Phineas "Finn" Alastor Armstrong, gentle giant

LG Medium humanoid
Str
22 17, 2, 1, 2
Dex
14
Con
14
Int
7
Wis
16
Cha
7
Race
Human
Heart of the Fey
Class
Cleric 6
Plant domain (Growth)
War domain (Tactics)
Hierophant 1
Deity
Iomedae & Erastil
Senses
Low-light vision
Speed
20 ft.
Languages
Common, Celestial
Str
22 17, 2, 1, 2
Dex
14
Con
14
Int
7
Wis
18 16, 2
Cha
7
Race
Human
Heart of the Fey
Class
Cleric 7
Plant domain (Growth)
War domain (Tactics)
Hierophant 1
Deity
Iomedae & Erastil
Senses
Low-light vision
Speed
20 ft.
Languages
Common, Celestial
Str
24 17, 2, 1, 2, 2
Dex
14
Con
14
Int
7
Wis
18 16, 2
Cha
7
Race
Human
Heart of the Fey
Class
Cleric 7
Plant domain (Growth)
War domain (Tactics)
Hierophant 2
Deity
Iomedae & Erastil
Senses
Low-light vision
Speed
20 ft.
Languages
Common, Celestial
Str
24 17, 2, 1, 2, 2
Dex
16 14, 2
Con
14
Int
7
Wis
18 16, 2
Cha
8 7, 1
Race
Human
Heart of the Fey
Class
Cleric 8
Plant domain (Growth)
War domain (Tactics)
Hierophant 2
Deity
Iomedae & Erastil
Senses
Low-light vision
Speed
30 ft.
Languages
Common, Celestial
Str
24 17, 2, 1, 2, 2
Dex
16 14, 2
Con
14
Int
7
Wis
18 16, 2
Cha
8 7, 1
Race
Human
Heart of the Fey
Class
Cleric 9
Plant domain (Growth)
War domain (Tactics)
Hierophant 2
Deity
Iomedae & Erastil
Senses
Low-light vision
Speed
30 ft.
Languages
Common, Celestial
Str
24 17, 2, 1, 2, 2
Dex
16 14, 2
Con
14
Int
7
Wis
18 16, 2
Cha
8 7, 1
Race
Human
Heart of the Fey
Class
Cleric 9
Plant domain (Growth)
War domain (Tactics)
Hierophant 3
Deity
Iomedae & Erastil
Senses
Low-light vision
Speed
30 ft.
Languages
Common, Celestial

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24 ranks. Other class skills: Appraise, Craft, Diplomacy, Knowledge (arcana, nature, nobility).

28 ranks. Other class skills: Appraise, Craft, Diplomacy, Knowledge (arcana, nature, nobility).

32 ranks. Other class skills: Appraise, Craft, Diplomacy, Knowledge (arcana, nature, nobility).

36 ranks. Other class skills: Appraise, Craft, Diplomacy, Knowledge (arcana, nature, nobility).


  • 8 Init 2 dex, 5 feat, 1 competence
  • 64 HP 6 cleric: 5 class, 2 con, 1 trait; 1 hierophant: 4 path; 5 devotion; 3 first-level bonus; 4 fc
  • 21 AC touch 13, flat-footed 19 10, 2 dex, 7 armor, 1 deflection, 1 natural
  • 9 Fort 2 con, 5 class, 2 resistance
  • 7 Ref 2 dex, 2 class, 2 resistance, 1 racial
  • 11 Will 3 wis, 5 class, 2 resistance, 1 racial
  • 10 CMB; 23 CMD 4 bab, 6 str, 2 dex, 1 deflection

Fauchard 18×2 S

PA -2+6
+11 vs AC 4 bab, 6 str, 1 mwk
1d10+9 9 str½
  • 7 Init 1 dex, 5 feat, 1 competence
  • 64 HP 6 cleric: 5 class, 2 con, 1 trait; 1 hierophant: 4 path; 5 devotion; 3 first-level bonus; 4 fc
  • 19 AC touch 11, flat-footed 18 10, 1 dex, 7 armor, -1 size, 1 deflection, 1 natural
  • 9 Fort 2 con, 5 class, 2 resistance
  • 6 Ref 1 dex, 2 class, 2 resistance, 1 racial
  • 11 Will 3 wis, 5 class, 2 resistance, 1 racial
  • 12 CMB; 24 CMD 4 bab, 7 str, 1 dex, 1 size, 1 deflection

Fauchard 18×2 S

PA -2+6
+11 vs AC 4 bab, 7 str, 1 mwk, -1 size
2d8+10 10 str½

Aura (Ex) Strong LG

Seize the Initiative (Su) 6/day

An ally can roll initiative twice and take the best result.

