Taminger Vaul

Sydämen asialla.

Male Dwarf (Janderhoff) Occultist (haunt collector) 8
NG Medium humanoid (dwarf)
Player Naal
Xp 22


Init +0
Senses Darkvision 60 ft.; Perception +11


AC 20, touch 11, flat-footed 20; (+9 armor, +1 deflection)
hp 80 (8d8 +24 Con +5 favored +8 feat)
Fort +11, Ref +4, Will +9; +2 vs. poison, spells, and spell-like abilities; assuming +2 resistance
Special Defenses +1 dodge vs. undead


Speed 20 ft.
Melee +1 alchemical silver heavy flail +12/+7 (1d10+10/19-20 B)
Melee adamantine dwarven waraxe +12/+7 (1d10+9/x3 S)
Melee cold iron dwarven waraxe +11/+6 (1d10+9/x3 S)
Melee dwarven boulder helmet +11/+6 (1d4+7 B)
Melee cold iron dagger +11/+6 (1d4+7/19-20 P/S)
Ranged cold iron dagger +6/+1; 10 ft. (1d4+7/19-20 P/S)
Ranged +1 adaptive composite longbow +7/+2; 110 ft. (1d8+7/x3 P)
Special Attacks +1 to attacks against undead
Implement Schools
  Abjuration (holy symbol of Kurgess)—Resonant warding talisman; Focus energy shield, mind barrier
  Conjuration (bronze mirror)—Haunted champion; Focus purge corruption, servitor
  Evocation (haunted machine lever)—Haunted trickster (Acrobatics); Focus energy ray
  Transmutation (chimera-hide belt)—Resonant physical enhancement; Focus legacy weapon, mind over gravity, sudden speed
Occultist Spells Known (CL 8th; concentration +12)
  3rd (3/day)—cure serious wounds (WDC 17), fireball (RDC 17), shrink item
  2nd (5/day)—ablative barrier, knock, pilfering hand (+11), resist energy
  1st (5/day)—burning hands (RDC 15), cure light wounds (WDC 15), pass without trace, shield
  0 (at will)—purify food and drink, resistance, spark, stabilize


Str 16+4, Dex 10, Con 16, Int 16+2, Wis 10, Cha 10
Base Atk +6; CMB +11; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Exotic Weapon (butchering axe), Extra Mental Focus, Heavy Armor Proficiency, Toughness
Skills
  Acrobatics           + 1  (3 ranks +3 class +0 Dex -6 armor +1 medium)
  Appraise             + 8  (1 rank  +3 class +4 Int)
  Bluff                + 0  (  ranks no class +0 Cha)
  Climb                - 1  (  ranks no class +5 Str -6 armor)
  Craft                + 4  (  ranks +3 class +4 Int)
  Diplomacy            +11  (8 ranks +3 class +0 Cha)
  Disable Device       + 0  (1 rank  +3 class +0 Dex -6 armor +2 circ)
  Disguise             + 4  (1 rank  +3 class +0 Cha)
  Escape Artist        + 0  (  ranks no class +0 Dex -6 armor)
  Fly                  - 4  (  ranks no class +0 Dex -6 armor)
  Handle Animal        + 1  (1 rank  no class +0 Cha)
  Heal                 + 0  (  ranks no class +0 Wis)
  Intimidate           + 0  (  ranks no class +0 Cha)
  Know (arcana)        + 9  (2 ranks +3 class +4 Int)
  Know (dungeoneering) + 4  (1 rank  no class +4 Int)
  Know (engineering)   + 9  (2 rank  +3 class +4 Int)
  Know (geography)     + 5  (1 rank  no class +4 Int)
  Know (history)       + 9  (2 ranks +3 class +4 Int)
  Know (local)         + 6  (2 ranks no class +4 Int)
  Know (nature)        + 5  (1 rank  no class +4 Int)
  Know (nobility)      + 5  (1 rank  no class +4 Int)
  Know (planes)        + 9  (2 ranks +3 class +4 Int)
  Know (religion)      + 9  (2 ranks +3 class +4 Int)
  Linguistics          +14  (7 ranks +3 class +4 Int)
  Perception           +11  (8 ranks +3 class +0 Wis)
  Perform              + 0  (  ranks no class +0 Cha)
  Prof. (sailor)       + 5  (2 ranks +3 class +0 Wis)
  Prof. (soldier)      + 5  (2 ranks +3 class +0 Wis)
  Ride                 + 2  (0 ranks no class +0 Dex -6 armor)
  Sense Motive         + 5  (2 ranks +3 class +0 Wis)
  Sleight of Hand      - 2  (1 rank  +3 class +0 Dex -6 armor)
  Spellcraft           +14  (7 ranks +3 class +4 Int)
  Stealth              - 6  (  ranks no class +0 Dex -6 armor)
  Survival             + 0  (  ranks no class +0 Wis)
  Swim                 + 3  (4 ranks no class +5 Str -6 armor)
  Use Magic Device     + 9  (2 ranks +3 class +0 Cha +4 occ)
Special Skill Bonuses Appraise +2 with items containing precious metals or gemstones, +2 to idenfify undead, +1 to Knowledge (history) about Taldor
Traits careful combatant (first two squares ignore AoO when withdrawing), indomitable will (+1 trait to Will)
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Dwarven, Giant, Ignan, Osiriani, Taldane (common), Shadowtongue, Terran, Undercommon
SQ barrow warden, barrow scholar, hardy, greed, hauntist, implements (4), magic item skill, mental focus 14, object reading, possessed possessions, shift focus, slow and steady, stability, weapon familiarity


