Post by 3personal5me on Nov 28, 2019 14:32:56 GMT
Character Name: Anthony Allerton
Character Level: 4 (3255XP)
Race: Varient Human
Gender: Male
Alignment: Chaotic Good
Deity: None
Size: Medium
Hair: Dirty Blonde
Eyes: Blue
Height: 5'9
Weight: 190
Age: 33
Appearance: Mid-length dirty blonde hair, facial hair cropped close to the jaw line, average build, left arm replaced with a mechanical replacement, comprised primarily of smooth metal plates.
History: Anthony Allerton represents his families house, located far from Waterdeep. They are a combination of nobles and guild artisans, known for the technological innovations they create. Anthony in particular is in Waterdeep for several reasons; to spread his families name, build relationships with the local nobility, and possibly scout technologies and and researchers for his family.
Anthony got started in artificing at a relatively young age, when he showed an interest and affinity for both magical and mechanical engineering. His parents encouraged this gift, as is felt perfectly in line with the dynasty they were seeking to create. As Tony grew up, he studied fervently. And in his down time, he read stories of adventurers and heroes. He dreamt of one day using his talents to help and save people, just like those heroes.
When Tony was 24, he seemingly was going to get his wish. Late one night, while the rest of his family was asleep, somebody broke into the Allerton manor. Tony had stayed up late that night, working on a new device he had dreamt up. When he became aware of the intruders, he realized that his family was in danger, and he had to act fast. He confronted the intruders in the foyer, just as they had rounded up Tonys parents and brother. Standing at the top of the stairs, he wielded the unwieldly device in his dominant left hand, pointed at the criminals. He remembered saying something, possibly witty, before activating the device. There was an explosion, and he blacked out.
When he woke up, he was in the infirmary of his home. He soon learned that his device had blown off his arm in its entirety, detroying much of the shoulder joint as well. While his family expected him to be defeated, even depressed, he was simply disappointed. His project had failed. He threw himself into his work, soon creating an artificial arm to replace his old one. With is ability to work restored, he continued to work and research.
As he grew into adulthood, Tony began to take part in the family business. While he found the financial meetings boring and the quarterly reviews mindnumbing, he still loved the research and funding and opportunities he was provided. Seeking a way to distance himself from boardrooms, he eventually convinced his father to allow him to travel to the far of metropolis of Waterdeep, as a sort of envoy for the family. In reality, he simply wanted to work in peace, away from the politics of running a company. He just wanted to help people.
Personality: Anthony is a hardworking and dedicated individual who believes there is no problem that can't be solved with magic and engineering. He is loyal to those he trusts, and does his best to protect those that can't protect themselves.
Ability Scores
Using 27 point buy or the standard array give us the following stats:
Strength: 8
Dexterity: 14
Constitution: 12
Intelligence: 15+1(racial)+2(ASI)
Wisdom: 10
Charisma: 13+1
Class
Artificer, Artillerist
-Magical Tinkering:
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
-Spellcasting:
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools;thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Cantrips Known; Firebolt, Shocking Grasp
Artificer Spells by Level:
1. Absorb Elements, Alarm, Catapult, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Identify, Jump, Longstrider, Purify Food and Drink, Sanctuary, Snare
2. Aid, Alter Self, Arcane Lock, Blur, Continual Flame, Darkvision, Enhance Ability, Enlarge/Reduce, Heat Metal, Invisibility, Lesser Restoration, Levitate, Magic Mouth, Magic Weapon, Protection from Poison, Pyrotechnics, Rope Trick, See Invisibility, Skywrite, Spider Climb, Web
3. Blink, Catnap, Create Food and Water, Dispel Magic, Elemental Weapon, Flame Arrows, Fly, Glyph of Warding, Haste, Protection from Energy, Revivify, Tiny Servant, Water Breathing, Water Walking
4. Arcane Eye, Elemental Bane, Fabricate, Freedom of Movement, Leomund's Tiny Chest, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otilukes's Resilient Sphere, Stone Shape, Stoneskin
5.Animate Objects, Bigby's Hand, Creation, Greater Restoration, Skill Empowerment, Transmute Rock, Wall of Stone
