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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 Societyâs many sacrifices to gain exclusive access to the demiplane. 
You vigilantly sought out the Consortiumâs base and have aided the Society in 
getting to the root of the rival groupâs 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
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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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