Dances under Turtle

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Dance
Dances.jpg
Class Unchained Rogue
Archetype None
Level 5
Race Illithid
Experience Points 10,000
Details
Full Name Dances Under Turtle
Age 175 ('looks' 20)
Alignment Chaotic Good
Homeland Mount Opal
Favored Class Unchained Rogue

Background

Notes:

  • Dances Under Turtle grew up in a small community on Mount Opal. As she aged, it became obvious that her bright and cheerful personality disturbed the elders as it was so different from their own. Worried that she was headed down the wrong path, they asked her to leave. She agreed.
  • After leaving the community, she wandered around. During the course of her wandering, she ran low on money, causing her to discover how easy it was to "aquire" it from other people's pockets. Enjoying her new game, she decided to learn other associated skills. Currently she has settled in Diamond City.

Character Sheet

Attributes

STR 10 (+0) • DEX 16 (+3) • CON 10 (+0) • INT 16 (+3) • WIS 16 (+3) • CHA 11 (+0)


Hit Points 25 • Initiative +3 • Speed 30 ft (land) • Stamina Points: 5
Hit Dice Rolls: [4:5:5:4:7]

Defenses & Attacks

Armor Class 18 • Touch 13 • Flat-Footed 15 • CMD 16 (BAB+STR+DEX)Flat-Footed CMD 13

  • Armor: Mithral chain shirt • AC Bonus +5 • Max DEX +6 • Armor Check Penalty -0 • Spell Failure 10%

Fortitude Save +1 • Reflex Save +7 [+8 vs. traps; evasion] • Will Save +4


Base Attack Bonus +3 • Melee Attack +6 • Ranged Attack +6 • CMB: +3 (BAB+STR)

  • Masterwork Short sword [right hand]Attack Bonus +5 [+7 if attacking one-handed] • Damage 1d6+3 • Crit 19-20/x2 • Range NA • Type P
  • Masterwork Short sword [left hand]Attack Bonus +5 •Damage 1d6+3 • Crit 19-20/x2 • Range NA • Type P

Trained Skills

8 skill ranks per level (Unchained Rogue), +3 per level (Intelligence), +1 per level (preferred class bonus), +2 per level (Background): 70 skill points

  • Acrobatics © +5 (Dex) +13 [skill unlock taken]
  • Appraise © +5 (Int) +11
  • Bluff © +1 (Cha) +4
  • Climb © +5 (Str) +10
  • Diplomacy © +5 (Cha) +8
  • Disable Device © +5 (Dex) +11 [+13 to disable traps] [+2 bonus when using masterwork thieves' tools]
  • Escape Artist © +5 (Dex) +11
  • Intimidate © +2 (Cha) +5
  • Knowledge/Arcana © +3 (Int) +10
  • Knowledge/Dungeoneering © +3 (Int) +9
  • Knowledge/Local © +3 (Int) +9
  • Knowledge/Religion © +3 (Int) +10
  • Linguistics © +2 (Int) +8
  • Perception © +5 (Wis) +13 [+16 to avoid surprise; +15 to find traps, made automatically within 10 ft; +15 to detect invisible or incorporeal creatures]
  • Profession/Undertaker © +1 (Wis) +7
  • Sense Motive © +5 (Wis) +13
  • Sleight of Hand © +4 (Dex) +10
  • Stealth © +5 (Dex) +13
  • Swim © +2 (Str) +5
  • Use Magic Device © +1 (Cha) +4

Untrained Skills

  • Artistry © +0 (Chr) +0 [NOT UNTRAINED]
  • Craft © +0 (Int) +3 [NOT UNTRAINED]
  • Disguise © +0 (Cha) +0 [ARE YOU KIDDING?]
  • Fly +0 (Dex) +3
  • Knowledge/Engineering +0 (Int) +4
  • Knowledge/Nobility +0 (Int) +4
  • Lore © +0 (Int) +0 [NOT UNTRAINED]
  • Perform © +0 (Cha) +0 [NOT UNTRAINED]
  • Ride © +0 (Dex) +3
  • Spellcraft +0 (Int) +3