Artillerist Spells by Level Gained:
3rd level: Shield, Thunderwave
5th level: Scorching Ray, Shatter
9th Level: Fireball, Wind Wall
13th Level: Ice Storm, Wall of Fire
17th Level: Cone of Cold, Wall of Force
Skills
-Infuse Item:
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
-Infusions Known:
Enhanced Arcane Focus; While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Replicate Magic Item; Prosthetic Limb
Replicate Magic Item; Goggles of Night
Enhanced Defense (Chain Mail); A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
-Tool Proficiency (Artillerist): When you adopt this specialization at 3rd level, you gain proficiency with Woodcarver's Tools;woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
-Eldritch Cannon (Artillerist): At 3rd level, you learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower; The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista; Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector; The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
-The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
-Ability Score Improvement: Intelligence +2
Arcana, Athletics, Investigation, Perception, Persuasion
Proficiencies & Languages
Light Armor, Medium Armor, Shield, Simple Weapons, Alchemists Supplies, Jewelers Tools, Leatherworkers Tools, Thieves Tools, Tinkers Tools, Woodcarvers Tools
Intelligence Saves, Constitution Saves
Common, Elvish
Background
Noble
Feats
Alert
Gear
Backpack
Clothes, Fine
Crowbar
Dagger
Hammer
Piton x10
Rations, (10 Days)
Rope, Hempen (50ft)
Scale Mail
Signet Ring
Thieves Tools
Tinderbox
Torch
Wand
Waterskin
Woodcarvers Tools
Tinkers Tools
Gold: 801
Character Level: 4 (3255XP)
Race: Varient Human
Gender: Male
Alignment: Chaotic Good
Deity: None
Size: Medium
Hair: Dirty Blonde
Eyes: Blue
Height: 5'9
Weight: 190
Age: 33
Appearance: Mid-length dirty blonde hair, facial hair cropped close to the jaw line, average build, left arm replaced with a mechanical replacement, comprised primarily of smooth metal plates.
History: Anthony Allerton represents his families house, located far from Waterdeep. They are a combination of nobles and guild artisans, known for the technological innovations they create. Anthony in particular is in Waterdeep for several reasons; to spread his families name, build relationships with the local nobility, and possibly scout technologies and and researchers for his family.
Anthony got started in artificing at a relatively young age, when he showed an interest and affinity for both magical and mechanical engineering. His parents encouraged this gift, as is felt perfectly in line with the dynasty they were seeking to create. As Tony grew up, he studied fervently. And in his down time, he read stories of adventurers and heroes. He dreamt of one day using his talents to help and save people, just like those heroes.
When Tony was 24, he seemingly was going to get his wish. Late one night, while the rest of his family was asleep, somebody broke into the Allerton manor. Tony had stayed up late that night, working on a new device he had dreamt up. When he became aware of the intruders, he realized that his family was in danger, and he had to act fast. He confronted the intruders in the foyer, just as they had rounded up Tonys parents and brother. Standing at the top of the stairs, he wielded the unwieldly device in his dominant left hand, pointed at the criminals. He remembered saying something, possibly witty, before activating the device. There was an explosion, and he blacked out.
When he woke up, he was in the infirmary of his home. He soon learned that his device had blown off his arm in its entirety, detroying much of the shoulder joint as well. While his family expected him to be defeated, even depressed, he was simply disappointed. His project had failed. He threw himself into his work, soon creating an artificial arm to replace his old one. With is ability to work restored, he continued to work and research.
As he grew into adulthood, Tony began to take part in the family business. While he found the financial meetings boring and the quarterly reviews mindnumbing, he still loved the research and funding and opportunities he was provided. Seeking a way to distance himself from boardrooms, he eventually convinced his father to allow him to travel to the far of metropolis of Waterdeep, as a sort of envoy for the family. In reality, he simply wanted to work in peace, away from the politics of running a company. He just wanted to help people.