Enlarge (Su)6/day

As a safe swift action, for 1 round, enlarge yourself.

Bramble Armor (Su) 6 rounds/day

As a safe free action, foes that hit you take 1d6+3 dmg P. If hit with a melee natural/non-reach weapon.

Channel Energy (Su) 1/day

As a safe standard action, you choose undead or living.
3d6 positive energy, 30ft radius, Will DC 11 halves.

Mythic Power 5/day

  • For 1, add 1d6 to any d20 roll after rolling.
  • For 1, cast any cleric spell of your level with +2 CL.
  • For 1, roll 20 on initiative.
  • For 1, you can heal creatures that died last round.
  • 8 Init 2 dex, 5 feat, 1 competence
  • 73 HP 7 cleric: 5 class, 2 con, 1 trait; 1 hierophant: 4 path; 5 devotion; 3 first-level bonus; 5 fc
  • 22 AC touch 13, flat-footed 20 10, 2 dex, 8 armor, 1 deflection, 1 natural
  • 9 Fort 2 con, 5 class, 2 resistance
  • 7 Ref 2 dex, 2 class, 2 resistance, 1 racial
  • 12 Will 4 wis, 5 class, 2 resistance, 1 racial
  • 11 CMB; 24 CMD 5 bab, 6 str, 2 dex, 1 deflection

Fauchard 18×2 S

PA -2+6
+12 vs AC 5 bab, 6 str, 1 mwk
1d10+9 9 str½
  • 7 Init 1 dex, 5 feat, 1 competence
  • 73 HP 7 cleric: 5 class, 2 con, 1 trait; 1 hierophant: 4 path; 5 devotion; 3 first-level bonus; 5 fc
  • 20 AC touch 11, flat-footed 19 10, 1 dex, 8 armor, -1 size, 1 deflection, 1 natural
  • 9 Fort 2 con, 5 class, 2 resistance
  • 6 Ref 1 dex, 2 class, 2 resistance, 1 racial
  • 12 Will 4 wis, 5 class, 2 resistance, 1 racial
  • 13 CMB; 25 CMD 5 bab, 7 str, 1 dex, 1 size, 1 deflection

Fauchard 18×2 S

PA -2+6
+12 vs AC 5 bab, 7 str, 1 mwk, -1 size
2d8+10 10 str½

Enlarge (Su)7/day

As a safe swift action, for 1 round, enlarge yourself.

Aura (Ex) Strong LG

Seize the Initiative (Su) 7/day

An ally can roll initiative twice and take the best result.

Bramble Armor (Su) 7 rounds/day

As a safe free action, foes that hit you take 1d6+3 dmg P. If hit with a melee natural/non-reach weapon.

Channel Energy (Su) 1/day

As a safe standard action, heal 4d6 within 30ft.

Headband of Unshakeable Resolve 3/day

As a safe immediate action when subject to a [fear] effect, reduce its severity by one step. Panicked → Frightened → Shaken → negated.

Mythic Power 5/day

  • For 1, add 1d6 to any d20 roll after rolling.
  • For 1, cast any cleric spell of your level with +2 CL.
  • For 1, roll 20 on initiative.
  • For 1, you can heal creatures that died within 1 round.
  • 11 Init 2 dex, 6 feat, 2 mythic, 1 competence
  • 77 HP 7 cleric: 5 class, 2 con, 1 trait; 2 hierophant: 4 path; 5 devotion; 3 first-level bonus; 5 fc
  • 22 AC touch 13, flat-footed 20 10, 2 dex, 8 armor, 1 deflection, 1 natural
  • 9 Fort 2 con, 5 class, 2 resistance
  • 7 Ref 2 dex, 2 class, 2 resistance, 1 racial
  • 12 Will 4 wis, 5 class, 2 resistance, 1 racial
  • 12 CMB; 25 CMD 5 bab, 7 str, 2 dex, 1 deflection

