Post by streamofthesky on Feb 25, 2017 23:15:49 GMT -5
NEW Rhuarc Faerpin
Whisper Gnome Sublime Rogue 6 // Monk 1 // Barbarian 1 / Swashbuckler 3 / Fighter 1 / Monk +1
Disciplines: Shadow Hand, Oncoming Storm, Kuji-Kiri, Tiger Claw
XP: 121,350 / Next feat: 125,000
Small Humanoid (Gnome)
Initiative +9; Senses: Spot +0, Listen +0, Low-light vision, Darkvision 60 ft
Str 14, Dex 15, Con 14, Int 14, Wis 10, Cha 8 (initial 28 point buy)
Str 12, Dex 20, Con 16, Int 14, Wis 10, Cha 6 (racial mods, level 4 and E6 feats)
HP: 70 (1d12 +5d10 +18) [rolled: 8, 10, 8, 8, 6]
New AC: 30; Touch: 17; FF: 24 (+1 size +1 dodge +5 dex +7 armor +4 shield +2 OA items) [Uncanny Dodge]
Base Saves: Fort +9, Ref +5, Will +4
Saves: Fort +14, Ref +13, Will +8 (Evasion)
BAB +6/+1; Grapple +3
Speed: 40 ft
TWF: [d20+12] [d20+7] and [d20+12][d20+7]
Memoryblade [d20+13] [d20+8] for [d4+7+2] (S, 19-20/x2)
Short Sword [d20+14] [d20+9] for [d4+8+2] (P, 19-20/x2)
Dagger [d20+14] [d20+9] for [d3+8+2] (S or P, 19-20/x2, 10 ft increment, -2 to hit if thrown)
Unarmed [d20+14] [d20+9] for [d4+8+2] (B, 20/x2, cold iron)
Longbow [d20+12] [d20+7] for [d8+3] and [d6] fire (P, 20/x3, 110 ft increment)
Light Crossbow [d20+12] for [d6+3] and [d6] fire (P, 19-20/x2, 80 ft increment)
Sneak Attack: extra [2d6] and Fort (DC = damage dealt) vs. Staggered
Maneuvers (IL 6; 8 known, 5 readied):
1 Wolf Fang Strike
1 Sudden Strike R
1 Sudden Leap
2 Rapid Strike R
2 Cloak of Deception R
2 Shadow Jaunt
3 Lightning Slash R
3 Soaring Raptor Strike R
Stances:
1 Island of Blades (SH; If you and ally are adjacent to a creature, both of you count as flanking it)
1 Light as a Feather (KK; All jumps count as running w/ +4 bonus, climb your speed as Move w/ 1 hand, 2*IL insight on Climb/Jump/Tumble)
3 Assassin's Stance (SH; Gain +2d6 sneak attack) R
Feats:
1 Shadow Blade
1 Education (+2 local, nature) [flaw]
1 Trivial Knowledge [flaw]
2 Weapon Finesse [SB 1]
3 Knowledge Devotion (<16: +1, 16: +2, 26: +3, 31: +4, 36: +5)
3 Imp. Unarmed Strike [Monk 1]
3 Dodge (PF) [Monk 1]
5 Martial Stance (Assassin's) [Ftr 1]
6 Mobility [Monk 2]
6 Staggering Strike
C1 Tristalt (Monk 1 @ level 3)
C2 Titan Fighting
C3 Snap Kick
C4 Riposte
C5 Skill Beyond Your Years (Max Ranks +2 on all skills)
C6 Open Minded (+9 skill points)
C7 Elusive Target
C8 Combat Reflexes
C9 Backstab
C10 Improve Dex 1
C11 Improve Dex 2
C12 Keen Intellect
C13 Lookout (PF)
C14 Open Minded (+9 skill points)
C15 Extra Rage
C16 Gloom Razor
C17 Quick Draw
C18 TWF
C19 Imp. TWF
C20 Double Hit
C21 ?