On person (weapons, armor, magic items)
On person (other gear)
Wealth See ITS bottom line
Encumbrance 140.5 lbs., 11.5 lbs. more in the backpack, total 152 lbs. (76/133 lb. light/ 153/266 lb. medium/ 230/400 lb. heavy)


Current (14) MF split
Abjuration 5 MF (+2 resistance)
Conjuration 2 MF (+1 champion spirit bonus 2/day)
Evocation 1 MF (+0 trickster spirit bonus 0/day)
Transmutation 6 MF (+4 to Strength)
Generic 0 MF
Immediate action: energy shield (2), mind barrier (2)
Swift action: energy shield (1), mind barrier (1), use spirit bonus, sudden speed (1)
Standard action: cast a spell, energy ray (1), legacy weapon (1), mind over gravity (1), purge corruption (1)


Possessed Possessions & Resonant Powers
Abjuration/Resonant: Warding Talisman (Su) The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of +3. Note that this bonus vanishes if the last point of mental focus is used from the abjuration implement.
Conjuration/Possessed: Champion (Su) Seance boon grants +2 to weapon damage rolls. Spirit bonus applies to attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Evocation/Possessed: Trickster (Su) Seance boon grants +1 to Acrobatics and makes it class skill. Spirit bonus applies to Dexterity checks, skill checks, and Reflex saves. Note that unlike a true medium, Taminger cannot changed this selection.
Transmutation/Resonant: Physical Enhancement (Su) The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement, to a maximum of +4. Note that this bonus vanishes if the last point of mental focus is used from the transmutation implement.


Focus Powers
Abjuration: Energy Shield (Sp) As a swift action, Taminger can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever he takes acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 40 points of energy damage. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. This ability can be activated as an immediate action by expending 2 points of mental focus instead of 1.
Abjuration: Mind Barrier (Sp) As a swift action, Taminger can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 16 points of damage. It lasts until the start of your next turn or until exhausted. This ability can be activated as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Conjuration: Purge Corruption (Sp) As a standard action, Taminger can expend 1 point of mental focus to draw out the corruption from a creature. He must touch the target with the implement to use this power. This ability functions as either neutralize poison or remove disease, using occultist level as the caster level. Each use of this ability can cure only one poison or one disease.
Conjuration: Servitor (Sp) As a standard action, Taminger can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster III but you can use it only to summon a single creature, and the effect lasts for one minute. Taminger can’t have more than one servitor in effect at a time. At any time, he can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Evocation: Energy Ray (Sp) As a standard action that provokes attacks of opportunity, Taminger can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 4d6 points. When unleashing an energy ray, Taminger must decide what type of damage it deals (acid, cold, electricity, or fire).
Transmutation: Legacy Weapon (Su) As a standard action, Taminger can expend 1 point of mental focus and touch a weapon to grant it a +2 enhancement bonus. Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. He can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Transmutation: Mind Over Gravity (Sp) As a standard action, Taminger can expend 1 point of mental focus to give himself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 8 minutes.
Transmutation: Sudden Speed (Sp) As a swift action, Taminger can expend 1 point of mental focus to grant himself a burst of speed. This increases his land speed by 30 feet for 1 minute. This ability does not stack with itself.