Fauchard 18×2 S

PA -2+6
+13 vs AC 5 bab, 7 str, 1 mwk
1d10+10 10 str½
  • 10 Init 1 dex, 6 feat, 2 mythic, 1 competence
  • 77 HP 7 cleric: 5 class, 2 con, 1 trait; 2 hierophant: 4 path; 5 devotion; 3 first-level bonus; 5 fc
  • 20 AC touch 11, flat-footed 19 10, 1 dex, 8 armor, -1 size, 1 deflection, 1 natural
  • 9 Fort 2 con, 5 class, 2 resistance
  • 6 Ref 1 dex, 2 class, 2 resistance, 1 racial
  • 12 Will 4 wis, 5 class, 2 resistance, 1 racial
  • 14 CMB; 26 CMD 5 bab, 8 str, 1 dex, 1 size, 1 deflection

Fauchard 18×2 S

PA -2+6
+13 vs AC 5 bab, 8 str, 1 mwk, -1 size
2d8+12 12 str½

Enlarge (Su)7/day

As a safe swift action, for 1 round, enlarge yourself.

Aura (Ex) Strong LG

Seize the Initiative (Su) 7/day

An ally can roll initiative twice and take the best result.

Bramble Armor (Su) 7 rounds/day

As a safe free action, foes that hit you take 1d6+3 dmg P. If hit with a melee natural/non-reach weapon.

Channel Energy (Su) 1/day

As a safe standard action, heal 4d6 within 30ft.

Headband of Unshakeable Resolve 3/day

As a safe immediate action when subject to a [fear] effect, reduce its severity by one step. Panicked → Frightened → Shaken → negated.

Mythic Power 5/day

  • For 1, add 1d6 to any d20 roll after rolling.
  • For 1, cast any cleric spell of your level with +2 CL.
  • For 1, roll 20 on initiative.
  • For 1, you can heal creatures that died within 1 round.
  • For 1, take an extra standard action. It can't be to cast a spell.
  • 12 Init 3 dex, 6 feat, 2 mythic, 1 competence
  • 86 HP 8 cleric: 5 class, 2 con, 1 trait; 2 hierophant: 4 path; 5 devotion; 3 first-level bonus; 6 fc
  • 23 AC touch 14, flat-footed 20 10, 3 dex, 8 armor, 1 deflection, 1 natural
  • 10 Fort 2 con, 6 class, 2 resistance
  • 8 Ref 3 dex, 2 class, 2 resistance, 1 racial
  • 13 Will 4 wis, 6 class, 2 resistance, 1 racial
  • 13 CMB; 27 CMD 6 bab, 7 str, 3 dex, 1 deflection

Fauchard 18×2 S

PA -2+6
+14/9 vs AC 6 bab, 7 str, 1 enh
1d10+11 10 str½, 1 enh
  • 11 Init 2 dex, 6 feat, 2 mythic, 1 competence
  • 86 HP 8 cleric: 5 class, 2 con, 1 trait; 2 hierophant: 4 path; 5 devotion; 3 first-level bonus; 6 fc
  • 21 AC touch 12, flat-footed 19 10, 2 dex, 8 armor, -1 size, 1 deflection, 1 natural
  • 10 Fort 2 con, 6 class, 2 resistance
  • 7 Ref 2 dex, 2 class, 2 resistance, 1 racial
  • 13 Will 4 wis, 6 class, 2 resistance, 1 racial
  • 15 CMB; 28 CMD 6 bab, 8 str, 2 dex, 1 size, 1 deflection

Fauchard 18×2 S

PA -2+6
+14/9 vs AC 6 bab, 8 str, 1 enh, -1 size
2d8+13 12 str½, 1 enh

Enlarge (Su)7/day

As a safe swift action, for 1 round, enlarge yourself.

Aura (Ex) Strong LG

Seize the Initiative (Su) 7/day

An ally can roll initiative twice and take the best result.

Bramble Armor (Su) 8 rounds/day

As a safe free action, foes that hit you take 1d6+4 dmg P. If hit with a melee natural/non-reach weapon.

Weapon Master (Su) 8 rounds/day

As a safe swift action, gain a combat feat. You must meet all prerequisites. Blind-Fight, Bodyguard, Dedicated Adversary, Stand Still.

Channel Energy (Su) 2/day

As a safe standard action, heal 4d6 within 30ft.

Headband of Unshakeable Resolve 3/day

As a safe immediate action when subject to a [fear] effect, reduce its severity by one step. Panicked → Frightened → Shaken → negated.

