Damage Reduction 1/;
Spell Resistance 15
Immune attacks from air elementals, disease, fear;
Resist acid 10; cold 10; electricity 10; fire 10; sonic 10
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Combat Options |
- Aura of Courage (Su) A paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.
- charging armor Add +2d6 damage on a successful charge attack.
- Cleave If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
- Combat Reflexes You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
- Debilitating Touch (Su) Many gray guards use debilitating touch during interrogation, since it reduces the target's ability to successfully bluff or resist magical effects. Using debilitating touch does not provoke attacks of opportunity. An opponent hit by this attack is sickened for 5 rounds. Using this ability costs 5 points of your daily healing allotment. A successful Fortitude save (DC 10 + your gray guard level + your Cha modifier) negates the effect.
- Deific Foe (Ex) Gain +4 morale bonus to attack and damage rolls against worshipers of Kyuss.
- Devastating Touch (Su) You can use your lay on hands ability to make a touch attack that harms your enemies. Using devastating touch does not provoke attacks of opportunity. You decide how many points of your daily healing allotment to expend after successfully touching a creature: Each point expended deals 1 point of damage to the target. A non-evil creature is allowed a Will save (DC 10 + your gray guard level + your Cha modifier) to halve the amount of damage dealt.
- Divine Might (Su) As a free action, spend one of your turning attempts to gain a +7equal to Charisma modifier bonus on all weapon damage rolls for a full round.
- Epic Divine Might (Su) As a standard action, spend one of your turning attempts to gain a +14equal to 2x Charisma modifier bonus on all weapon damage rolls for 14equal to 2x Charisma modifier rounds.
- Fate Points ( ) As an immediate action, reroll the result of a d20 roll; however, you must take the new roll, even if it is lower than the first.
- Lay on Hands (Su) As a standard action, cure 1055 paladin of honor levels plus 10 gray guard levels times Cha modifier hit points on self or others by touch per day spread over any number of uses to maximum total.
- Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
- Power Attack On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
- If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
- Pressing Attack This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.
- Punishing Blow (bastard sword) You deal +1d6 points of damage with that weapon as long as the target is denied her Dexterity bonus to AC or if you flank the target. If you score a critical hit, this extra damage is not multiplied.
- +1 racial bonus to attack with bastard swords and light crossbows
- Sacred Vengeance (Su) As a free action, spend one of your turn undead attempts to add 2d6 points of damage to all your successful melee attacks against undead until the end of the current round.
- Sacred Vitality (Su) As a standard action, you can spend one of your turning attempts to gain immunity to ability damage, ability drain, and energy drain for 1 minute.
- Second Wind (Ex) ( ) 1/encounterAs a move action that does not provoke an attack of opportunity, choose one of the following effects: cure self of 31equal to character level x 1.5 hit points, gain a +6+1 plus +1/four character levels bonus to a single attack roll, gain a +6+1 plus +1/four character levels bonus to a single weapon damage roll, gain a +6+1 plus +1/four character levels bonus to a single skill check, gain a +1 bonus to a single spell DC, regain 10character level/2 mana points, or reduce the mana cost of a single spell by 2 (minimum cost of 1). Bonuses must apply to a standard action taken, and completed, in the same round Second Wind is activated. Second Wind may only be utilized during combat.
- Smite (Su) ( ) 7/dayMake a normal melee attack against a creature adding +7 (Charisma modifier) to attack and +195 paladin of honor class levels plus 10 gray guard class levels plus 4 pious templar levels damage. If the strike misses, the smite has no effect, but the usage for the day is still expended.
- Stand Fast (saves) (Su) ( ) 1/dayAs immediate action, add the paladin's divine grace (Charisma modifier) on the saving throw of all allies within 20 feet. She must add this bonus on the same save for each of them; thus, she could add to everyone's Reflex save, or everyone's Will save, but she could not grant some a bonus on Reflex and others a bonus on Will. She does not gain any bonus for using this ability, but neither does she lose her own divine grace bonus. This bonus lasts for 1 round.