Spell Reference
E = Emotion component: can't be done under the effect of a non-harmless emotion or fear effect.
T = Thought component: any concentration check DC increased by 10 for these spells, unless Taminger uses a move action to center himself first.
Ablative Barrier ET, touch, 8 hours, WDC 15 (h) no. +2 armor(force), 5 lethal damage per attack converted to nonlethal, until a total of 40 points of damage has been converted. Against nonlethal attacks provides DR 5/- instead.
Burning Hands ET, 15-foot cone, RDC 14 half SR. 5d4 fire damage.
Cure Light Wounds ET, touch, WDC 14 (h)/half SR. 1d8+5.
Knock T, 180 feet, 80 square feet portal, no, no. +18 vs. two locking methods.
Pass without Trace ET, touch, 8 creatures, 8 hours. WDC 14 (h) SR.
Pilfering Hand E, 45 feet, one object, no save, SR. Disarm or steal at +12 to pull the object to Taminger. Alternatively one Disable Device or Sleight of Hand check at range, but Taminger is kind of poor with them, so probably not going to happen.
Resist Energy ET, touch, 80 minutes, FDC 15 (h) SR. 20 points.
Shield ET, 8 minutes. Try to remember for once this blocks magic missiles.


Extricate Haunt (Su): Taminger can temporarily exorcise his haunted implements’ possessing entities to spontaneously create phenomena similar to haunts and imbue them with spells he knows. As a full-round action that provokes attacks of opportunity, Tamigner expends 1 point of mental focus to extricate an implement’s spirit and infuse an adjacent square with its ghostly presence while granting it the power to deliver a spell from the implement’s associated school (whose range is touch or greater) on his behalf. This action consumes the spell just as if it had been cast, but the energy is held in check by the created haunt until triggered by conditions set forth by Taminger. The conditions needed to trigger the haunt’s spell effect must be clear, although they can be general, using the guidelines of the magic mouth spell. The haunt is stationary, and once the conditions for the trigger are met, the spell is discharged normally, though it now originates from the haunt’s square.
The haunt itself is an invisible, incorporeal, spectral force, similar to a stationary unseen servant with an undead aura for the purposes of spells such as detect undead. It has a number of hit points equal to the double the level of the spell used to create it + the occultist’s Intelligence modifier. If triggered during the same combat it is created, the haunt acts at initiative count 10; otherwise, when the trigger occurs, the haunt initiates combat and acts at initiative count 10 on the surprise round. Other creatures must succeed at a Perception check (DC = 10 + Taminger's occultist level) to act in the surprise round. The haunt can be damaged by positive energy and anything else that can harm haunts, and if destroyed before it is triggered, it dissipates harmlessly. If the haunt is destroyed, it does not reform in its haunted implement until Taminger next invests his implements with mental focus. If the haunt doesn’t trigger before Taminger next invests his implements with mental focus, the haunt dissolves at that point and reforms in its haunted implement.
Taminger can use this ability a number of times per day equal to 1 + his Intelligence modifier. While a haunting presence is extricated from its implement, he does not receive the benefit of the implement’s seance boon, nor can he call upon the implement’s spirit bonus or use its focus powers, though he can still cast spells associated with the implement without penalty. If the spell is discharged successfully (rather than the haunt being destroyed), the spirit’s presence returns to Taminger’s implement the following round, and the seance boon and spirit bonus abilities are again available to him.
Hauntist (Su) Taminger can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 3d6 points of damage to the haunt as if via positive energy and allowing him to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, Taminger can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, he suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of Taminger's body for 24 hours. Once per minute, Taminger can attempt to end this possession early by succeeding at a DC 23 Will save.
Mental Focus (Su) Taminger's mental focus points refresh after he gets at least 8 hours of sleep. After this, his formerly unusused mental focus points are lost, and Taminger must spend 1 hour investing his implements. He can save some points inside his own body instead of investing the implements, and this general mental focus can be used for any implement with two downsides. It takes two points of general mental focus to do the work of one invested mental focus point, and general mental focus does not grant resonant powers.
Object Reading (Su) Taminger can read information from items by spending 1 minute handling the item. If the item is a magic item, he learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the caster level of the item is 7 or less. If the item has any historical significance, he learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 7 days ago, Taminger learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
Possessed Possessions (Su) Investing mental focus on conjuration and evocation implements does not provide their normal resonance powers. Instead the items grant their seance boons. Taminger can also use their spirit bonus as a swift action once per day for each point of mental focus (though this does not use the mental focus). This spirit bonus is equal to +1 per 2 mental focus invested in the item (to a maximum of +3) and lasts for one round.
Shift Focus (Su) Taminger can shift mental focus from one implement to another (only) by concentrating for 1 minute. He can transfer any amount of mental focus, but one point is lost during the transfer. This can alter the resonant power level of both implements, unlike regular mental focus spending.
Spirit Speaker (Sp): Taminger can commune with the spirits once per day. By holding a seance for 10 minutes, he can ask questions of a destroyed undead or a neutralized or destroyed haunt. To use this ability on a corporeal undead, he must have the creature’s head in his possession. For a haunt or incorporeal undead, this seance must be held in the haunt’s location or where the incorporeal undead was destroyed. Treat this ability as speak with haunt or as speak with dead (but affecting only destroyed undead rather than only corpses), using the Taminger's occultist level as the caster level.