Mythic Power 7/day

  • For 1, add 1d6 to any d20 roll after rolling.
  • For 1, cast any cleric spell of your level with +2 CL.
  • For 1, roll 20 on initiative.
  • For 1, you can heal creatures that died within 1 round.
  • For 1, take an extra standard action. It can't be to cast a spell.
  • 12 Init 3 dex, 6 feat, 2 mythic, 1 competence
  • 94 HP 9 cleric: 5 class, 2 con, 1 trait; 2 hierophant: 4 path; 5 devotion; 3 first-level bonus; 6 fc
  • 23 AC touch 14, flat-footed 20 10, 3 dex, 8 armor, 1 deflection, 1 natural
  • 11 Fort 2 con, 6 class, 3 resistance
  • 10 Ref 3 dex, 3 class, 3 resistance, 1 racial
  • 14 Will 4 wis, 6 class, 3 resistance, 1 racial
  • 13 CMB; 27 CMD 6 bab, 7 str, 3 dex, 1 deflection

Fauchard 18×2 S

PA -2+6
Demonbane
+14/9 vs AC 6 bab, 7 str, 1 enh
1d10+11 10 str½, 1 enh
  • 11 Init 2 dex, 6 feat, 2 mythic, 1 competence
  • 94 HP 9 cleric: 5 class, 2 con, 1 trait; 2 hierophant: 4 path; 5 devotion; 3 first-level bonus; 6 fc
  • 21 AC touch 12, flat-footed 19 10, 2 dex, 8 armor, -1 size, 1 deflection, 1 natural
  • 11 Fort 2 con, 6 class, 3 resistance
  • 9 Ref 2 dex, 3 class, 3 resistance, 1 racial
  • 14 Will 4 wis, 6 class, 3 resistance, 1 racial
  • 15 CMB; 28 CMD 6 bab, 8 str, 2 dex, 1 size, 1 deflection

Fauchard 18×2 S

PA -2/+6
Demonbane
+14/9 vs AC 6 bab, 8 str, 1 enh, -1 size
2d8+13 12 str½, 1 enh

Enlarge (Su)7/day

As a safe swift action, for 1 round, enlarge yourself.

Aura (Ex) Strong LG

Seize the Initiative (Su) 7/day

An ally can roll initiative twice and take the best result.

Bramble Armor (Su) 9 rounds/day

As a safe free action, foes that hit you take 1d6+4 dmg P. If hit with a melee natural/non-reach weapon.

Weapon Master (Su) 9 rounds/day

As a safe swift action, gain a combat feat. You must meet all prerequisites.
Blind-Fight, Bodyguard, Dedicated Adversary, Lunge, Stand Still.

Channel Energy (Su) 2/day

As a safe standard action, heal 5d6 within 30ft.

Headband of Unshakeable Resolve 3/day

As a safe immediate action when subject to a [fear] effect, reduce its severity by one step. Panicked → Frightened → Shaken → negated.

Mythic Power 7/day

  • For 1, add 1d6 to any d20 roll after rolling.
  • For 1, cast any cleric spell of your level with +2 CL.
  • For 1, roll 20 on initiative.
  • For 1, you can heal creatures that died within 1 round.
  • For 1, take an extra standard action. It can't be to cast a spell.
  • 14 Init 3 dex, 7 feat, 3 mythic, 1 competence
  • 98 HP 9 cleric: 5 class, 2 con, 1 trait; 3 hierophant: 4 path; 5 devotion; 3 first-level bonus; 6 fc
  • 23 AC touch 14, flat-footed 20 10, 3 dex, 8 armor, 1 deflection, 1 natural
  • 11 Fort 2 con, 6 class, 3 resistance
  • 10 Ref 3 dex, 3 class, 3 resistance, 1 racial
  • 14 Will 4 wis, 6 class, 3 resistance, 1 racial
  • 13 CMB; 27 CMD 6 bab, 7 str, 3 dex, 1 deflection

Fauchard 18×2 S

PA -2+6
Demonbane
+14/9 vs AC 6 bab, 7 str, 1 enh
1d10+11 10 str½, 1 enh
  • 13 Init 2 dex, 7 feat, 3 mythic, 1 competence
  • 98 HP 9 cleric: 5 class, 2 con, 1 trait; 3 hierophant: 4 path; 5 devotion; 3 first-level bonus; 6 fc
  • 21 AC touch 12, flat-footed 19 10, 2 dex, 8 armor, -1 size, 1 deflection, 1 natural
  • 11 Fort 2 con, 6 class, 3 resistance
  • 9 Ref 2 dex, 3 class, 3 resistance, 1 racial
  • 14 Will 4 wis, 6 class, 3 resistance, 1 racial
  • 15 CMB; 28 CMD 6 bab, 8 str, 2 dex, 1 size, 1 deflection

Fauchard 18×2 S

PA -2/+6
Demonbane
+14/9 vs AC 6 bab, 8 str, 1 enh, -1 size
2d8+13 12 str½, 1 enh

Enlarge (Su)7/day

As a safe swift action, for 1 round, enlarge yourself.

