<div class="floatright">(https://elliquiy.com/elluiki/images/4/45/Avatar_halforc.jpg)</div><strong>Player ID:</strong>Waldham<br/><br/><span class="bbc_font" style="font-family: French Script MT;"><strong><span class="bbc_size" style="font-size: 20pt;">Character Basics</span></strong></span><br/><strong>Name:</strong>Khera Tanglethorn<br/><strong>Faction:</strong>Horde<br/><strong>Gender:</strong>Male/Female<br/><strong>Race:</strong>Half-orc<br/><strong>Role:</strong>Alchemist/Scout<br/><br/><hr/><span class="bbc_font" style="font-family: French Script MT;"><strong><span class="bbc_size" style="font-size: 20pt;">Character Appearance</span></strong></span><br/><strong>Height:</strong>6-1/2 feet<br/><strong>Weight:</strong>200 pounds<br/><strong>Hair Color:</strong>Black<br/><strong>Eye Color:</strong>Blue<br/><strong>Build:</strong>Tall and gangly<br/><strong>Distinguishing marks:</strong>Tattoos on the body. A variety of alchemical concoctions has minimized his masculine traits and allowed Khera to grow as any young woman/androgyn would.<br/><br/><br/><hr/><strong>Personality:</strong>Khera still retains much of the paranoia and hypervigilance imparted by his years of abuse, making him an excellent scout and hunter. She puts her faith in facts, data, confirmed observations, and consistently repeatable experiments—these things are her currency of truth.<br/><hr/><strong>History:</strong>Khera was an half-orc born into a orc life. As the most frail of the many half-orc offspring born in the  human slave pen of the Tanglethorn. He never knew his mother, nor has he ever cared to. He escaped the blades that felled his half-siblings only because of his cunning. He was spared to serve as a future shaman for the Tanglethorn, and though his formative years were brutal, he flourished amid the violence and bloodshed of the true orcs around him. Bullying and abuse from orc children did not faze the eerily stoic half-orc. Even as a child, Khera could discreetly create dozens of toxic slurries, f lesh-burning unguents, and paralytic tinctures out of only crushed bugs and scavenged flora, and poison became his favorite method of dealing with his tormenters. He learned the secrets of alchemy from an old orc shaman.  Ever resentful of his master's abuse and arrogance, Khera methodically squirreled away enough of the old man's knowledge to eventually poison and murder him. His growing skills as an alchemist put him in high demand among those lawbreakers, who offered him protection in exchange for a steady supply of toxins, curatives, and potions. In time, however, Khera realized that he'd only exchanged one form of slavery for another. More often, he exchanges these services for rare reagents or favors instead.<br/>Until that time, all of the Khera's efforts focus purely on enriching his knowledge and resources to ensure his success, increasing his own reputation while studying the jealously guarded secrets.<br/><br/><hr/><strong>Other Info:</strong><br/><strong>Fetishes:</strong>She likes all physical characters except obese and overweight. She prefers female and hermaphrodite partners. She can copulate with all races and species if she attracted by the partner. She likes knotting cock, large and small breasts, big and multiple penises, tentacles. She’s not paying enough attention to the status.<br/>She likes anal and vaginal sex, the bondage, domination, multiple partners, oral sex, sex toys.<br/><br/><strong>Dislikes:</strong>She doesn't like giving or receiving ennemas, scat. She hates pain and torture.