Flaws: Shaky (-2 ranged), Inattentive (-4 Spot/Listen)
Languages: Common, Gnome, Undercommon, Auran
Skills (90 +18):
Tricks: Collector of Stories (+5 to ID creatures)
Class: Sneak Attack (maneuver lvl * d6 for 1 round; recover expended maneuver if you drop foe), Trapfinding, Evasion, Uncanny Dodge, Skill Mastery (take 10 on Tumble, Disable Device), Versatility (+6 insight to skill(s), divided up however), Fast Movement, Whirling Frenzy 3/day (+4 Str, +2 dodge AC/Reflex, extra attack for -2 to hit; 6 rounds), Grace +1, Insightful Strike (Int to damage w/ Finesse weapons), Hit and Run (+2 initiative; +dex as competence bonus to damage vs. FF foes w/in 30 ft), Flurry of Blows (-2 to hit, extra attack, monk weapons only), Invisible Fist, AC bonus (unused)
Invisible Fist
Gear:
13,000 gp - cost of gear +8.75 gp +razor shield? +5 PP +2 potions of Cure Serious Wounds (CL 5) + 1250 gp +1334 gp +300 pp +1225 gp +80 pp + 800 gp emerald +IOU 1d3 magic items
Whisper Gnome: +2 Dex/Con, -2 Str/Cha, Small, 30 ft speed, LLV, DV 60 ft, +4 Hide/MS, +2 Spot/Listen, +1 attack vs. kobolds and goblinoids, +4 dodge AC vs. giants, Silence SLA 1/day (centered on self), gnome hooked hammer familiarity
Variants: Whirling Frenzy Barbarian, Cobra Strike fighting style Monk, Invisible Fist Monk
Whisper Gnome Sublime Rogue 6 // Monk 1 // Barbarian 1 / Swashbuckler 3 / Fighter 1 / Monk +1
Disciplines: Shadow Hand, Oncoming Storm, Kuji-Kiri, Tiger Claw
XP: 121,350 / Next feat: 125,000
Small Humanoid (Gnome)
Initiative +9; Senses: Spot +0, Listen +0, Low-light vision, Darkvision 60 ft
Str 14, Dex 15, Con 14, Int 14, Wis 10, Cha 8 (initial 28 point buy)
Str 12, Dex 20, Con 16, Int 14, Wis 10, Cha 6 (racial mods, level 4 and E6 feats)
HP: 70 (1d12 +5d10 +18) [rolled: 8, 10, 8, 8, 6]
New AC: 30; Touch: 17; FF: 24 (+1 size +1 dodge +5 dex +7 armor +4 shield +2 OA items) [Uncanny Dodge]
Base Saves: Fort +9, Ref +5, Will +4
Saves: Fort +14, Ref +13, Will +8 (Evasion)
BAB +6/+1; Grapple +3
Speed: 40 ft
TWF: [d20+12] [d20+7] and [d20+12][d20+7]
Memoryblade [d20+13] [d20+8] for [d4+7+2] (S, 19-20/x2)
Short Sword [d20+14] [d20+9] for [d4+8+2] (P, 19-20/x2)
Dagger [d20+14] [d20+9] for [d3+8+2] (S or P, 19-20/x2, 10 ft increment, -2 to hit if thrown)
Unarmed [d20+14] [d20+9] for [d4+8+2] (B, 20/x2, cold iron)
Longbow [d20+12] [d20+7] for [d8+3] and [d6] fire (P, 20/x3, 110 ft increment)
Light Crossbow [d20+12] for [d6+3] and [d6] fire (P, 19-20/x2, 80 ft increment)
Sneak Attack: extra [2d6] and Fort (DC = damage dealt) vs. Staggered
Maneuvers (IL 6; 8 known, 5 readied):
1 Wolf Fang Strike
1 Sudden Strike R
1 Sudden Leap
2 Rapid Strike R
2 Cloak of Deception R
2 Shadow Jaunt
3 Lightning Slash R
3 Soaring Raptor Strike R
Wolf Fang Strike (SH, S): Attack a creature once each w/ two different melee weapons as a standard action, -2 to hit
Sudden Strike (KK, S): Melee or ranged (within 30 ft) attack for +2d6 +1 / IL damage, target must be flatfooted
Sudden Leap (TC, B): Jump as a swift action
Shadow Jaunt (SH, U): Teleport 50 ft as a standard action, need LOS and LOE to destination
Unerring Accuracy (OS, B): Melee attacks ignore concealment until end of turn
Cloak of Deception (SH, B): Greater Invisibility until end of turn
Rapid Strike (OS, S): Make extra attack on full attack as full-round action, -4 penalty to damage for any that hit.
Soaring Raptor Strike (TC, S): Make Jump check vs. larger foe (DC = foe's AC) for melee attack w/ +4 to hit and +6d6 damage; no attack if Jump fails
Lightning Slash (OS, S): If melee attack hits, foe takes an extra 5d8 damage 1 round later.