Aura (Ex) Strong LG

Seize the Initiative (Su) 7/day

An ally can roll initiative twice and take the best result.

Bramble Armor (Su) 9 rounds/day

As a safe free action, foes that hit you take 1d6+4 dmg P. If hit with a melee natural/non-reach weapon.

Weapon Master (Su) 9 rounds/day

As a safe swift action, gain a combat feat. You must meet all prerequisites.
Blind-Fight, Bodyguard, Dedicated Adversary, Lunge, Stand Still.

Channel Energy (Su) 2/day

As a safe standard action, heal 5d6 within 30ft.

Headband of Unshakeable Resolve 3/day

As a safe immediate action when subject to a [fear] effect, reduce its severity by one step. Panicked → Frightened → Shaken → negated.

Mythic Power 9/day

  • For 1, add 1d6 to any d20 roll after rolling.
  • For 1, cast any cleric spell of your level with +2 CL.
  • For 1, roll 20 on initiative.
  • For 1, you can heal creatures that died within 1 round.
  • For 1, take an extra standard action. It can't be to cast a spell.
  • For 1, rest for 1 hour, refreshing all class abilities and spells.

Your Spell DC is 10 + the spell level + your Wisdom modifier. DC +1 for conjuration spells.
To make a concentration check, add your caster level + your Wisdom modifier.
To affect foes with spell resistance, make a caster level check (+2 fc vs Outsiders) ≥SR.

Level 0 4/day

Level 1 5/day

Level 2 5/day

Level 3 4/day

Scrolls

Level 0 4/day

Level 1 6/day

Level 2 5/day

Level 3 4/day

Level 4 3/day

Level 0 4/day

Scrolls

Level 1 6/day

Level 2 5/day

Level 3 5/day

Level 4 4/day

Level 0 4/day

Scrolls

Level 1 6/day

Level 2 6/day

Level 3 5/day

Level 4 4/day

Level 5 2/day


Guide used: Guide to Reach Clerics ©Brewer.

Storywise consummables: Terendelev's Scale, 3× align weapon LG. Wardstone Shard, weapon becomes LG + demonbane for 1 day.

Book 1: The Worldwound Incursion

L'histoire commence à la ville de Kenabres. Au milieu d'un festival, on est attaqués par Khorramzadeh, storm king of the Worldwound. Malgré que le dragon d'argent Terendelev tente de défendre la ville, c'est un massacre. Nos tombons dans une fissure et atterrissons dans un grand espace sous-terrain. Nous sommes accompagnés par Anevia retired adventurer, rogue 3, par Arava investigator conspiracist, et par Orgus wealthy aristocrat, qui sont blessés. En tentant de trouver une sortie dans les sousterrains, on trouve Krel, Dira, et Lan, d'une tribu de Mongrels qui se cache ici depuis longtemps.

Ils nous amènent à Neathome, leur ville. On rencontre les gens, on se fait des amis, et on se fait diriger vers une sortie; mais un clan ennemi composé de cultistes de Baphomet bloque le chemin. Pas un problème pour notre groupe! La cheffe de ce clan, Olissa, a dans ses affaires une épée dorée à l'aura puissante, et une lettre signée par "S.V.".

Enfin, la surface! On ramène chez eux nos compagnons. Orgus retrouve son manoir et Arava, sa bibliothèque. Anevia se retrouve pas sa femme dans les ruines de sa maison, mais elle nous dirige vers Defender's Heart, où on la trouve en sécurité! Il s'agit d'Irabeth, qui agit en chef de ce camp de fortune où se retrouvent ceux qui ont survécu à l'attaque des démons. On lui confie l'épée relique, on crée un lien entre ce camp et les Mongrels. Irabeth nous demande de l'aide pour investiguer trois endroits, non loin, où se trouvent des sympatisants démoniaques qui auraient un lien avec l'attaque. En détruisant le dernier, on trouve des missives. Le nom de Stanton Vane ressort, ainsi que celui d'Ari Lu Vorlesh, une démone puissante. Il y aurait un plan pour corrompre les Wardstones qui contiennent le Worldwound, on doit l'empêcher.