- Stand Fast (special attacks) (Su) ( ) 1/dayAs immediate action, add the paladin's divine grace (Charisma modifier) on any roll she makes to resist a bull rush, disarm, grapple, sunder, or trip attack. She cannot use this ability when she is making such an attack; it is defensive only.
- True Believer ( ) 1/dayWhen you are about to make a saving throw you may declare that you are using this feat to gain a +2 insight bonus on that saving throw.
- Turn Kyuss Followers ( ) 10Charisma modifier plus 3/dayTurn followers of Kyuss with a +2 bonus to turn check as Cleric 1.
- Turn Undead (Su) ( ) 10Charisma modifier plus 3/dayStandard action, 60 ft. range, roll d20 plus 2 (from Knowledge [religion]) plus Cha modifier to determine strongest HD affected; roll 2d6 plus paladin of honor level (minus three) plus Cha modifier to determine how many HD are turned.
- Weapon of Choice (bastard sword) You treat this weapon as a light weapon for purposes of two-weapon fighting, and you can select it for the Weapon Finesse feat. You can even use it in a grapple or when swallowed by a creature.
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Skills
Appraise +1 (+1 Int, 0 ranks),
Balance +0 (+3 Dex, 0 ranks, -3 armor),
Bluff +14 (+7 Cha, 2 ranks, +5 Unbound Justice),
Climb +4 (+6 Str, 1 ranks, -3 armor),
Concentration +6 (+5 Con, 1 ranks),
Diplomacy +13 (+7 Cha, 4 ranks, +2 synergy Sense Motive),
Disguise +13 (+7 Cha, 1 ranks, +5 Unbound Justice),
Escape Artist +0 (+3 Dex, 0 ranks, -3 armor),
Forgery +1 (+1 Int, 0 ranks),
Gather Information +7 (+7 Cha, 0 ranks),
Handle Animal +8 (+7 Cha, 1 ranks),
Heal +2 (+1 Wis, 1 ranks),
Intimidate +20 (+7 Cha, 8 ranks, +5 Unbound Justice),
Jump +4 (+6 Str, 1 ranks, -3 armor),
Knowledge (arcana) +8 (+12 regarding necromancy) (+1 Int, 7 ranks),
Knowledge (dungeoneering) +2 (+1 Int, 1 ranks),
Knowledge (geography) +2 (+1 Int, 1 ranks),
Knowledge (history) +2 (+1 Int, 1 ranks),
Knowledge (localCormyr) +2 (+1 Int, 1 ranks),
Knowledge (nature) +2 (+1 Int, 1 ranks),
Knowledge (nobility & royalty) +4 (+1 Int, 3 ranks),
Knowledge (the planes) +13 (+1 Int, 12 ranks),
Knowledge (religion) +25 (+29 regarding gods of death and undeath) (+1 Int, 24 ranks),
Listen +3 (+1 Wis, 0 ranks, 2 cross-class ranks),
Ride +4 (+3 Dex, 1 ranks),
Search +5 (+1 Int, 0 ranks, 4 cross-class ranks),
Sense Motive +9 (+1 Wis, 8 ranks),
Sneak +0 (+3 Dex, 0 ranks, -3 armor),
Spellcraft +3 (+1 Int, 0 ranks, +2 synergy Knowledge [arcana]),
Spot +14 (+1 Wis, 0 ranks, 3 cross-class ranks, +10 goggles of draconic vision),
Survival +1 (+3 other planes) (+1 Wis, 0 ranks),
Swim +0 (+6 Str, 0 ranks, -6 armor),
Use Rope +7 (+3 Dex, 0 ranks, +4 renowned silk rope)
Armor Check Penalty
-3-2 armor -0 helm -1 shield;
Swim Check Penalty -6;
Permanent Class Skills Knowledge (all)
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Feats
Armor Proficiency (all),
Cleave,
Combat Reflexes,
Divine Might,
Epic Divine Might,
Exotic Weapon Proficiency (bastard sword),
Extra Smiting,
Improved Critical (bastard sword),
Martial Weapon Proficiency (all),
Power Attack,
Pressing Attack,
Punishing Blow (bastard sword),
Sacred Vengeance,
Sacred Vitality,
Shield Proficiency (all; except tower),
Simple Weapon Proficiency (all),
True Believer,
Weapon Focus (bastard sword),
Weapon of Choice (bastard sword),
Weapon Specialization (bastard sword)
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Special Qualities |
- Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to his paladin level.
