Mad Gokar's Character Sheet (Pathfinder)

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Mad Gokar - Level 9 CN Half-Orc Barbarian2(Brutal Pugilist)/Alchemist7(Beastmorph)

Attributes

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 12 (+1)
Charisma 7 (-2)

Secondary Attributes

Hit Points 80
Armor Class 21 (+7 from Masterwork Agile Breastplate, +2 from Dex, +1 Ring of Prot)
Base Attack Bonus +7/+2
Melee Attack Bonus +10/+5
Ranged Attack Bonus +9/+4
CMB +10 (+14 Grapple)
CMD 23
Base Speed 40 Feet (30 feet in med. armor)
Fort Save +13 (+8 Base, +2 CON, +3 Cloak of Resistance)
Reflex +10 (+5 Base, +2 DEX, +3 Cloak of Resistance)
Will Save +7 (2 Base, +1 WIS, +1 Trait, +3 Cloak of Resistance)
Initiative +4 (+2 Dex, +2 Trait)

Full Battle Mode (Rage + Feral Strength Mutagen + Arcane Strike)

Strength 24 (+7)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 7 (-2)
Hit Points 98
Armor Class 20
Melee Attack Bonus +14/+9
Natural Attack (red in tooth and claw) 4 primary natural attacks at +14 that count as magic (2 Claw attacks 1d6+8, 1 Bite 1d8+8, 1 Gore 1d8+8), Can sub one for 1 tentacle(secondary natural attack) +9 1d4+4 with grab on hit
Power Attack Weapon then Natural attack +13/+8 Flail 1d10+16, +7 on 2 of the following three: Bite 1d8+4, 1 Gore 1d8+4, or Tentacle 1d4+4 with grab on hit
CMB +14 (+18 on grapple)
CMD 25
Grappling Gokar is not a good idea CMD 25. always gets to take an attack of opportunity against grapple attempt, which if it hits add +2 to his CMD against the grapple. If the grapple is successful Gokar takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks. If grappled Gokar also takes advantage of his masterwork silversheen armor spikes to cause damage. On a successful hit with his tentacle Gokar can attempt to start a grapple as a free action without provoking an attack of opportunity with the option to conduct the grapple normally, or simply use the tentacle to hold (–20 penalty CMB check to make and maintain the grapple, but not gain the grappled condition)
Will Save +9 (2 Base, +1 WIS, +1 Trait, +2 rage, +3 Cloak of resistance)

Languages

  • Ubrekti (common)
  • some wild Ulani variant (origin)
  • Celesti
  • Bedowyld
  • Petaran

Traits

  • Auspicious Tattoo - You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune. +1 Will Save
  • Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly +2 Initiative

Feats and Abilities

Barbarian Class Abilities

  • Fast Movement Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
  • Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 14 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
  • Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
  • Savage Grapple At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. He can make an attack of opportunity against creatures trying to grapple him even if they possess the Improved Grapple feat or the grab special attack. If he hits with this attack of opportunity, he gains a +2 circumstance bonus to his CMD against the grapple attempt. He cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.

Alchemist Class Abilities

  • Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
  • Throw Anything (can throw any object without a -4 penalty, +1 to attack when throwing a splash weapon)
  • Bomb: 10 bombs/day, 4d6+3 points of fire damage, Splash damage equal to the bomb's minimum damage (7), DC 16 Reflex save for half damage.
  • Mutagen Type standard action, +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 80 minutes (40 for level, 40 for favored class bonus). In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 15 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.)
  • 1st Discovery:Feral Mutagen +2 competence bonus on Intimidate skill checks, gain primary natural attacks:
    • 2 claw attacks - 1d6 points of damage
    • bite attack deals 1d8 points of damage
  • 2nd Discovery:Tentacle You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
    • Less effective limb: does not give any extra attacks or actions per round, but can make tentacle attack in place of another attack. always counts as a secondary natural weapon (-5 to hit, only half STR bonus).
    • Attack: 1d4 Bludgeoning and on a successful hit can attempt to start a grapple as a free action without provoking an attack of opportunity.
    • Grab: You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. When holding an opponent each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold.You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
  • Poison Use Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon
  • Beastform Mutagen At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features and gains his choice of darkvision 60 feet, low-light vision, scent, or swim 30 feet which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy.
  • Breath Weapon Bomb Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb, but succeeding at a Reflex save (DC = 16) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.
  • Improved Beastform Mutagen At 6th level, a beastmorph's mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell, which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen. This ability replaces swift poisoning.