On part à l'assaut de Grey Garrison, tentant de retrouver un morceau volé de la Wardstone détruite. La forteresse est un ancien temple d'Iomedae, maintenant capturé. Des démons ont désécré les autels, et on nettoie ce qu'on peut. Iomedae, let us bear thine arms! Les cultistes ont tendance à utiliser des sorts d'obscurité, on se bat dans le noir complet, mais on triomphe.

Après un donjon éprouvant, on détruite le morceau volé de la Wardstone! Son énergie se déverse sur nous, on obtient des pouvoirs mythiques. Une image de Ari Lu Vorlesh apparaît et nous défie. Elle réussit à faire passer quelques démons pour nous attaquer, mais quelque chose l'interrompt, et le passage des abysses de referme. La transformation mythique nous rend temporairement plus forts, mais ils réussissent quand même à tuer l'un d'entre nous. On rentre au fort après une victoire amère.

Book 2: Sword of Valor

La Reine Galfrey de Mendev arrive à Kenabres. Elle prépare une prochaine croisade, et nous demande de l'aide à reconquérir Drezen. Nous partons avec une armée d'une centaine de paladins. En chemin, on croise une chapelle. Elle est pleine de zombies, de ghoules, de démons Babau. Leur chef est un demi-Nabazu nommé Nulkineth. En le chassant au-dehors de sa cachette, on attire son père, qui l'achève pour nous, mais il se retourne ensuite contre nous.

traits
EWP (Fauchard)
Finding your Kin
human
Combat Reflexes
level 1
Improved Initiative
level 3
Power Attack min.2
level 5
Sacred Summons
level 7
Spell Focus (Conjuration)
level 9
Augment Summoning
level 11
Divine Interference min.10
level 13
Superior Summoning
level 15
Minor Spell Expertise (protection from evil) min.7
level 17
Major Spell Expertise (breath of life) min.17
level 19
Quicken Spell
mythic path
Hierophant > Inspired Spell
mythic 1
Relentless Healing
M.Improved Initiative
mythic 2
Faith's Reach
mythic 3
Mighty Summons
M.Augment Summoning
mythic 4
Enduring Blessing
mythic 5
Mythic Domains
M.Spell Lore
mythic 6
TBD
mythic 7
TBD
M.Divine Interference
mythic 8
TBD
mythic 9
TBD
M.Spell Focus
mythic 10
TBD

Inventory by level

  L1 L2 L3 L4 L5 L6 L7 L8 L9
Fauchard, ꟳᵉcold-iron 28 328 328 328 328 328 328 328 328
Fauchard +1, ᴮBane of demons, ᴴHoly 2,314 ᴮ8,314
Spiked Gauntlet, made of sunsilver or ᴬᵍsilver ᴬᵍ25 ᴬᵍ25 330 330 330 330
Light Crossbow w/ 20 bolts, cold-iron 35+4 35+4 35+4 35+4 35+4 35+4 35+4 35+4 35+4
Breastplate or ¹ˢᵗScale Mail, made of ᴹmithral ¹ˢᵗ50 350 1,350 1,350 1,350 1,350 4,350 ᴹ4,200 ᴹ4,200
Belt of Giant Strength or Physical Might 4,000 4,000 4,000 10,000 10,000
Headband of Unshakeable Resolve 5,600 5,600 5,600
Cloak of Resistance 1,000 1,000 1,000 4,000 4,000 4,000 9,000
Ring of Protection 2,000 2,000 2,000 2,000 2,000 2,000
Amulet of Natural Armor 2,000 2,000 2,000 2,000
Dusty Rose Prism Ioun Stone, cracked with continual flame 550 550 550 550 550
R1 Pearl of Power 1,000 1,000 1,000
R1 Scrolls 7×25 7×25 5×25 5×25 5×25 1,650 2×1,650
Spring-Loaded Wrist Sheath ×2 10 10 10 5 10
Healer's Kit, Holy Symbol 1 51 51 55 5 55 5 5 5
Mundane items, Spell Component Pouch 55 55 55 55 55 55 55 55 55
Cash on Hand 2 2 2 13 13 158 243 -76 29
Total 175 1,000 3,000 6,000 10,500 16,000 23,500 33,000 46,000

Finn – Art possibly by Zhanibek Kurmanbay?

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