Languages: Illithid, Amethystish, Jadenese, Zirconek, Invader, Sapphirish

Proficiencies

  • Weapons: Simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow
  • Armor/Shields: Light armor

Traits, Drawbacks and Feats

Traits
  • Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility and royalty) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
  • Half-Forgotten Secrets: You gain a +1 trait bonus on checks with two Knowledge skills of your choice, and one of these skills becomes a class skill. (Knowledge/Arcana and Knowledge/Engineering)
  • Empathic Talent: You can use Occult Skill Unlocks for Aura Reading (based on Perception) a number of additional times per day equal to your Wisdom modifier.
  • Tactile Telekinesis: Once per day as a swift action, you can add a trait bonus equal to your Intelligence modifier on Strength checks and Strength-based skill checks you attempt before the beginning of your next turn. (bonus from Additional Traits feat)
  • Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures. (bonus from Additional Traits feat)

Drawback
  • Oppressive Expectations - Driven by a background demanding success and penalizing failure, you have issues when you make a mistake. Effect: When you fail a skill check, you suffer a -2 on all future checks on that skill until you succeed at a skill check on that skill, or fail on another (at which point the penalty moves to the latest failed skill).

Unchained Rogue Feats and Features
  • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. (+3d6)

    The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

    With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

    The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
  • Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
  • Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
  • Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

    Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
    • Combat Trick: A rogue who selects this talent gains a bonus combat feat.
      • Two-weapon Fighting: Can fight with paired light weapons (includes short swords), gaining one additional attack per round, but both attacks are at -2 to hit.
    • Esoteric Scholar (Ex): A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.
    • Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM. (additional Rogue Talent gained by the Extra Rogue Talent feat taken @ 5th level)
  • Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
  • Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
    • Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
    • Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
    • Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
  • Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

    If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
  • Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
    • Acrobatics: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Feats
  • Additional Traits: Gain 2 additional racial/character traits (see list above)
    • Tactile Telekinesis: Once per day as a swift action, you can add a trait bonus equal to your Intelligence modifier on Strength checks and Strength-based skill checks you attempt before the beginning of your next turn.
    • Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
  • Alertness: +2 to Perception and Sense Motive
  • Extra Rogue Talent: Grants one additional Rogue talent
    • Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Racial Abilities

  • +2 Intelligence
  • +2 Wisdom
  • -2 Strength
  • Medium: Illithid are Medium creatures and have no special bonus or penalties due to their size. Illithid base land speed is 30 feet.
  • Darkvision: Illithid can see in the dark up to 60 feet.
  • Telepathic Projection: An illithid speaks telepathically instead of verbally. An illithid may choose to "whisper" to a single individual if he is within five feet of that individual. Otherwise, anyone within normal hearing distance "hears" an illithid's words. This ability is projective only and does not allow the illithid to read thoughts. Note that only subjects with organic brains can 'hear' the illithid (excludes fae, golems, etc.)
  • Natural Psychics: Illithid are natural psychics and receive the Psychic Sensitivity and Psychic Adept feats as bonus feats even if they would not normally qualify.
    • Psychic Sensitivity: Use occult skill unlocks for trained skills.
    • Psychic Adept: Cast a psychic knack 3/day as a spell-like ability
  • Intellect Devouring: Illithid learn to draw experience and strength from the minds of those around them. Once per day, an illithid can use this ability to gain +1d6 to any single 1d20 roll. The decision to use this ability must be made before the result of the roll is determined.

Advancement

  • Ability Score Increases:
    • +1 Dexterity @ 4th level

Equipent

Item Weight Location
Mithral Chain Shirt: This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor. 10 lbs Worn, torso
Cat Burglar's Boots: These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks.

Once per day as an immediate action, the wearer of cat burglar's boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse).