- Divine Grace (Su) A paladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
- Divine Health (Ex) A paladin gains immunity to all diseases, including supernatural and magical diseases.
- Mettle (Su) A pious templar's special blessing allows her to shrug oft magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spells effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
- Sacrament of the True Faith You are granted the freedom to act on behalf of your faith as you deem necessary. Thus, you never risk losing your class abilities in the pursuit of a just cause and never need to atone for violating your code of conduct.
- This trust does not grant you the freedom to act as violently or immorally as you wish, however. Release from your code of conduct depends on your acting as an exemplar of your order's ideals. If you violate this trust by habitually acting in an immoral or corrupt manner, the leaders or deity of your faith might revoke their blessing and banish you from the ranks of the faithful
- Unbound Justice (Ex): Unrestricted by your code of honor, you can employ unorthodox methods that are all the more effective because they're unexpected. You add half your gray guard level (round down) as a competence bonus on Bluff, Disguise, and Intimidate skill checks.
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Combat Rites |
battle focus You gain a +1 combat rite bonus to your attack rolls this round. Use this rite at the beginning of your turn.
calmness of thought You make a Concentration check with a DC equal to 10 + all circumstance penalties applied against you currently. If you succeed, you ignore the penalties for 1 round. You cannot take 10 or 20 on the check. Use this rite at the beginning of your turn.
canny strike You gain a +1d6 sneak attack damage bonus to your attack if you attack an opponent who has lost his Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not) or if you flank the opponent. This ability stacks with sneak attack or First Strike damage bonuses. Use this rite at the beginning of your turn.
coils of the snake You gain a +2 bonus to a grapple check made this round. Use this rite at any time during the round.
deadly charge You gain a +2 damage bonus to the single attack you make at the end of a charge action. Use this rite at the beginning of your turn.
defensive focus You gain a +1 dodge bonus to Armor Class this round. Use this rite at the end of your turn. It lasts until the start of your next turn.
disarming strike You gain a +2 bonus to disarm attempts made this round. Use this rite at any time during the round.
mystic strike The attacks you make this round strike as though you have a +1 weapon (or a magic weapon in general) for purposes of damage reduction (not attack or damage bonuses). Use this rite at the beginning of your turn.
opportunistic assault If a foe is flanked, even if not by you, you gain a +2 combat rite bonus to your attack rolls against the opponent this round. Use this rite at the beginning of your turn.
power focus You gain a +1 combat rite bonus to your damage rolls this round. Use this rite at the beginning of your turn.
reaction of the viper You can make an additional attack of opportunity this round if a foe provokes the attack. You still cannot make more than one attack of opportunity per provocation. Use this rite at any time during the round.
resistant focus You gain a +1 combat rite bonus to one saving throw during this round. You must be aware of the attack or effect forcing you to make a save. Use this rite at any time.
rhino charge You gain a +2 bonus to bull rush attempts made this round. Use this rite at any time during the round.
speed of the wind You gain a bonus of +10 feet to your ground speed (or flying speed, if you have wings) this round. Use this rite at the beginning of your turn.
stealth focus You gain a +4 bonus to a single Sneak skill check made this round. Use this rite at the beginning of your turn.
take down You gain a +2 bonus to trip attempts made this round. Use this rite at any time during the round.