Shadow Garrote (SH, S): 60 ft ranged touch attack for 5d6 damage to living target, Fort DC (13 + Wis) or flatfooted until its turn
www.tob-tools.net/search/
Oncoming Storm: www.giantitp.com/forums/showthread.php?t=54816
Kuji-Kiri: www.giantitp.com/forums/showthread.php?204787-Kuji-Kiri-Discipline-(CV-Ninja-as-martial-discipline)
Sudden Strike (KK, S): Melee or ranged (within 30 ft) attack for +2d6 +1 / IL damage, target must be flatfooted
Sudden Leap (TC, B): Jump as a swift action
Shadow Jaunt (SH, U): Teleport 50 ft as a standard action, need LOS and LOE to destination
Unerring Accuracy (OS, B): Melee attacks ignore concealment until end of turn
Cloak of Deception (SH, B): Greater Invisibility until end of turn
Rapid Strike (OS, S): Make extra attack on full attack as full-round action, -4 penalty to damage for any that hit.
Soaring Raptor Strike (TC, S): Make Jump check vs. larger foe (DC = foe's AC) for melee attack w/ +4 to hit and +6d6 damage; no attack if Jump fails
Lightning Slash (OS, S): If melee attack hits, foe takes an extra 5d8 damage 1 round later.
Shadow Garrote (SH, S): 60 ft ranged touch attack for 5d6 damage to living target, Fort DC (13 + Wis) or flatfooted until its turn
www.tob-tools.net/search/
Oncoming Storm: www.giantitp.com/forums/showthread.php?t=54816
Kuji-Kiri: www.giantitp.com/forums/showthread.php?204787-Kuji-Kiri-Discipline-(CV-Ninja-as-martial-discipline)
Stances:
1 Island of Blades (SH; If you and ally are adjacent to a creature, both of you count as flanking it)
1 Light as a Feather (KK; All jumps count as running w/ +4 bonus, climb your speed as Move w/ 1 hand, 2*IL insight on Climb/Jump/Tumble)
3 Assassin's Stance (SH; Gain +2d6 sneak attack) R
Feats:
1 Shadow Blade
1 Education (+2 local, nature) [flaw]
1 Trivial Knowledge [flaw]
2 Weapon Finesse [SB 1]
3 Knowledge Devotion (<16: +1, 16: +2, 26: +3, 31: +4, 36: +5)
3 Imp. Unarmed Strike [Monk 1]
3 Dodge (PF) [Monk 1]
5 Martial Stance (Assassin's) [Ftr 1]
6 Mobility [Monk 2]
6 Staggering Strike
C1 Tristalt (Monk 1 @ level 3)
C2 Titan Fighting
C3 Snap Kick
C4 Riposte
C5 Skill Beyond Your Years (Max Ranks +2 on all skills)
C6 Open Minded (+9 skill points)
C7 Elusive Target
C8 Combat Reflexes
C9 Backstab
C10 Improve Dex 1
C11 Improve Dex 2
C12 Keen Intellect
C13 Lookout (PF)
C14 Open Minded (+9 skill points)
C15 Extra Rage
C16 Gloom Razor
C17 Quick Draw
C18 TWF
C19 Imp. TWF
C20 Double Hit
C21 ?
Backstab: Once per round, you may make an attack of opportunity against an opponent you flank who attacks a target other than you.
The Gloom Razor feat enables the use of three tactical options.
Lingering Gloom: To use this option, your opponent must miss you due to concealment. On your next turn, you can make a Hide check opposed by your foe's Spot check as a swift action. If this check succeeds, you gain the benefit of an invisibility spell against that foe until the end of your turn.
Moving Shadows: To use this option, you must deal damage to an enemy with a melee attack and move at least 10 feet during your turn. On your next turn, you can treat that enemy as flat-footed against the first melee attack you make in that round.
Shadow Slip: To use this option, you must make a successful melee attack against an opponent you flank. On your next turn, you can make a DC 20 Tumble check if you are adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking attacks of opportunity from any opponent.
The Gloom Razor feat enables the use of three tactical options.
Lingering Gloom: To use this option, your opponent must miss you due to concealment. On your next turn, you can make a Hide check opposed by your foe's Spot check as a swift action. If this check succeeds, you gain the benefit of an invisibility spell against that foe until the end of your turn.
Moving Shadows: To use this option, you must deal damage to an enemy with a melee attack and move at least 10 feet during your turn. On your next turn, you can treat that enemy as flat-footed against the first melee attack you make in that round.