#Scenario                            XPFamePrstgLeftUsed for
01#6-15 The Overflow Archives         1+2-20wand of cure light wounds 2 PP
02#6-01 Trial by Machine              1+202 
03#9-11 The Jarlsblood Witch Saga (GM)1+204 
04#8-05 Ungrounded but Unbroken        1+206 
05#8-99 Assault on Absalom             1+208 
06#9-08 Birthright Betrayed (GM)       1+2010 
07#9-21 In the Grandmaster's Name (GM) 1+2012 
08#10-01 Oathbreakers Die              1+2014 
09#10-06 Treason's Chains              1+2016 
10#10-05 MuM1:Testament of Souls (GM)  1+2018 
11#10-07 MuM2:The Howling Dance        1+2020 
12#9-14 Down the Verdant Path          1+2022 
13Fangwood Keep                        3+4-1313Borderland keep 15 PP, +2 Emilio's treasure
14#3-07 Song of the Sea Witch          +2+015Keep +1, learn celestial -1
15#7-99 Through Maelstorm Rift         +2+118Keep +1
16#6-02 The Silver Mount Collection    +2+121Keep +1
17Ruins of Bonekeep 1:The Silent Grave1+2-122Keep +1, wand of cure light wounds 2 PP
18Ruins of Bonekeep 2:Maze of the Minds1+2-123Keep +1, potion of cure serious wounds 2 PP
19Ruins of Bonekeep 3:The Wakening Tomb1+2+328Keep +1, special +2
20#10-98 Siege of Gallowspire1+2-129Keep +1, scroll of death ward

Fame 42 (The keep doesn't increase fame!)