<br/><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body"><strong><span class="bbc_u">Basic Information</span></strong><br/><br/><strong>Character Name:</strong> Khera Tanglethorn                               <br/><strong>Player Name:</strong>Waldham                                  <br/><strong>Character Race:</strong>Half-Orc (http://www.archivesofnethys.com/RacesDisplay.aspx?ItemName=Half-Orc)  <br/><strong>Alignment:</strong>Neutral Evil/Neutral (human)       <br/><strong>Deity:</strong>None          <br/><strong>Total Level:</strong>6    <br/><strong>Speed:</strong>30 feet           <br/><br/><hr/><strong><span class="bbc_u">Character Class Information</span></strong><br/><br/>Class and Level     : Vigilante (https://www.d20pfsrd.com/classes/base-classes/vigilante/)/Experimenter (https://www.d20pfsrd.com/classes/base-classes/vigilante/archetypes/vigilante-archetypes-paizo-inc/experimenter-vigilante-archetype/) 6<br/><br/>Favored Class(es)   : Vigilante<br/>Favored Class Bonus : +1 skill point <br/><br/><hr/><strong><span class="bbc_u">Ability Scores</span></strong><br/><br/><tt class="bbc_tt"><br/>Strength     : 13 (+1)     03 point buy + 0 racial + 0 level + 0 misc<br/>Dexterity    : 12 (+1)     02 point buy + 0 racial + 0 level + 0 misc<br/>Constitution : 12 (+1)     02 point buy + 0 racial + 0 level + 0 misc<br/>Intelligence : 20 (+5)     10 point buy + 2 racial + 0 level + 2 misc<br/>Wisdom       : 14 (+2)     03 point buy + 0 racial + 1 level + 0 misc<br/>Charisma     : 14 (+2)     05 point buy + 0 racial + 0 level + 0 misc</tt><br/><br/><tt class="bbc_tt"><br/>Maximum Load : 150 lbs.<br/>Lift Overhead : 150 lbs.   (equal to Maximum Load)<br/>Lift         : 300 lbs.   (equal to Maximum Load x2)<br/>Drag or Push : 750 lbs.   (equal to Maximum Load x5)</tt><br/><br/><hr/><strong><span class="bbc_u">Combat Statistics</span></strong><br/><br/><tt class="bbc_tt">Hit Points        : 6d8 + 6<br/>Base Attack (BAB) : +4<br/>Initiative        : +1     1 Dex + 0 misc<br/><br/>Base Melee        : +6     4 BAB + 1 Str + 1 misc<br/>Base Ranged       : +5     4 BAB + 1 Dex + 0 misc<br/><br/>Combat Maneuver   : +5          4 BAB + 1 Str + 0 misc          &lt;- CMB<br/>Maneuver Defense  : +16    10 + 4 BAB + 1 Str + 1 Dex + 0 misc  &lt;- CMD<br/><br/>Armor Class       : 15     10 base + 4 armor + 0 shield + 1 Dex + 0 misc<br/>Touch AC          : 14     10 base + 1 Dex + 0 misc<br/>Flat-Footed AC    : 14     10 base + 4 armor + 0 shield + 0 misc</tt><br/><br/><hr/><strong><span class="bbc_u">Saving Throws</span></strong><br/><br/><tt class="bbc_tt">Fortitude  : +3    2 base + 1 Con + 0 misc<br/>Reflex     : +6    5 base + 1 Dex + 0 misc<br/>Will       : +7    5 base + 2 Wis + 0 misc<br/></tt><br/>Conditional Bonuses and Penalties :<br/><br/><hr/><strong><span class="bbc_u">Racial Abilities and Features</span></strong><br/><strong>+2 to One Ability Score: </strong>Intelligence. <br/><strong>Medium: </strong> Half-orcs are Medium creatures and have no bonuses or penalties due to their size. <br/><strong>Normal Speed: </strong> Half-orcs have a base speed of 30 feet. <br/><strong>Skilled :</strong> Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision. <br/><strong>Scavenger :</strong> 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.<br/><strong>Orc Blood:</strong> Half-orcs count as both humans and orcs for any effect related to race. <br/><strong>Orc Ferocity:</strong> Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. <br/><strong>Weapon Familiarity:</strong> Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon. <br/><strong>Languages: </strong> Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.<br/><br/><hr/><strong><span class="bbc_u">Class Abilities and Features</span></strong><br/><strong>Weapon and Armor Proficiency: </strong> Vigilantes are proficient with all simple weapons, light armors.<br/><br/><strong>Class Skills: </strong> An experimenter adds all Knowledge skills to his list of class skills.<br/><br/>This alters the vigilante’s class skills.