Shadow Slip: To use this option, you must make a successful melee attack against an opponent you flank. On your next turn, you can make a DC 20 Tumble check if you are adjacent to your foe. If this check succeeds, as a free action you can move to any square adjacent to your opponent without provoking attacks of opportunity from any opponent.
Future ideas: Underfoot Combat (Confound the Big Folk), Giantbane, Combat Reflexes, (Double Team, Vexing Flanker), Mad Foam Rager, Shield Specialization, Shield Ward, (Ascetic Rogue, Superior Unarmed Strike, Imp. Natural Attack)?
Flaws: Shaky (-2 ranged), Inattentive (-4 Spot/Listen)
Languages: Common, Gnome, Undercommon, Auran
Skills (90 +18):
Disable Device +13 [9 ranks +2 int +2 tools]Versatility: Default is +2 Disable Device, +4 Search
Escape Artist +9 [0 ranks +5 dex +2 monk +2 tools]
Heal +2 [0 ranks +2 int]
Hide +24 [9 ranks +5 dex +4 size +4 racial +2 tools]
Jump +18 [9 ranks +1 str +4 speed +2 syn +2 tools]
Know (arcana) +15 [11 ranks +2 int +2 tools]
Know (arch/engr) +5 [1 rank +2 int +2 tools]
Know (dungeon) +11 [7 ranks +2 int +2 tools]
Know (history) +5 [1 rank +2 int +2 tools]
Know (local) +17 [11 ranks +2 int +2 feat +2 tools]
Know (nature) +17 [11 ranks +2 int +2 feat +2 tools]
Know (planes) +11 [7 ranks +2 int +2 tools]
Know (religion) +15 [11 ranks +2 int +2 tools]
Listen +0 [0 ranks +0 wis -4 flaw +2 racial +2 tools]
Move Silently +11 [0 ranks +5 dex +4 racial +2 tools]
Search +13 [9 ranks +2 int +2 tools]
Sense Motive +2 [0 ranks +2 int]
Spot +2 [0 ranks +2 int -4 flaw +2 racial +2 tools]
Survival +4 [0 ranks +2 int +2 syn]
Tumble +19 [10 ranks +5 dex +2 syn +2 tools]
Tricks: Collector of Stories (+5 to ID creatures)
Class: Sneak Attack (maneuver lvl * d6 for 1 round; recover expended maneuver if you drop foe), Trapfinding, Evasion, Uncanny Dodge, Skill Mastery (take 10 on Tumble, Disable Device), Versatility (+6 insight to skill(s), divided up however), Fast Movement, Whirling Frenzy 3/day (+4 Str, +2 dodge AC/Reflex, extra attack for -2 to hit; 6 rounds), Grace +1, Insightful Strike (Int to damage w/ Finesse weapons), Hit and Run (+2 initiative; +dex as competence bonus to damage vs. FF foes w/in 30 ft), Flurry of Blows (-2 to hit, extra attack, monk weapons only), Invisible Fist, AC bonus (unused)
Invisible Fist
Monks who follow the Path of the Invisible Fist learn to harness their ki to conceal themselves from detection. With further training, these monks learn to blink between the Material Plane and the Ethereal Plane. To gain this versatility, they sacrifice their ability to escape unscathed from area effects.
Class: Monk.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the evasion ability, nor do you gain improved evasion at 9th level.
Benefit: As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
At 9th level, as an immediate action, you can use blink, as the spell, for a number of rounds equal to your Wisdom modifier (minimum 1 round). You must wait 3 rounds before you can use this ability again.
Invisible fist is a supernatural ability.
Class: Monk.
Level: 2nd.
Replaces: If you select this class feature, you do not gain the evasion ability, nor do you gain improved evasion at 9th level.
Benefit: As an immediate action, you can become invisible for 1 round. You must wait 3 rounds before you can use this ability again.
At 9th level, as an immediate action, you can use blink, as the spell, for a number of rounds equal to your Wisdom modifier (minimum 1 round). You must wait 3 rounds before you can use this ability again.
Invisible fist is a supernatural ability.
