EQUIPMENT |
ITEM |
LOCATION |
QTY |
WT. |
GP COST |
Acid (Flask)
|
Handy Haversack
|
2
|
1
|
10
|
Heartstone (Spell Effect (Use Activated) (SPELLNAME[Remove Disease] CASTER[Druid] SPELLTYPE[Divine] SPELLLEVEL[3] CASTERLEVEL[5] )/Spell Effect (Command Word) (SPELLNAME[Etherealness] CASTER[Sorcerer] SPELLTYPE[Arcane] SPELLLEVEL[9] CASTERLEVEL[18] ))
((Periapt (Spell Effect (Use Activated) (SPELLNAME[Remove Disease] CASTER[Druid] SPELLTYPE[Divine] SPELLLEVEL[3] CASTERLEVEL[5] )/Spell Effect (Command Word) (SPELLNAME[Etherealness] CASTER[Sorcerer] SPELLTYPE[Arcane] SPELLLEVEL[9] CASTERLEVEL[18] ))))
|
Equipped
|
1
|
0
|
351600
|
Antitoxin (Vial)
|
Carried
|
1
|
0
|
50
|
Assassin's Armor (AC Bonus (Insight) (+4)/Shadow (Improved)/Silent moves (Improved)/Masterwork/+4 (Enhancement to Armor))
(Insight bonus to armor class of +4, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks)
|
Equipped
|
1
|
15
|
86160
|
Assassin's Dagger
(Adds +1 to the DC of a death attack)
|
Carried
|
1
|
1
|
10302
|
Assassin's Quickloading (Light/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
|
Equipped
|
1
|
4
|
32335
|
Assassin's Quickloading (Light/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
|
Equipped
|
1
|
0
|
32300
|
Assassin's Spellbook (Masterwork)
|
Handy Haversack
|
1
|
3
|
65
|
Backpack
|
Carried
|
1
|
2
|
2
|
Belt, Monk's
|
Equipped
|
1
|
1
|
13000
|
Blue Dragon Bracers of Health +4
|
Equipped
|
1
|
0
|
16000
|
Bolt, Crossbow
|
Handy Haversack
|
9
|
0.1
|
0.1
|
Bolt (Crossbow/Alchemical Silver)
(10hp/inch and 8 hardness)
|
Handy Haversack
|
2
|
0.1
|
2.1
|
Bolt of Voices (Crossbow/Masterwork/+1 (Enhancement to Weapon or Ammunition))
|
Handy Haversack
|
7
|
0.1
|
47
|
Bolts, Crossbow (10)
|
Handy Haversack
|
4
|
1
|
1
|
Bolts, Crossbow (50)
|
Handy Haversack
|
1
|
5
|
5
|
Bolts (Crossbow/50/+4 (Enhancement to Weapon or Ammunition)/Masterwork)
|
Equipped
|
1
|
5
|
32050
|
Boots of Elvenkind
|
Handy Haversack
|
1
|
1
|
2500
|
Bracers of Armor +2
|
Handy Haversack
|
1
|
1
|
4000
|
Candle
|
Carried
|
1
|
0
|
0.01
|
Carpet of Flying (5x10)
|
Portable Hole
|
1
|
15
|
35000
|
Cloak of Elvenkind
|
Handy Haversack
|
1
|
1
|
2500
|
Cloak of Resistance +3
|
Equipped
|
1
|
1
|
9000
|
Dagger of Venom
(Inflict a poison spell effect 1/day, fortitude save (DC14))
|
Carried
|
1
|
1
|
8302
|
Flint and Steel
|
Carried
|
1
|
0
|
1
|
Gloves of Dexterity +4
|
Equipped
|
1
|
0
|
16000
|
Grappling Hook
|
Handy Haversack
|
1
|
4
|
1
|
Handy Haversack
|
Equipped
|
1
|
5
|
2000
|
Ink (1 Oz. Vial)
|
Carried
|
2
|
0
|
8
|
|
ITEM |
LOCATION |
QTY |
WT. |
GP COST |
Ioun Stone (Deep Red)
|
Equipped
|
1
|
0
|
8000
|
Laser Rifle
|
Carried
|
1
|
4
|
335
|
Oil (1 Pt. Flask)
|
Handy Haversack
|
1
|
1
|
0.1
|
Explorer's Outfit
|
Equipped
|
1
|
8
|
10
|
Bloodroot
(Injury DC 12, Init.:0, Sec.:1d4 CON + 1d3 WIS)
|
Carried
|
1
|
0
|
100
|
Blue whinnis
(Injury DC 14, Init.:1 CON, Sec.:unconsciousness)
|
Carried
|
1
|
0
|
120
|
Giant wasp poison
(Injury DC 18, Init.:1d6 DEX, Sec.:1d6 DEX)
|
Carried
|
1
|
0
|
210
|
Shadow essence
(Injury DC 17, Init.:1 STR (permanent), Sec.:2d6 STR)
|
Carried
|
1
|
0
|
250
|
Terinav root
(Contact DC 16, Init.:1d6 DEX, Sec.:2d6 DEX)
|
Carried
|
1
|
0
|
750
|
Portable Hole
|
Equipped
|
1
|
0
|
20000
|
Potion of Cure Light Wounds
|
Carried
|
8
|
0
|
50
|
Potion of Cure Moderate Wounds
|
Carried
|
6
|
0
|
300
|
Potion of Cure Serious Wounds
|
Carried
|
6
|
0
|
750
|
Potion of Fly
|
Carried
|
2
|
0
|
750
|
Potion of Haste
|
Carried
|
1
|
0
|
750
|
Potion of Sonic Protection from Energy
|
Carried
|
1
|
0
|
750
|
Profane Unholy Boots (Save Bonus (Profane) (+5))
(Profane bonus to all saving throws of +5)
|
Equipped
|
1
|
0
|
62500
|
Rapier
|
Handy Haversack
|
2
|
2
|
20
|
Rapier (+2 (Enhancement to Weapon or Ammunition)/Masterwork)
|
Carried
|
1
|
2
|
8320
|
Major Ring of Energy Resistance (Fire)
(Absorbs 20 points of Fire damage)
|
Handy Haversack
|
1
|
0
|
28000
|
Ring of Force Shield
|
Equipped
|
1
|
0
|
8500
|
Ring of Protection +2
|
Equipped
|
1
|
0
|
8000
|
Rope (Hempen/50 Ft.)