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Spellcasting and Spell-Like Abilities |
- Spell-Like Abilities At Willdetect evil.
- Caster Level 5th5 levels of paladin of honor;
Spell Penetration d20+5d20 +5 caster level;
Primary Ability Charisma
- Divine Crusader Spells Per Day (0-level 3; 1st 2)
- DC to Resist 11 + spell level
- Caster Level 1st1 levels of divine crusader;
Spell Penetration d20+1d20 +1 caster level;
Primary Ability Wisdom
detect poison,
detect magic,
read magic
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astute fighting,
remove fear
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- Paladin Spells Per Day (1st 6; 2nd 5; 3rd 5; 4th 5)
- DC to Resist 15 + spell level
- Caster Level 15thone half of [5 levels of paladin of honor plus 5 gray guard caster increases plus 20 from shield of the Sun];
Spell Penetration d20+15d20 +15 caster level;
Primary Ability Wisdom 20shield of the Sun makes Wis 20 for paladin spellcaster purposes
armor contingency,
draw on faith,
lionheart,
potent weapon,
remove fatigue,
resurgence
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divine protection,
mark of doom,
resist element,
resist energy,
righteous fury
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angelskin,
find the gap,
mass resurgence,
prayer,
remove blindness/deafness
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blessing of kings,
blessing of the righteous,
break enchantment,
dispel evil,
lesser visage of the deity
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- Pious Templar Spells Per Day (1st 2; 2nd 1)
- DC to Resist 11 + spell level
- Caster Level 4th4 pious templar levels;
Spell Penetration d20+4d20 +4 caster level;
Primary Ability Wisdom
divine sacrifice,
protection from evil
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steadfast blow
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Miscellaneous Information |
HistoryTaravin Truesilver hails from the beautiful lands of Cormyr. The Truesilver family has been members of the royal court of Cormyr for years, but Taravin grew bored with the royal life, and decided to serve his country and Kelemvor by becoming a warrior. His religious ideals were very strong, but the ugliness of battle affected him, and he began to understand that the work of a holy man may not always take the holiest path. He saw warriors do some terrible things in the name of the church or country, but he grew to understand that we must all sometimes keep our attention on the greater good. As a follower of Kelemvor, Taravin has made his peace with his eventual death, and serves to the best of his ability even if death is to pay. Taravin respects the law of both gods and men, but has been forced to reason that both may sometimes take opposing paths. Taravin can often be seen praying to Kelemvor for the souls of both good and evil that have fallen in combat. He has vowed to send anyone who opposes the will of Kelemvor to meet him personally. Recently he was dispatched to the rural area between Waterdeep and Daggerford to investigate the reports of undead risings, and to investigate the whereabouts of another one of Kelemvor’s agents from Cormy named Eol Seregon. He found the party that Eol was traveling with, and learned of the atrocity that occurred in Waterdeep. He knew right away that he must join the party, and prevent the terrible tragedy of mankind that was described as the Age of Worms. ;
AdventuresAoW-006: A Gathering of Winds (by Wolfgang Baur), AoW-007: The Spire of Long Shadows (by Jesse Decker), AoW-008: The Tyrant of Mintarn (by Richard Pett), AoW-009: The Library of Last Resort (by Nicolas Logue), AoW-010: Kings of the Rift (by Greg A. Vaughan), AoW-011: Into the Wormcrawl Fissure (by James Jacobs), AoW-012: Dawn of a New Age (by Tito Leati);