In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves' tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.
2 lbs (0 if worn) worn, feet
Masterwork Thieves' Tools: This kit contains lockpicks and other tools you need to use the Disable Device skill, including extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks. 2 lbs (0 in boots) Boot, special pocket
Thieves' Ring: This slightly over-sized ring conceals a few lockpicks and other tools coiled inside its band. These discreet tools, made of a metal alloy that springs straight once the tool is removed from the band, are sufficient to attempt Disable Device checks without penalty, and long enough to pick locks on manacles fastened around the wearer's hands (once she slips off the ring). The wearer gains a +2 circumstance bonus on Sleight of Hand checks made to conceal the ring's nature from anyone searching her. 0 lbs left hand ring finger
Masterwork Short Swords: A short sword is about 2 feet in length. (2) 4 lbs Dual-wielding rig at hips
Dagger: A dagger has a blade that is about 1 foot in length.

Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (4)
1 lbs ea 1 boot top right, 3 in backpack
Adventurer's Sash (bandolier): This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel each contain a number of loops and ties for further securing equipment. The sash buckles at the shoulder, and can be freed with a sharp tug in an emergency as a move action. 3 lb left shoulder to right hip
Potion of Invisibility: The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. (2)
0 lb Bandolier
Potion of Cat's Grace: The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier. (2) 0 lb Bandolier
Potion of Spider Climb: The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. (30 minutes) (2) 0 lb Bandolier
Oil of Magic Weapon: 3 minutes, Gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can be enhanced by this spell. (6)
0 lb Bandolier
Potion of Cure Moderate Wounds: (2d8+3) 0 lb Belt, left
Potion of Cure Light Wounds: (1d8+3) 0 lb Belt, left
Antitoxin: If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. (3) 0 lb Bandolier
Bloodblock: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above). (2) 0 lb Bandolier
Antiplague: If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result. (3) 0 lb Bandolier
Troll Oil: This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round. (2) 2 lbs Bandolier
Troll Styptic: A witch's brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing. (2) 0 lb Bandolier
Clear ear: This green gel is poured into the user's ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks. (2) 0 lb Bandolier
Handy Haversack Backpack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
5 lbs Worn on Shoulders/back
Rogue's Kit: This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), soap, candles (10), trail rations (5 days), and a waterskin. 26 lbs backpack
Spider Silk Rope: This 50-foot length of rope is woven of strands of silk from monstrous spiders. Rare to virtually nonexistent on the surface world, it is commonly used by the dark elves, though shorter spider's silk rope scraps (generally no more than 10 feet long) occasionally appear among goblins. Spider's silk rope has 6 hit points and can be broken with a DC 25 Strength check. 4 lbs backpack
Glass Cutter: This small metal rod has a tiny sharp wheel on one end and a bulb on the other. You score the glass with the wheel and tap it with the bulb to break it. If you succeed at a DC 15 Sleight of Hand check, you can break the glass very quietly (DC 15 Perception check to hear). Most thieves use glue paper with a glass cutter to reduce noise and capture glass fragments. 0 lb Backpack, outer pocket left
Glue Paper: This 1-foot-square piece of paper is coated on one side with a weak glue or sticky material such as tree sap or even honey. It is stored folded in half. If you apply glue paper to a window before you break it, the broken pieces stick to the glue rather than noisily falling to the ground. Glue paper is good for a single use. (10 sheets) 0 lb Inside backpack main compartment
Acid: You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. (3 flasks)
3 lb Backpack side compartment
Tanglefoot Bags: A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. (2)
8 lbs backpack side compartment
Fuse Grenade: This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon. (2) 2 lbs Backpack, main section
Alchemist's Fire: You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. 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 lake or magically extinguishing the flames automatically smothers the fire. (3)
3 lb Backpack
Crowbar: This versatile tool is designed to help pry open whatever the user desires. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size. 5 lbs Backpack
Candlerod: Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours. (4) 4 lb Backpack
Alchemical Solvent: This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue. (2) 1 lb Backpack
Cash: 160gp 0 Backpack

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