|
Handy Haversack
|
1
|
10
|
1
|
Signet Ring
|
Carried
|
1
|
0
|
5
|
Thieves' Tools
|
Handy Haversack
|
1
|
1
|
30
|
Ulfgar's Buckler (AC Bonus (Other) (+3)/Masterwork/+4 (Enhancement to Shield))
(Other bonus to armor class of +3)
|
Equipped
|
1
|
5
|
38665
|
Waterskin
|
Carried
|
1
|
0
|
1
|
Wise Shirt (WIS +6)
(Enhancement bonus to ability WIS|+6)
|
Equipped
|
1
|
0
|
0
|
TOTAL WEIGHT CARRIED/VALUE |
46 lbs. |
814784.21 gp |
|
|
WEIGHT ALLOWANCE |
Light |
66 |
Medium |
133 |
Heavy |
200 |
FEATS |
Armor Proficiency (Light), Combat Reflexes, Improved Critical (Crossbow (Light)), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency, Weapon Finesse |
MONEY |
Poison bolts in ED space Ashrem's Room contains the following heads of monsters he has encountered and collected. Orc head Black Dragon head Mind Flayer head Medusa head Grimlock head Hobyah head Osyluth head and tail Tifling head and tail Girallon head and 2 lower arms Red Flesh Golem head "Stitches" Desmoduo head broken Beholder parts Beholder body Vrock head Half-dragon/Half-orc head Unicorn horn Bear skin Effretti head Salamander head Hawk head Black "Death" Slaad head Green Slaad head Axiomatic Fire Giant head Grey Render head Steel Predator head (mother head) mature adult blue dragon head
|
SPECIAL ABILITIES |
+4 save against poisons, Death Attack (DC 22), Evasion (Ex), Hide in Plain Sight (Su), Improved Uncanny Dodge (can't be flanked except by a rogue of 20 level), Poison Use, Sneak Attack +9d6, Trap Sense (Ex) +2, Trapfinding |
MAGIC |
Unholy Boots +5 Will Save 50 +4 magic crossbow bolts 26 +3 magic crossbow bolts Poison
|
PROFICIENCIES |
Brass Knuckles, Claw (Fighting), Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Crossbow (Repeating Heavy), Crossbow (Repeating Light), Dagger, Dagger (Punching), Dart, Flask Launcher, Gauntlet, Gauntlet (Spiked), Gladius, Gutblade, Hammer (Golden Melon), Iron Comb, Iron Flute, Iron Pipe, Javelin, Knife (Throwing), Kukri, Ladies Chain, Longspear, Mace (Chained), Mace (Heavy), Mace (Light), Machete, Master's Hand, Morningstar, Push Knife, Quarterstaff, Rake, Rapier, Razor (Fixed), Sap, Shortbow, Shortspear, Sickle, Sling, Sling (Sand), Spear, Spells(Energy Missile), Spells(Ray), Spells(Touch), Staff (Lashing), Sword (Short), Unarmed Strike, Wire (Strangling)
|
LANGUAGES |
Common, Elven, Low Coryani, Orc
|
|
Assassin |
0
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
|
0
|
4
|
4
|
4
|
2
|
|
1: |
| | |
Detect Poison (DC:14) | Disguise Self (DC:14) | Feather Fall (DC:14) | Rogue's Stab (DC:14) | True Strike (DC:14) | |
|
2: |
| | |
Alter Self (DC:15) | Cat's Grace (DC:15) | Pass without Trace (DC:15) | Spider Climb (DC:15) | Undetectable Alignment (DC:15) | |
|
3: |
| | |
Deeper Darkness (DC:16) | Devlin's Venomblade (DC:16) | False Life (DC:16) | Misdirection (DC:16) | Nondetection (DC:16) | |
|
4: |
| | |
Dimension Door (DC:17) | Freedom of Movement (DC:17) | Invisibility, Greater (DC:17) | |
|
| * = Domain/Specialty Spell |
FEATS |
NAME |
DESCRIPTION |
Armor Proficiency (Light) |
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Combat Reflexes |
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. |
Improved Critical (Crossbow (Light)) |
When using the weapon you selected, your threat range is doubled. |
Improved Initiative |
You get a +4 bonus on initiative checks. |
Martial Weapon Proficiency |
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. |
Point Blank Shot |
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Precise Shot |
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. |
Rapid Shot |
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use the full attack action to use this feat. |
Simple Weapon Proficiency |
You make attack rolls with simple weapons normally. |
Weapon Finesse |
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. |
|