<br/><br/><strong>Forbidden Science (Ex):</strong> An experimenter gains a bonus equal to 1/2 his vigilante level on Craft (alchemy) checks to create alchemical items and on Knowledge (engineering) checks (minimum +1). He also learns how to craft a mutagenAPG as if he were an alchemist of his class level. He can take alchemical discoveries in place of vigilante talents, but only discoveries that affect his mutagen (including cognatogenUM discoveries). When an experimenter is confused, dazed, frightened, panicked, or stunned, he must attempt a Will save (DC = 20 + his vigilante level) each round at the start of his turn. If he fails, he transforms as if he had consumed his mutagen (determine which ability score gets the bonus randomly). This doesn’t consume his mutagen, and lasts a number of rounds equal to 3 + his vigilante level, after which the transformation ends and he becomes fatigued. While transformed in this way, he is confused, and he rerolls any result of “act normally.” Since the confusion is part of the mutagenic transformation, abilities that prevent or remove confusion don’t apply to this effect, though abilities that end the effect of a mutagen work normally. He forgets everything that happened while he was involuntarily transformed.<br/><br/>This ability replaces vigilante specialization.<br/><br/><strong>Mutagenic Change (Ex): </strong> As a full-round action, an experimenter can consume his mutagen (if he has one) and shift from his social identity to his vigilante identity, as if he had the quick change social talent.<br/><br/>This ability replaces the 1st-level social talent.<br/><br/><strong>Brew Potion: </strong> At 3rd level, an experimenter gains Brew Potion as a bonus feat. He treats his vigilante level as his caster level and can use Craft (alchemy) instead of Spellcraft to brew potions. He can use another potion of the same spell as a sample to provide the necessary spell without consuming the potion, increasing the DC by 5.<br/><br/>This ability replaces unshakable.<br/><br/><strong>Lore Master (Ex): </strong> At 5th level, an experimenter gains the lore master bard class feature. The character can take 10 on any Knowledge skill check that he has ranks in. He can choose not to take 10 and can instead roll normally. In addition, once per day, he can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.<br/><br/>This ability replaces startling appearance.<br/><br/><strong>Dual Identity (Ex): </strong> A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.<br/><br/>The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.<br/><br/>Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.<br/><br/>Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.<br/><br/><strong>Seamless Guise (Ex): </strong> A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.<br/><br/><strong>Social Talent: </strong> Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.<br/><br/><span class="bbc_u">Safe House (Ex) :</span> [3th level]<br/> The vigilante can establish a safe house in his area of renown, and he can change it every time he changes his area of renown. If he doesn’t have the renown talent, he can still select this talent and place the safe house in a single location to which he has access, but he can never move the safe house from its initial location until he gains the renown talent. This safe house must be an area no larger in volume than a cube that is a number of feet per side equal to 10 feet per vigilante level. The safe house can be arranged any way he likes and it can be part of a larger building, like a secret room or an underground cave. Objects within this safe house can’t be located by any effect that is less powerful than a discern location spell. At 7th level, this protection from being located also applies to creatures in the safe house. At 13th level, the entire area is protected from scrying effects (though not mundane snooping) like a mage’s private sanctum. <br/><span class="bbc_u">Social Grace (Ex) :</span> [5th level]<br/>The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus. [Diplomacy]<br/><br/><br/><strong>Vigilante Talent: </strong> Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.<br/><br/>If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.