Race Abilities (half-orc)

  • Ability Bonus: (+2 Strength)
  • Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
  • Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
  • Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
  • Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
  • Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

Purchased Feats

  • Improved Unarmed Strike
  • Power Attack
  • Arcane Strike
  • Riving Strike
  • Extra Rage

Favored Class (Alchemist) Bonuses

  • (7) - Bonus Alchemist Mutagen Duration: Add +70 minutes to the duration of the alchemist's mutagens.

Skills

Skill Ability Modifier Ability Modifier Ranks Misc Bonus
Acrobatics DEX 5 2 3 0 (armor check and or/encumbrance reduced by Agile)
Acrobatics (Jump) DEX 8 2 3 3 (armor check/encumbrance reduced by Agile),(trained class skill)
Acrobatics (Jump/Underground) DEX 5 2 3 0 (armor check/encumbrance reduced by Agile)
Appraise INT 9 3 1 5 (trained class skill + trait)
Bluff CHA -2 -2 0 0
Climb STR 7 3 1 3 (trained class skill)(armor check/encumbrance reduced by Agile)
Craft (Untrained) INT 3 3 0 0
Craft (Alchemy) INT 17 3 9 5(trained class skill + masterwork portable alchemy lab)
Craft (Alchemy/Create Item) INT 24 3 9 9 (trained class skill + Beastmorph Level + masterwork portable alchemy lab)
Craft (Blacksmithing) INT 7 3 1 3(trained class skill)
Craft (Tattoo) INT 7 3 1 3(trained class skill)
Craft (Weapons) INT 7 3 1 3(trained class skill)
Diplomacy CHA -2 -2 0 0
Disable Device DEX 12 2 3 7(trained class skill, googles)
Disguise CHA -2 -2 0 0
Escape Artist DEX -1 2 0 -3 (armor check/encumbrance)
Fly DEX 4 2 2 0 (armor check/encumbrance, trained class skill)
Heal WIS 10 1 6 3(trained class skill)
Intimidate CHA 3 -2 2 3(trained class skill)
Knowledge (Arcana) INT 15 3 9 3(trained class skill)
Knowledge (Dungeoneering) INT 4 3 1 0
Knowledge (Engineering) INT 4 3 1 0
Knowledge (Geography) INT 4 3 1 0
Knowledge (History) INT 4 3 1 0
Knowledge (Local) INT 4 3 1 0
Knowledge (Nature) INT 9 3 3 3(trained class skill)
Knowledge (Planes) INT 4 3 1 0
Perception WIS 13 (15 find hidden objects, check food is spoiled, or identify a potion by taste) 1 9 3(trained class skill) (+2 Scavenger racial ability)
Perform (Untrained) CHA -2 -2 0 0
Ride DEX -1 2 0 -3(armor check/encumbrance)
Sense Motive WIS 1 1 0 0
Spellcraft INT 15 3 9 3(trained class skill)
Stealth DEX -1 2 0 -3(armor check/encumbrance)
Survival WIS 6 1 2 3(trained class skill)
Swim STR 7 3 1 3(trained class skill)