Gear:
Jarlan's Memoryblade Wakizashi
Quicksilver Vest
Planar Shroud
+2 enhancement bonus on saves. As an immediate action, expend 2 or more levels of maneuvers to reroll a save and become Invisible (not greater) until end of your next turn. Can use even when FF.60 +2 cold iron arrows
+2 Mithral Breastplate
+2 Darkwood heavy shield
+2 Short Sword
+2 cold iron daggers (2)
+2 Silver dagger
+2 Cursed Mwk daggers (3)
+2 Cold iron gauntlet
+2 Light Crossbow
-->40 +1 flaming cold iron bolts
+2 Clubs (2)
Acid flasks (5)
Mwk Thief's Tools
Mwk Encyclopedia (+2 arcana/architecture/dungeon/history/local/nature/planes/religion) (400 gp)
Mwk Sighting goggles (+2 Search/Spot) (100 gp)
Mwk stealth cloak (+2 Hide/MS) (100 gp)
Mwk Acrobat shoes (+2 Jump/Tumble) (100 gp)
Mwk Slick vest (+2 Escape Artist) (50 gp)
Mwk ear trumpet (+2 Listen) (50 gp)
Traveler's Outfit
Mwk Backpack
Bedroll
Flint and steel
Ink (1 oz.)
Inkpen
Parchment (5 sheets)
Pitons (2)
Sack
Soap (0.5 lb)
Torch (1)
Mwk military rations (10 days)
Krakuh Bahrall Family Dairy Cheese (1 wheel)
Trail rations (4 days)
Waterskin
+1 Wakizashi
This item has a memory of martial maneuvers. When a maneuver of any kind is initiated in the vicinity of this item*, the maneuver 'remembers' onto the item, replacing any previously remembered maneuvers; i.e. it has one maneuver slot that gets replaced by a maneuver being initiated.
This remembers any maneuver being initiated, regardless of the initiator (it can remember maneuvers you initiate), and regardless of source (it can remember maneuvers being used from a martial script.)
If you are a high enough level to use the maneuver, you can expend the remembered maneuver to initiate it as normal (i.e. if it remembered a boost, you use the boost as if you knew it.) You cannot expend the same maneuver again for one day (it will still be remembered if someone else uses it, though.
If you enter a stance you do not already know, it ends at the end of an encounter, or after 10 minutes.
This item does not remember any maneuvers initiated from its remembered maneuvers, or remembered maneuvers of other memoryblades (or similar enchantments.)
At no point during any of these rules are you considered to have officially refreshed maneuvers, regained maneuvers, learned maneuvers, or anything of the sort.
You can only use remembered strikes if this is enchanted onto a standard weapon (i.e. not armour spikes, shield spikes, etc.) Strikes can only be used through the memoryblade; you cannot, say, initiate Emerald Razor and make the attack with a different weapon.
* you must have been conceivably able to observe the maneuver being initiated for it to imprint (i.e. if it is done in plain sight, but you are unconscious, it still imprints; if it's behind a brick wall, it doesn't.)
Boon bonuses:
When the memoryblade remembers a maneuver [that you can use], you may spend an immediate action to initiate that maneuver on the spot. If the maneuver takes a swift or immediate action, then you can use it anyway. The maneuver's action cannot be longer than a full-round action.
Each time you use this ability, you drop 1d6 ticks in initiative order. If you have already acted in the round, and then drop down in a way to give you a second turn, you do not get the second turn.
You cannot use this ability if your initiative is below 0. You cannot use this ability to initiate White Raven Tactics.
Boon condition:
You can no longer delay. If you ready an action, your initiative does not change to when the readied action fires. If you get White Raven Tactics'd, you get moved to the appropriate spot in turn order, but your initiative itself does not change. Other abilities modifying initiative are along the same lines.
If your turn order is changed, then you reduce initiative again, you are moved to the appropriate spot for your initiative—not relative to where you were before (e.g. if you were at tick 4, get moved to 19 by White Raven Tactics, then lose 3 ticks, you move to tick 1, not 16.)
The wielder is more inclined to act boldly, brashly, or decisively. (This does not oblige them to act stupidly or foolhardily.)
Lanich's Compact (+1 flaming longbow, always d8 and matches your str mod)This item has a memory of martial maneuvers. When a maneuver of any kind is initiated in the vicinity of this item*, the maneuver 'remembers' onto the item, replacing any previously remembered maneuvers; i.e. it has one maneuver slot that gets replaced by a maneuver being initiated.
This remembers any maneuver being initiated, regardless of the initiator (it can remember maneuvers you initiate), and regardless of source (it can remember maneuvers being used from a martial script.)
If you are a high enough level to use the maneuver, you can expend the remembered maneuver to initiate it as normal (i.e. if it remembered a boost, you use the boost as if you knew it.) You cannot expend the same maneuver again for one day (it will still be remembered if someone else uses it, though.
If you enter a stance you do not already know, it ends at the end of an encounter, or after 10 minutes.