Lives Remaining 63 Deaths; 08/23/2007 - death from massive damage; 12/13/2007 - death from Sayren-Lei the wild watcher; 04/01/2008 - death from augmented thessalhydra;
Last Played November 6, 2008
Languages Auran (from ring), Chondathan, Common, Draconic
Patron Deity Kelemvor; Homeland Cormyr; Heritage 100% Human; Background Noble
Height 6 ft. 0 in.; Weight 205 lb.; Age 25; Hair Brown; Eyes Blue
Character Level Record |
Paladin of Honor |
Paladin of Honor |
Paladin of Honor |
Paladin of Honor |
Paladin of Honor |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Gray Guard |
Pious Templar |
Pious Templar |
Pious Templar |
Pious Templar |
Divine Crusader |
Ritual Warrior |
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Defeated Enemy Record
1 Advanced Elite Nightmare Beast, 1 Adult Green Dragon, 1 Angel of the Worm, 1 Avolakia Ghostpriest, 1 Barbed Devil, 2 Belkers, 1 Blood Amniote, 1 Broodfiend, 1 Death Knight, 1 Fire Giant Dragonslayer/Ranger, 1 Greater Air Elemental, 1 Ice Golem, 1 Kyuss Archer, 1 Kyuss High-Knight, 2 Kyuss Knights, 1 Overworm, 1 Purple Worm, 1 Tiamikal Nul-Shada Sergeant, 1 Very Old Vampiric Silver Dragon, 1 Worm Naga
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Equipment & Possessions |
Artifacts
Baalphegor's Grace (imbiber risks alignment shift and instant death; for 24 hourscommunicate telepathically with Blessed Angels on same plane; as standard action, wrack Blessed Angel within 60 ft. with pain; Blessed Angels harming imbiber are wracked with pain; 3/daydemand against a Blessed Angel, if she resists, she turns it back upon the imbiber to do her bidding),
Shield of the Sun (+7 shield; -1 armor check penalty; 15% spell failure; grants SR 15; resist acid, cold, electricity, fire, and sonic 10; cast spells as +20 Paladin levels with Wisdom 20; 1/yearundergo a quest for a Lawful Good deity with no save)
Magical Items
+4 amulet of health (16,000 gp),
bag of holding (type I) (holds 250 lbs; 30 cu. ft.; weighs 15 lbs) (2,500 gp),
+6 belt of giant strength (36,000 gp),
+4 charging mithral breastplate armor (+10 armor; +4 max Dex; -2 armor check penalty; 25% spell failure; +2d6 damage on charges; light armor) (29,200 gp),
+6 circlet of charisma (36,000 gp),
cardinal cape (+2 natural armor; 20% miss chance) (36,000 gp),
dose of dust of tracelessness (250 gp),
everburning torch (110 gp),
everlasting trail rations (350 gp),
folding boat (7,200 gp),
+4 gloves of dexterity (16,000 gp),
goggles of draonic vision (+10 bonus Spot checks; low-light vision; darkvision 60 ft.; 1/dayblindsense for 1 minute) (46,000 gp),
greater skeleton key ( 2/dayactivate greater teleport for user and up to 4 other willing Medium creatures; has no range limit and cannot arrive off target) (65,520 gp),
Lightbringer (+2 aurorum holy bastard sword [good-aligned; +2d6 damage against evil; repairs sunder as full-round action; glows with 20-ft.-radius silver light, cannot shut off]) (36,335 gp),
ring of air elemental command (air elementals cannot attack or approach within 5 feet; can forego this protection and attempt a charm monster with DC 17 Will negates; creatures from the Plane of Air suffer -1 attack rolls against wearer, wearer gains +2 resistance bonus to saves against creatures' attacks, and wearer gains +4 morale bonus on attack rolls against them and automatically by-passes all damage reduction; speak Auran; activate following powers at CL 15: at willfeather fall, resist electricity (self only), wind wall;
2/daygust of wind; 1/dayair walk (self only); 1/weekchain lightning (15d6 electricity damage; DC 19 Reflex half); suffer -2 penalty to any saving throw against earth-based attacks) (200,000 gp)