<br/><br/><span class="bbc_u">Racial Paragon :</span> The vigilante can take a move action to gain the benefit of a feat with a racial prerequisite he meets but doesn’t have. This effect lasts for 1 minute. The vigilante must meet all the feat’s prerequisites. He can use this ability a number of times per day equal to 3 + 1/2 his vigilante level (minimum four times per day). The vigilante can use this ability again before the duration expires to replace a previous racial feat with another choice.<br/><br/>If a feat temporarily gained in this way has a daily use limitation, any uses of that feat while using this ability count toward that feat’s daily limit.<br/><br/>This vigilante talent can be selected multiple times. Each time it is selected after the first, the vigilante can use this ability to gain the benefits of one additional racial feat at the same time, or to reduce the action required to activate this talent by one step (a move action becomes a swift action, a swift action becomes a free action, and a free action becomes an immediate action). If the vigilante chooses to gain the benefits of multiple feats, the feats selected must share the same racial prerequisite. He can use one of these feats to meet a prerequisite of a second feat; doing so means he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability. <br/>Defiant Luck (Human) [4th level]<br/>Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll. <br/>Inexplicable Luck (Defiant Luck) [6th level]<br/>Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4. <br/><span class="bbc_u">Shadow's Sight (Ex) :</span> [2th level]<br/>The vigilante gains low-light vision and darkvision 60 feet. If he already had darkvision, its range increases by 30 feet. <br/><hr/><strong><span class="bbc_u">Skills and Languages</span></strong><br/><br/>Your maximum ranks in a skill are equal to your total level.<br/>Class skills with at least 1 skill rank in them gain a +3 "class" bonus.<br/>[c] denotes a class skill.<br/>^ denotes a skill that cannot be used untrained.<br/>6 + 4 (Intelligence) + 1 (racial) + 1 (favored class) = 12 / level<br/><tt class="bbc_tt"><br/><ul class="bbc_list"><li type="square"> Acrobatics           :+01    0 ranks + 1 Dex + 0 class + 0 misc - 0 armor</li><li type="square"> Appraise             :+07    0 ranks + 5 Int + 0 class + 2 misc</li><li type="square"> Bluff                :+06    1 ranks + 2 Cha + 3 class + 0 misc</li><li type="square"> Climb                :+01    0 ranks + 1 Str + 0 class + 0 misc - 0 armor</li><li type="square"> Craft(Alchemy)       :+15    6 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Diplomacy            :+10    1 ranks + 2 Cha + 3 class + 4 misc</li><li type="square"> Disable Device ^     :+00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor</li><li type="square"> Disguise             :+42    0 ranks + 2 Cha + 0 class + 40 misc</li><li type="square"> Escape Artist        :+01    0 ranks + 1 Dex + 0 class + 0 misc - 0 armor</li></ul><br/>[ ] Fly                  :+00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor<br/>[ ] Handle Animal ^      :+00    0 ranks + 0 Cha + 0 class + 0 misc<br/>[ ] Heal                 :+02    0 ranks + 2 Wis + 0 class + 0 misc<br/><ul class="bbc_list"><li type="square"> Intimidate           :+02    0 ranks + 2 Cha + 0 class + 0 misc</li><li type="square"> Know: Arcana ^       :+16    6 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Dungeon ^      :+15    5 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Engineer ^     :+16    6 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Geography ^    :+15    5 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: History ^      :+15    5 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Local ^        :+11    1 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Nobility ^     :+07    0 ranks + 5 Int + 0 class + 2 misc</li><li type="square"> Know: Nature ^       :+16    6 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Planes ^       :+16    6 ranks + 5 Int + 3 class + 2 misc</li><li type="square"> Know: Religion ^     :+16    6 ranks + 5 Int + 3 class + 2 misc</li></ul><br/>[ ] Linguistics ^        :+11    6 ranks + 5 Int + 0 class + 0 misc<br/><ul