Starting money    150150 
Potion of cure light wounds150 02  100 
#06-15 gp gained    506606 
#06-01 gp gained    5111117 
#09-11 gp gained    5001617 
Level 1 rebuild     1617 
Wand of cure light wounds (2 PP, CL 1st, 28 charges after rebuild)10 10  1617.00 
Abjuration implement (silver holy symbol of Kurgess)125 3  1 1592.00 
Transmutation implement (belt made of chimera hide)110 3  0.5 1582.00 
Conjuration implement (mirror made of bronze)110 3  0.5 1572.00 
Chainmail1150 38 751422.00 
Masterwork alch.silver heavy flail1495 3 IMP927.00 
Dwarven boulder helmet120 3  10 907.00 
Cold iron dwarven waraxe160 3  8 847.00 
Cold iron dagger14 3  1 843.00 
Backpack12 3  2 841.00 
Bedroll10.1 3  5 840.90 
Belt pouch11 3  0.5 839.90 
Crowbar12 3  5 837.90 
Canteen12 3  1 835.90 
Grappling hook11 3  4 834.90 
Iron pot10.8 3  4 834.10 
Sack10.1 3  0.5 834.00 
Scroll box15 3  1 829.00 
Signal whistle10.8 3   828.20 
Flint and steel11 3   827.20 
Chalk10.1 3   827.10 
Ink18 3   819.10 
Ink pen10.1 3   819.00 
Paper40.4 3   817.403 left
Explorer's outfit10 3  8 817.40 
Silk rope (50 ft.)110 3  5 807.40 
Alchemist's fire320 3  1 747.40 
Acid310 3  1 717.40 
Masterwork composite bow [+2 Str]1600 313 300117.40 
Cold iron arrow200.1 3  0.15 115.4019 left
Potion of cure light wounds150 313  65.40 
#8-05 gp gained    506571.40 
Potion sponge42 4    563.40 
Potion of touch of the sea150 46  513.40 
Potion of touch of the sea150 46  463.40 
Scroll of gravity bow125 4   438.40 
Earplugs10.03 4   438.37 
Holy water325 419  363.37 
Vermin repellent15 418  358.37 
Potion of hide from animals150 49  308.37 
#8-99 gp gained    500808.37 
#9-08 gp gained    5081316.37 
#9-21 gp gained    12802596.37 
+1 alchemical silver heavy flail12000 7  10 596.37 
Potion of touch of the sea150 712  546.37 
Potion of touch of the sea150 712  496.37 
Antitoxin150 88  446.37 
#10-01 gp gained    12181664.37 
Elixir of tumbling1250 817  1414.37 
Scroll of spider climb1150 89  1264.37 
Masterwork stone lamellar1650 8  45 614.37 
sell chainmail   8 75689.37 
Potion of cure light wounds150 813  639.37 
Scroll of spider climb1150 814  489.37 
#10-06 gp gained    11871676.37 
#10-05 gp gained    12992975.37 
Antitoxin150 1013  2925.37 
Antiplague150 1013  2875.37 
Oil of sanctify corpse150 10   2825.37 
Bladeguard140 1018  2785.37 
Meditation tea130 1019  2755.37 
Soothe syrup125 1018  2730.37 
Wand of lesser restoration (#10, CL 3rd, 7 charges)1630 107  2100.37 
Less.talisman of warrior's courage1450 1017  1650.37 
#10-07 gp gained    13032953.37 
Trail rations40.5 12  1 2951.37 
#9-14 gp gained    18724823.37 
Wayfinder1250 12  1 4573.37 
Potion of touch of the sea150 1214  4523.37 
Potion of touch of the sea150 12   4473.37 
Potion of invisibility1300 12   4173.37 
Scroll of spider climb1150 1220  4023.37 
Traveler's anytool1250 12  2 3773.37 
Wand of cure moderate wounds (#11, CL 5th, 05 charges)1450 120  3323.37 
Swarmbane clasp13000 12  0.5 323.37 
Spring-loaded wrist sheath15 12  1 318.37 
Spring-loaded wrist sheath15 12  1 313.37 
Concealable thieves' tools1190 12  0.5 123.37 
Scroll of mage armor125 1217  98.37 
Fangwood Keep gp gained    48004898.37 