Known Alchemist Extractions

  • 1st Level (5/day) dc14: Adjuring Step, Ant Haul, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Detect Undead, Endure Elements, Enlarge Person, Expeditious Retreat, heightened awareness, identify, linebreaker, long arm, Longshot, monkey fish, phantom blood, reduce person, Shield, Stone Fist, Targeted Bomb Admixture, True Strike (Alchemy)
  • 2nd Level (4/day) dc15: barkskin, blood armor, blur, cure moderate wounds, lesser restoration, invisibility, see invisibility, vomit swarm
  • 3rd Level (2/day) dc16: Arcane sight, cure serious, displacement, heroism, protection from energy, remove disease, thorn body, tongues
  • Usually Brews 1 Cure Light, 1 linebreaker, 1 lesser restoration, and Darkvision Strength Mutagen to start the day

Cool Items

Armor/Clothing

Gokar's Breastplate
Base Item +1 Agile Breastplate with Silversheen spikes Max Dex 3
Cost 2350gp AC Check -3
Wt 25 lbs. Armor Class Bonus 7 (base 6 + 1 Magic enchantment)
Arcane Failure 25 Size Medium
Material Steel Hardness 10, hp 45
Spikes, Masterwork Armor spikes deal extra 1d6 piercing damage on a successful grapple attack. The spikes count as a martial weapon., You can also make a regular melee,attack (or off-hand attack) with the spikes, and they count as a light,weapon in this case. Spikes are masterwork (+1 to hit)
Spikes, Silversheen HP/inch 10; Hardness 8. Spikes made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.
  • Explorer's Outfit (Peteran-style)
  • Reinforced Scarf - One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.
  • Cloak of Resistance +3
  • Ring of Protection +1

Weapons

Melee Weapons

Gokar's Flail
Base Item: Flail (Heavy), masterwork

Material: Alchemical Silver

Type: Weapon. Melee. TwoHanded. Martial. Standard.
Bludgeoning. Flail. Weapon Group Flails.
Cost: 495 gp Size: M Wt: 10 lbs. 10 hp/inch 8 hardness
Melee Damage: 1d10+1.5STR crit: 19-20 x2, +1 to hit Ranged: 1d10+STR crit:20 x2 (Full-Round action, -3 to hit)
Disarm: +2 bonus on Combat Maneuver Checks to disarm an enemy

Trip: If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped

  • Wooden Stake: 1d4+STR piercing; Critical 20x2; type: simple, light
  • Spiritbane Spike: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a ghost touch short sword The spike reverts to its old form after 10 minutes, corroded and useless.
    • +1 to hit; 1d6+1+STR Piercing, Magical; Critical 19-20x2; type: martial, light;
  • Unarmed Strike: 1d3+STR bludgeoning, lethal or non-lethal; Critical 20x2;
  • Armor Spikes: +1 to hit(masterwork); 1d6 + STR piercing, silversheen; Critical 20x2; type: martial, light;

Thrown Weapons

Name Quantity Cost Weight Attack Damage Damage Type Crit Range Type Special
Net 2 20gp 6 lbs -4(non-proficient), Ranged Touch n/a n/a n/a 10' exotic, ranged A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.

A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Snag Net 1 30gp 10 lbs -4(non-proficient), Ranged Touch n/a n/a n/a 10' max exotic, ranged It works like a typical net, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a combat maneuver check to trip against that opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.
Wooden Stake 1 n/a 1 lb no modifiers 1d4+STR piercing 20x2 range 10' simple, light vampire-dusting?
Spiritbane Spike 1 n/a n/a -3 to hit(-4 non-ranged weapon, +1 enchantment) 1d6+1+STR Piercing, Magical 20x2 range 10' martial, light deals damage normally against incorporeal creatures regardless of bonus

Splash Weapons(+1 to hit, +Int to Damage, crit: 20, x2 does not apply to splash damage)