This item does not remember any maneuvers initiated from its remembered maneuvers, or remembered maneuvers of other memoryblades (or similar enchantments.)
At no point during any of these rules are you considered to have officially refreshed maneuvers, regained maneuvers, learned maneuvers, or anything of the sort.
You can only use remembered strikes if this is enchanted onto a standard weapon (i.e. not armour spikes, shield spikes, etc.) Strikes can only be used through the memoryblade; you cannot, say, initiate Emerald Razor and make the attack with a different weapon.
* you must have been conceivably able to observe the maneuver being initiated for it to imprint (i.e. if it is done in plain sight, but you are unconscious, it still imprints; if it's behind a brick wall, it doesn't.)
Boon bonuses:
When the memoryblade remembers a maneuver [that you can use], you may spend an immediate action to initiate that maneuver on the spot. If the maneuver takes a swift or immediate action, then you can use it anyway. The maneuver's action cannot be longer than a full-round action.
Each time you use this ability, you drop 1d6 ticks in initiative order. If you have already acted in the round, and then drop down in a way to give you a second turn, you do not get the second turn.
You cannot use this ability if your initiative is below 0. You cannot use this ability to initiate White Raven Tactics.
Boon condition:
You can no longer delay. If you ready an action, your initiative does not change to when the readied action fires. If you get White Raven Tactics'd, you get moved to the appropriate spot in turn order, but your initiative itself does not change. Other abilities modifying initiative are along the same lines.
If your turn order is changed, then you reduce initiative again, you are moved to the appropriate spot for your initiative—not relative to where you were before (e.g. if you were at tick 4, get moved to 19 by White Raven Tactics, then lose 3 ticks, you move to tick 1, not 16.)
The wielder is more inclined to act boldly, brashly, or decisively. (This does not oblige them to act stupidly or foolhardily.)
Quicksilver Vest
While worn, this item gives a +2 competence bonus to initiative and knowledge of the Quicksilver Motion maneuver, which can be readied like any other. The vest is easily resizable, and can be worn by medium and small humanoids without penalty.
As a swift action: you may expend a readied maneuver slot (expending it and locking it from being refreshed or changed for the remainder of the encounter) to gain two swift actions.
As a swift action: you may expend a readied maneuver slot (expending it and locking it from being refreshed or changed for the remainder of the encounter) to gain two swift actions.
Planar Shroud
+2 enhancement bonus on saves. As an immediate action, expend 2 or more levels of maneuvers to reroll a save and become Invisible (not greater) until end of your next turn. Can use even when FF.
+2 Mithral Breastplate
+2 Darkwood heavy shield
+2 Short Sword
+2 cold iron daggers (2)
+2 Silver dagger
+2 Cursed Mwk daggers (3)
+2 Cold iron gauntlet
+2 Light Crossbow
-->40 +1 flaming cold iron bolts
+2 Clubs (2)
Acid flasks (5)
Mwk Thief's Tools
Mwk Encyclopedia (+2 arcana/architecture/dungeon/history/local/nature/planes/religion) (400 gp)
Mwk Sighting goggles (+2 Search/Spot) (100 gp)
Mwk stealth cloak (+2 Hide/MS) (100 gp)
Mwk Acrobat shoes (+2 Jump/Tumble) (100 gp)
Mwk Slick vest (+2 Escape Artist) (50 gp)
Mwk ear trumpet (+2 Listen) (50 gp)
Traveler's Outfit
Mwk Backpack
Bedroll
Flint and steel
Ink (1 oz.)
Inkpen
Parchment (5 sheets)
Pitons (2)
Sack
Soap (0.5 lb)
Torch (1)
Mwk military rations (10 days)
Krakuh Bahrall Family Dairy Cheese (1 wheel)
Trail rations (4 days)
Waterskin
13,000 gp - cost of gear +8.75 gp +razor shield? +5 PP +2 potions of Cure Serious Wounds (CL 5) + 1250 gp +1334 gp +300 pp +1225 gp +80 pp + 800 gp emerald +IOU 1d3 magic items
Whisper Gnome: +2 Dex/Con, -2 Str/Cha, Small, 30 ft speed, LLV, DV 60 ft, +4 Hide/MS, +2 Spot/Listen, +1 attack vs. kobolds and goblinoids, +4 dodge AC vs. giants, Silence SLA 1/day (centered on self), gnome hooked hammer familiarity
Variants: Whirling Frenzy Barbarian, Cobra Strike fighting style Monk, Invisible Fist Monk