Personality: Anthony is a hardworking and dedicated individual who believes there is no problem that can't be solved with magic and engineering. He is loyal to those he trusts, and does his best to protect those that can't protect themselves.
Ability Scores
Using 27 point buy or the standard array give us the following stats:
Strength: 8
Dexterity: 14
Constitution: 12
Intelligence: 15+1(racial)+2(ASI)
Wisdom: 10
Charisma: 13+1
Class
Artificer, Artillerist
-Magical Tinkering:
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker’s tools or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
-Spellcasting:
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools;thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Cantrips Known; Firebolt, Shocking Grasp
Artificer Spells by Level:
1. Absorb Elements, Alarm, Catapult, Cure Wounds, Detect Magic, Disguise Self, Expeditious Retreat, Faerie Fire, False Life, Feather Fall, Grease, Identify, Jump, Longstrider, Purify Food and Drink, Sanctuary, Snare
2. Aid, Alter Self, Arcane Lock, Blur, Continual Flame, Darkvision, Enhance Ability, Enlarge/Reduce, Heat Metal, Invisibility, Lesser Restoration, Levitate, Magic Mouth, Magic Weapon, Protection from Poison, Pyrotechnics, Rope Trick, See Invisibility, Skywrite, Spider Climb, Web
3. Blink, Catnap, Create Food and Water, Dispel Magic, Elemental Weapon, Flame Arrows, Fly, Glyph of Warding, Haste, Protection from Energy, Revivify, Tiny Servant, Water Breathing, Water Walking
4. Arcane Eye, Elemental Bane, Fabricate, Freedom of Movement, Leomund's Tiny Chest, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otilukes's Resilient Sphere, Stone Shape, Stoneskin
5.Animate Objects, Bigby's Hand, Creation, Greater Restoration, Skill Empowerment, Transmute Rock, Wall of Stone
Artillerist Spells by Level Gained:
3rd level: Shield, Thunderwave
5th level: Scorching Ray, Shatter
9th Level: Fireball, Wind Wall
13th Level: Ice Storm, Wall of Fire
17th Level: Cone of Cold, Wall of Force
Skills
-Infuse Item:
At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item
Whenever you finish a long rest, you can touch a non-magical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
-Infusions Known:
Enhanced Arcane Focus; While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.
The bonus increases to +2 when you reach 10th level in this class.
Replicate Magic Item; Prosthetic Limb
Replicate Magic Item; Goggles of Night
Enhanced Defense (Chain Mail); A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
-Tool Proficiency (Artillerist): When you adopt this specialization at 3rd level, you gain proficiency with Woodcarver's Tools;woodcarver’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
-Eldritch Cannon (Artillerist): At 3rd level, you learn how to create a magical cannon. Using woodcarver’s tools or smith’s tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options below. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower; The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista; Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector; The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
-The Right Tool for the Job: At 3rd level, you learn how to produce exactly the tool you need: with tinker’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
-Ability Score Improvement: Intelligence +2
Arcana, Athletics, Investigation, Perception, Persuasion
Proficiencies & Languages
Light Armor, Medium Armor, Shield, Simple Weapons, Alchemists Supplies, Jewelers Tools, Leatherworkers Tools, Thieves Tools, Tinkers Tools, Woodcarvers Tools
Intelligence Saves, Constitution Saves
Common, Elvish
Background
Noble
Feats
Alert
Gear
Backpack
Clothes, Fine
Crowbar
Dagger
Hammer
Piton x10
Rations, (10 Days)
Rope, Hempen (50ft)
Scale Mail
Signet Ring
Thieves Tools
Tinderbox
Torch
Wand
Waterskin
Woodcarvers Tools
Tinkers Tools
Gold: 801