Fangwood Keep Emilio's treasure completed    5005398.37 
Wand of invisibility (#13, CL 3rd, 6 charges)1540 136  4858.376 left
+1 adaptive darkwood composite longbow13430 13  1.5 1428.37 
sell masterwork composite longbow [+2 Str]   13 3001728.37 
Evocation implement (haunted machinery lever)110 13  0.5 1718.37 
#3-06 gp gained    33825100.37 
15 #7-99 gp gained   29108005.37 
16 #6-02 gp gained   227110276.37 
Medlance (9 refills left)1500 16   9776.37 
Wand of daylight (#07, CL 5th, 07 charges)11575 163  8201.373 left
Potion of cure serious wounds1750 1618 7451.37 
Boots of the cat11000 16  1 6451.37 
Troll oil150 16171 6401.37 
Ring of protection +112000 16   4401.37 
Scroll of freedom of movement1700 1617 3701.37 
Boulderhead bock425 1617 3601.37 
Scroll of spider climb1150 1220  3451.37 
Anesthetic wine150 1617 3401.37 
Scroll of heroism1375 1617 3026.37 
Scroll of heroism1375 1618 2651.37 
Enchant the stone armor to +111000 16   1651.37 
Scroll of remove blindness/deafness1375 16   1276.37 
Oil of bless weapon150 1618 1226.37 
Oil of bless weapon150 16   1176.37 
17 Bonekeep 1 gp gained 5559  6735.37 
Adamantine dwarven waraxe13030 17  8 3705.37 
Elixir of vision1250 1718 3455.37 
Scroll of freedom of movement1700 1718 2755.37 
Scroll of unseen servant125 1718 2730.37 
Scroll of unseen servant125 1719 2705.37 
Boulderhead bock425 1718 2605.37 
Anesthetic wine150 1718 2555.37 
Scroll of delay poison1150 1718 2405.37 
Antiplague150 1718 2355.37 
Antiplague150 1719 2305.37 
Air crystals150 17   2255.37 
Bladeguard140 1718 2215.37 
Bladeguard140 1719 2175.37 
Troll oil150 1718 2125.37 
Cold iron arrow200.1 17  0.15 2123.37 
Alkali flask115 17  1 2108.37 
Alkali flask115 17  1 2093.37 
Alkali flask115 17  1 2078.37 
Alkali flask115 17  1 2063.37 
Wand of cure light wounds (2 PP, CL 1st, 50 charges)10 1720  2063.3713 left
Elixir of tumbling1250 1718 1813.37 
A share of heroes' feast1149 17 1664.37 
Alchemical silver short sword130 17  2 1634.37 
Oil of sanctify corpse150 17   1584.37 
Scroll of enchantment foil1700 1718 884.37 
Scroll of protection from evil125 1718 859.37 
Scroll of protection from evil125 1718 834.37 
18 Bonekeep 2 gp gained 6527  7361.37 
Troll oil150 1819 7311.37 
Anesthetic wine150 1819 7261.37 
Boulderhead bock425 1819 7161.37 
Scroll of freedom of movement1700 1819 6461.37 
Scroll of heroism1375 1819 6086.37 
Bladeguard140 1819 6046.37 
Scroll of delay poison1150 1819 5896.37 
Elixir of vision1250 1819 5646.37 
Elixir of tumbling1250 1819 5396.37 
Vermin repellent15 1819 5391.37 
Soothe syrup125 1819 5366.37 
Potion of cure serious wounds (2 PP)10 18   5366.37 
Meditation tea130 1819 5336.37 
Oil of bless weapon150 18   5286.37 
Headband of vast intellect +2 (Spellcraft)14000 18  1 1286.37 
19 Bonekeep 3 gp gained 7902  9188.37 
Scroll of death ward (2 PP)10 2020  9188.37 
Scroll of death ward1700 2020  8488.37 
Scroll of death ward1700 2020  7788.37 
Scroll of death ward1700 2020  7088.37 
Scroll of freedom of movement1700 2020  6388.37 
Scroll of freedom of movement1700 2020  5688.37 
Antitoxin150 2020  5638.37 
Antiplague150 2020  5588.37 
20 Siege of Gallowspire gp gained 4600  10188.37 

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