+5 ring of protection (50,000 gp),
+5 robe of resistance (25,000 gp),
sun blade (can only be wielded by Good; +2 bastard sword; against evil creatures +4 total enhancement bonus; double damage against Negative Energy Plane creatures and undead and x3 critical on those vulnerable to critical hits; 1/day-swing sword vigorously overhead and speak command, causing a 10-foot radius glow of full daylight, which grows 5 feet per round for 10 rounds while sword is still swung; fades to dim glow when swinging stop which remains for 1 minute) (50,335 gp),
winged boots ( 3/dayfly as the spell for 5 minutes) (16,000 gp)
- efficient quiver (can hold 60 arrows, 18 javelins, and 6 spears) (1,800 gp)
arrows (5 cp each),
broadhead arrows (increase damage die by one size; -15% range) (4 sp each),
cold iron broadhead arrows (increase damage die by one size; -15% range; overcomes cold iron DR) (8 sp each),
forked arrows (increase damage die by two sizes; -25% range; -4 attack without Exotic Arrow Proficiency feat) (6 sp each),
silver broadhead arrows (increase damage die by one size; -1 damage; -15% range; overcomes silver DR) (5 sp each)
Potions
oils of magic weapon (1 minute duration) (50 gp),
potion of animalistic power (CL 3rd; +2 enhancement Str, Dex, & Con; 3 minute duration) (300 gp),
potion of astute fighting (CL 5th; 5 round duration) (250 gp),
potion of barkskin +3 (60 minute duration) (600 gp),
potions of cure light wounds (CL 1st; cures 1d8+1 hp) (50 gp each),
potions of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp),
potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),
potion of haste (5 round duration) (750 gp),
potion of light mana (CL 1st; restores 1d8+1 mana) (50 gp),
potion of ray of hope (CL 5th; +2 morale saves, attacks, ability and skill checks; 5 round duration) (250 gp),
potion of water breathing (CL 5th; 10 hour duration) (750 gp),
spellrings of water breathing (CL 5th; 10 hour duration) (395 gp)
- Masterwork Potion Belt
potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp),
potions of water breathing (CL 5th; 10 hour duration) (750 gp)
snort of heroism (CL 5th; +2 morale on attacks, saves and skill checks; 50 minute duration) (750 gp)
Mounts
heavy horse (200 gp),
military saddle (+2 circumstance Ride checks to stay in saddle) (20 gp)
Nonmagical Items
backpack (2 gp),
bedroll (1 sp),
belt pouch (1 gp),
candles (5-ft. radius illumination; 1 hour) (1 cp each),
collection of religious studies on necromancy (+4 circumstance Knowledge [arcana] regarding necromancy; +4 circumstance Knowledge [religion] regarding gods of death and undeath) (8,000 gp)
crowbar (+2 circumstance bonus Strength checks to break or open objects) (2 gp),
explorer's outfit (10 gp),
fine gala clothing (2,000 gp),
5 flasks of oil (1 sp each),
flint and steel (full-round action) (1 gp),
grappling hook (Use Rope DC 10, +2 per 10 ft. of distance thrown) (1 gp),
hammer (5 sp),
masterwork hooded lantern (40-ft. illumination, 80-ft. shadowy; 7 hours/pint of oil) (57 gp),
masterwork light helm (+1 helm; 5% spell failure) (165 gp) (not worn),
masterwork potion belt (free action to retrieve; holds 10 potions) (60 gp),
mighty (+2 Str) composite longbow (300 gp),
peasant's outfit (1 sp),
10 pitons (1 sp each),
renowned climber's kit (+4 circumstance Climb checks) (280 gp),
renowned silk rope (50 ft.; +4 circumstance Use Rope checks) (210 gp),
2 sacks (1 sp each),
small steel mirror (10 gp),
tent (10 gp),
torches (1 cp each),
vials of masterwork antitoxin (+6 alchemical bonus on Fort saves against poison for 1 hour) (100 gp each),
waterskin (1 gp),
whetstone (2 cp),
winter blanket (5 sp)
pp 0,
gp 40,740,
sp 0,
cp 0
Other Wealth None
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