Name Quantity Cost Weight Craft DC Damage Splash Damage Damage Type Range Special
Bomb 7/day - - - 2d6 + INT 5 (dc15 reflex for half) Fire 20ft on crit does 2(1d6+INT)+1d6 to target, splash damage not effected
Acid 1 10 1 lb Alchemy dc 15 1d6 + INT 1+Int Acid 10 ft
Alchemist Fire 1 20 1 lb Alchemy dc 20 1d6 + INT 1+INT fire 10ft On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire
Holy Water 2 25gp 1 lb bless water ability 2d4 + INT(undead creature or an evil outsider only) 1 + INT (undead creature or an evil outsider only) holy/positive energy 10 ft to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
Stingchuck 1 50gp 9 lbs Weapons dc 20 1d4 + INT 1+INT Bludgeoning 10 ft When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

Inventory of items

  • 25g130s (out of date)

Situational Bonuses (quantity 1 unless otherwise indicated)

  • Alchemist's Lab (portable, masterwork1) - +2 circumstance bonus on Craft (alchemy) checks.
  • block and tackle - Whether it is used to hoist treasure from a pit or move supplies, a simple block-and-tackle pulley, when it is properly secured, adds a +5 circumstance bonus on Strength checks to lift heavy objects. Securing the pulley requires 1 minute.
  • Crowbar - +2 circumstance bonus to Strength checks to force open a door or chest
  • Earplugs - Made of waxed cotton or cork, earplugs give you a +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based Perception checks.
  • Fetters - Fetters are manacles fitted around the ankles rather than the wrists, and use the same rules for breaking, escape, and cost relative to size. A creature in fetters is entangled and can only move at half speed. In addition, a fettered creature must succeed at a DC 15 Acrobatics check to move more than its (reduced) speed in a round. If it fails the check by 5 or more, the creature falls prone
  • Filter Hood - This snug leather hood has built-in goggles and a filtration tube containing sponges. A filter hood uses your helm slot and imposes a –2 penalty on hearing- and sight-based Perception checks. While the sponges are moist, the hood grants you a +2 resistance bonus on saving throws against inhaled poisons and other airborne attacks that require you to breathe them. Moistening the sponges with water is a standard action. The sponges dry out after 1d4 × 10 minutes and should be thoroughly rinsed after each use.
  • Grappling hook - Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.
  • Handle harness - This wood-and-leather harness fits over clothing or armor and provides small handles and footrests across your back and along the sides of your legs and arms. While wearing a handle harness, you automatically succeed at checks to aid an adjacent ally of your size or smaller with Climb or Ride checks, or Acrobatics checks to balance on narrow surfaces or uneven ground. A handle harness’s ungainly construction gives you a –2 penalty on Escape Artist checks.
  • Leeching Kit - This sturdy ceramic jar has a heavy lid with a few tiny holes to let air in. It is normally half-filled with water and contains four adult leeches, each about 6 inches long. A leeching kit grants you a +2 circumstance bonus on Heal checks to treat poison. Used for medicinal bloodletting, a leech can survive for 6 months between feedings.
  • Manacles (medium) - Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.
  • Merchant Scale - +2 to appraise items valued by weight
  • Piton (4) - You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15.,
  • Ram, portable - This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by +2.
  • Smoked Goggles - These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You take a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance).
  • Tinker's Cap - This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).
  • Wrist Sheath(spring-loaded): Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item. (

Consumables

  • Acid Flask 1
  • Alchemists Fire 1
  • Alchemist's Kindness 1
  • Candle 10
  • Chalk 1
  • Garlic Necklace 1
  • Holy Water 3
  • Lamp Oil (1 Pint Flask) 10
  • Rations (Trail/Per Day) 10
  • Spiritbane Spike 1
  • Stingchuck 1
  • Sunrod 4
  • Tindertwig 2
  • Waterskin (Filled) 1

Basic Gear and Equipment

  • Backpack 1
  • Bandolier (holds potions and splash weapons) 1
  • Bedroll (Cloth) 1
  • Flint and Steel 1
  • Formula Book 1
  • Hammer 1
  • Hip Flask 1
  • Obsidian pieces 10 (from defiled altar)
  • Sack 2
  • Rope (Hemp/50 ft.) 1
  • String (50 ft.) 1
  • Waterproof Bag 1
  • Assorted standard alchemy supplies