class="bbc_list"><li type="square"> Perception           :+11    6 ranks + 2 Wis + 3 class + (2) misc</li><li type="square"> Perform:             :+02    0 ranks + 2 Cha + 0 class + 0 misc</li><li type="square"> Profession: ^        :+02    0 ranks + 2 Wis + 0 class + 0 misc</li><li type="square"> Ride                 :+01    0 ranks + 1 Dex + 0 class + 0 misc - 0 armor</li><li type="square"> Sense Motive         :+11    6 ranks + 2 Wis + 3 class + 0 misc</li><li type="square"> Sleight of Hand ^    :+00    0 ranks + 0 Dex + 0 class + 0 misc - 0 armor</li><li type="square"> Spellcraft ^         :+10    1 ranks + 5 Int + 3 class + 1 misc</li><li type="square"> Stealth              :+08    4 ranks + 1 Dex + 3 class + 0 misc - 0 armor</li><li type="square"> Survival             :+06    1 ranks + 2 Wis + 3 class + 0 misc</li><li type="square"> Swim                 :+01    0 ranks + 1 Str + 0 class + 0 misc - 0 armor</li><li type="square"> Use Magic Device ^   :+00    0 ranks + 2 Cha + 0 class + 1 misc[/tt]<br/><br/><hr/><strong><span class="bbc_u">Languages : </span></strong><br/>Orc, Common, Abyssal, Draconic, Giant, and Goblin.<br/>Dwarven, Elven, Celestial, Infernal, Drow sign language, Undercommon, Sylvan<br/><br/><hr/><strong><span class="bbc_u">Traits and Feats</span></strong><br/><br/>Trait #1 : Brimstone Seer (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Brimstone%20Seer)<br/>Trait #2 : Artifact Hunter (http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Artifact%20Hunter%20(GS)) (Spellcraft as class skill)<br/><br/>Level 1 Feat : Nameless One (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Nameless%20One)<br/>Level 3 Feat : Ritual Mask (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Ritual%20Mask)<br/>Level 5 Feat : Practiced Ritualist (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Practiced%20Ritualist)<br/><br/><hr/><strong><span class="bbc_u">Money and Equipment</span></strong><br/><br/>Armor          <br/>Belt             <br/>Body           <br/>Chest          <br/>Eyes           <br/>Feet           <br/>Hands        <br/>Head : Ritual Mask [200 gp] |Vigilante Identity]         <br/>Headband : Headband of Vast Intelligence + 2 (4,000 gp) : Linguistics<br/>Neck : Brooch of Blending (half-orc) (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Brooch%20of%20Blending) (2,000 gp)        <br/>Ring #1      <br/>Ring #2      <br/>Shield        <br/>Shoulders  <br/>Wrists       <br/><br/>Weapon    :<br/>Weapon    :<br/><br/>Other Equipment :<br/>Alchemist's kit [Handy Havresack]<br/>Price 40 gp; Weight 24 lbs.<br/>This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. <br/>Alchemist’s Lab [Safe House]<br/>Price 200 gp; Weight 40 lbs.<br/>Alchemy crafting kit [Handy Havresack]<br/>Price 25 gp; Weight 5 lbs.<br/>Half-Orc Disguise Kit [Handy Havresack]<br/>Price 75 gp; Weight 1 lbs.<br/>Handy Havresack (http://www.archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Handy%20Haversack) Slot none; Price 2,000 gp; Weight 5 lbs. [On the back]<br/>Artisan's outfit (Free) [Social Identity]<br/>Scroll case [Handy Havresack]<br/>Price 1 gp; Weight 1/2 lb.<br/>Parchment (20 sheets) [Scroll Case]<br/>Price 2 gp<br/>Chronicle (http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Pathfinder%20Chronicle) [10 books about differents topics : arcana, Dungeonneering, …..] 500 gp [Handy Havresack]<br/>Occult Reference Materiel (http://www.archivesofnethys.com/EquipmentMiscDisplay.aspx?ItemName=Occult%20reference%20material) (80 gp) [Handy Havresack]<br/>Traveler’s Outfit (1 gp 5 lbs)<br/>Potions : (4050 gp or 2025 gp)<br/>Fly (750 gp)<br/>Water Breathing (750 gp)<br/>Cure Serious Wounds (750 gp)<br/>Neutralize Poison (750 gp)<br/>Remove Disease (750 gp)<br/>Lesser Restoration (300 gp)<br/>Studded Leather +1 (1175 gp 20 lbs) bonus armor +3 <br/>Great Axe + 1 Cost 2320 gp Weight 12 lbs.<br/>Damage 1d10 (small), 1d12 (medium); Critical x3; Range —; Type S<br/><br/>Money : 12619po GP + 4050/2025 gp<br/><br/><hr/></li></ul></tt></div></div>