck blade, durvin used the wishes of the blade
* VC Adril Hestran
* Mysterious Ulfen Sidekick
* VC Eliza Petulengro, Osprey
* Red Raven
* Alrik of Elbon (blurted out by Geppa)
* Geppa (female middle-management)
* Tekko
Woodsedge Lodge: Montrose, Keel, Shemis, Kyalla, Prince Odrian
_________________________________________________________________________________
SCENARIOS COMPLETED
------------------------------------------------------------------------------------
(2011-10-08) Intro: First Steps, Part 1: In Service To Lore (+417gp)
(2011-10-08) 3-01: The Frostfur Captives (+512gp)
(2011-10-09) Modul: We Be Goblins (+500gp)
(2011-10-15) 1-39: Citadel of Flame (+553gp) (GM)
(2011-10-16) 1-52: City of Strangers, Part 2: The Twofold Demise (+507gp)
(2011-11-12) 0-04: Frozen Fingers of Midnight (+467gp)
(2011-11-19) 2-17: Shades of Ice, Part 2: Exiles of Winter (+1872gp) (GM)
(2011-04-23) 2-15: Shades of Ice, Part 1: Written in Blood (+1844gp) (GM)
(2011-12-27) 0-17: Perils of the Pirates Pact (+1271gp) [2P]
(2012-01-02) 0-24: Decline of Glory (+1540gp) +50
(2012-01-26) 2-19: Shades of Ice, Part 3: Keep of the Huscal King (+1906gp) +20
(2012-01-27) 3-02: Sewer Dragons of Absalom (+1287gp) +75
(2012-01-27) 3-11: The Quest For Perfection, Part 2: On Hostile Waters (+1839gp) +20
(2012-01-28) 3-09: The Quest For Perfection, Part 1: The Edge of Heaven (+500gp) +20
(2012-01-28) 3-13: The Quest For Perfection, Part 3: Defenders of
Nesting Swallow (+524gp) +10
(2012-07-29) Specl: Blood Under Absalom (+2500gp) +20
(2012-02-07) 3-06: Song of the Sea Witch (+3382gp) +10 [2P]
(2012-03-25) 3-16: The Midnight Mauler (+3160gp) +50 [2P]
(2012-04-07) 0-40: Hall of Drunken Heroes (+7703gp) +20
(2012-04-07) 3-15: The Haunting of Hinojai (+2524gp) +10
(2012-04-14) 0-31: Sniper In The Deep (+5874gp) +50
(2012-10-06) 3-20: Rats of Round Mountain, Part 1 (+4375gp) +20 [2P]
(2012-10-06) 3-22: Rats of Round Mountain, Part 2 (+7995gp) +75 [2P]
(2012-10-20) 3-12: Wonders In The Weave, Part 1 (+5495gp) (GM)[2P]
(2012-01-06) 4-06: Green Market (+5645gp) (GM)[2P]
(2012-01-10) 4-03: The Golemworks Incident (+5434gp) +10 [2P] 14593.98
(2012-01-26) 4-12: The Refuge of Time (+7971gp) +50 [2P] 22614.98
(2012-01-28) Specl: Race for the Runecarved Key (+5334gp) +20 [2P] 27968.98
(2013-03-10) 1-44: Echoes of the Everwar, Part 3 (+7694gp) +75 [2P]
(2013-03-??) 4-04: King of the Stoval Stairs (+4346gp) +75 [2P]
(2013-05-18) 1-53: Echoes of the Everwar, Part 4: The Faithless Dead (+8056gp) +20 [2P]
(2013-06-01) 2-26: The Mantis' Prey (+7909gp) +20 [1P]
(2013-08-25) Specl: Year of the Shadow Lodge (+7667gp) n/a [??]
(2014-12-14) 1-46: Eyes of the Ten, Part 1: Requiem (+23237gp) +10 [2P]
(2015-02-28) 1- : Eyes of the Ten, Part 2: The Maze (+10796gp) +75 [2P]
Bullets/Powder Upkeep: (50 shots/scenario)
Total Gained: +150 +151536gp +805
_____________________________________________________________________________________
ITEM TRACKING
(B) (s) (E) Bal Item
-----------------------------------------------------------------------------------------
Balance 124066.56
-----------------------------------------------------------------------------------------
(1) 7400 +1 Poison Resistance Elven Chain
(1) 32300 +1 Holy Seeking Musket
(120) 132 Ammo Upkeep (Bullets + B/Powder, 1.1gp ea)
(1450) 8700 Ammo Upkeep (Paper Catridges, 6gp ea)
(10) 360 Catridges, Admantine (Alchemical, 36gp ea)
(5) 60 Catridges, Cold Iron (Alchemical, 12gp ea)
(40) 280 Catridges, Silver (Alchemical, 7gp ea)
(70) 70 Black Powder
(1) 2000 Handy Haversack
(1) each 6 Belt Pouch, Flint & Steel, Scroll Case, Tindertwig x10, Parchment, G/Hook
(6) 30 Spring Loaded Wrist Sheathes
(1) 6000 Mask of the Mantis
(1) 4000 Headband of Wisdom +2
(1) 2600 Pirate Eye's Patch
(1) 900 Hand of the Mage
(1) 2500 Golembane Scarab
(1) 15750 Bracelet of Second Chances
(1) 2200 Ring of Feather Falling
(1) 10000 Unfettered Shirt
(1) 4000 Belt of Incredible Dex +2
(1) 5500 Boots of Springing & Striding
(1) 3000 Swarmbane Clasp
(1) 50 Antiplague
(2) 100 Antitoxin
(2) 50 Alchemical Fire
(8) 24 Powder Horn
(1) 1000 Powder Keg
(5) 500 Fuse Grenade
(4) 200 Air Crystals
(2) 50 Smelling Salts
(1) 0.01 Torch
(1) 50 M/W Tool, Swim Fins
(1) 0.03 Earplugs
(1) 1 Bell
(1) 0.02 Twine/String (50ft) & Bedroll
(1) 10 Compass
(1) 4500 Wand, Cure Moderate Wounds
(1) 0.4 Collapsible Plank
(1) 20 Periscope
(1) 85 Skeleton Key
(1) 50 Skyrocket
(1) 0.1 Weapon Cord
(1) 1 Smoked Goggles
(1) 1 Vial
(1) 250 Elixir of Hiding
(1) 300 Potion, Cure Moderate Wounds
(1) 750 Potion, Cure Serious Wounds
(1) 50 Potion, Touch of the Sea
(1) 750 Potion, Remove Blindness
(1) 1125 Scroll, Breath of Life
(2) 50 Scroll, Touch of the Sea
(2) 300 Scroll, Darkvision
(1) 375 Scroll, Water Breathing
(1) 320 Horse, Heavy, Combat Trained; Military Saddle
(1) (1) 19 Light Crossbow & 10 Bolts
(1) (1) 5 Lance
(1) 15 Gunsmithing Kit
(1) 8 Cold Weather Outfit
(14) 7 Rations
(1) 1 Rope, Hempen
(1) 1 Waterskin
(1) 750 Oil, Daylight
(1) 10 Compass
(1) 4500 First Aid Gloves
(1) 600 Retraining (Feat)
--------------------------------------------------------------
[2P] Wand, CLW
[2P] Potion, Fly
[2P] Potion, CSW
[?P] Vanity, Temple
[5P] Retraining (Feat)
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