Total Stat Rank CS Misc ACP
+02 = Acrobatics +03 +00 +0 +00 -1 DEX
+00 = Appraise +00 +00 +0 +00 INT
+07 = Bluff +01 +02 +3 +01 CHA
+06 = Climb +02 +02 +3 +00 -1 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+02 = Diplomacy +02 +00 +0 +00 CHA
+na = Disable Device^ +03 +00 +0 +00 -1 DEX
+01 = Disguise +01 +00 +0 +00 CHA
+02 = Escape Artist +03 +00 +0 +00 -1 DEX
+02 = Fly +03 +00 +0 +00 -1 DEX
+na = Handle Animal^ +02 +00 +0 +00 CHA
-01 = Heal -01 +00 +0 +00 WIS
+01 = Intimidate +01 +00 +0 +00 CHA
+na = Know:Arcana^ +00 +00 +0 +00 INT
+na = Know:Dungeoneering^ +00 +00 +0 +00 INT
+na = Know:Engineering^ +00 +00 +0 +00 INT
+05 = Know:Geography^ +00 +02 +3 +00 INT
+na = Know:History^ +00 +00 +0 +00 INT
+na = Know:Local^ +00 +00 +0 +00 INT
+05 = Know:Nature^ +00 +02 +3 +00 INT
+na = Know:Nobility^ +00 +00 +0 +00 INT
+na = Know:Planes^ +00 +00 +0 +00 INT
+na = Know:Religion^ +00 +00 +0 +00 INT
+na = Linguistics^ +00 +00 +0 +00 INT
+04 = Perception -01 +02 +3 +00 WIS
+01 = Perform:_____ +01 +00 +0 +00 CHA
+na = Profession^:_____ -01 +00 +0 +00 WIS
+02 = Ride +03 +00 +0 +00 -1 DEX
-01 = Sense Motive -01 +00 +0 +00 WIS
+na = Sleight of Hand^ +03 +00 +0 +00 -1 DEX
+na = Spellcraft^ +00 +00 +0 +00 INT
+07 = Stealth +03 +02 +3 +00 -1 DEX
+04 = Survival -01 +02 +3 +00 WIS
+01 = Swim +02 +00 +0 +00 -1 STR
+na = Use Magic Device^ +01 +00 +0 +00 CHA
Equipment Cost Weight
Folded Fairy Wings Tattoo 20 gp -
Explorer's Outfit - -
Studded Leather - 20 lbs.
Kressle's MW Handaxes - 6 lbs.
4 Daggers - 4 lbs.
Silver Fairy Amulet 20 gp -
Masterwork Backpack 50 gp 4 lbs.
- Bedroll 1 sp 5 lbs.
- Winter Blanket 5 sp 3 lbs.
- Sack 1 sp .5 lbs.
- Whetstone 2 cp 1 lb.
- 7 Days Rations 35 sp 3.5 lbs.
- Clay Mug 2 cp 1 lb.
- 3 Torches 3 cp 3 lbs.
- Sewing Needle 5 sp -
- 2 Pints of Oil 2 sp 2 lbs.
- Traveller's Outfit 1 gp 5 lbs.
Belt Pouch 1 gp .5 lbs.
- Pot of Cure Light Wounds 50 gp -
- Flint & Steel 1 gp -
- 3 Pieces of Chalk 3 cp -
Waterskin 1 gp 4 lbs.
Horse - -
Riding Saddle - 25 lbs.
Bit & Bridle - 1 lb.
Saddlebags - 8 lbs.
- Happs' Comp Longbow [+2] - 3 lbs.
- Quiver w/20 Arrows - 3 lbs.
Total weight carried: 62.5 lbs.
[B]Name:Liam Chelias[/B]
[B]Class: Cavalier[/B]
[B]Race: Human[/B]
[B]Size: Medium[/B]
[B]Gender: Male[/B]
[B]Alignment: LG[/B]
[B]Deity: None[/B]
[B]Str:[/B] 16 +3 (00p.) [B]Level:[/B] 2
[B]Dex:[/B] 10 +0 (00p.) [B]BAB:[/B] +2 [B]HP:[/B] 24 (1d10+2)
[B]Con:[/B] 14 +2 (00p.) [B]CMB:[/B] +5
[B]Int:[/B] 8 -1 (00p.) [B]CMD:[/B] +15
[B]Wis:[/B] 12 +1 (00p.) [B]Speed:[/B] 30'
[B]Cha:[/B] 18 +4 (00p.) [B]Init:[/B] +0
[B]Stat Increases by Level[/B]
4th -
8th -
12th -
16th -
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +7 +2 +0 +0 +0 +0 19
[B]Touch:[/B] 10 [B]Flatfooted:[/B] 19
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 3 +2 +0 +5
[B]Ref:[/B] 0 +0 +0 +0
[B]Will:[/B] 0 +1 +0 +1
[B]Weapon Attack Damage Critical[/B]
Greatsword +7 2d6+4 19-20x2
Longsword +5 1d8+3 19-20x2
Lance +5 1d8+3 20x3
[B]Languages:[/B]
Common,
[B]Race Abilities:[/B]
Race : Ability
Human : +2 to a stat
Human : Favored Class (Cavilier): Add 1/4 to Cavalier banner bonus.
Human : +1 skill point per level
[B]Class Abilities[/B]
Hit Dice d10
Armor and Weapons Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).
Class Skills Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Perception, Profession, Ride, Sense Motive, Survival, and Swim
Challenge: 1/day, he can challenge a foe to combat. As a swift action, he chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level (currently, +1). See Order of the Dragon, below.
Mount: He gains the service of a loyal and trusty steed to carry him
into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The mount is detailed below. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability. A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order of the Dragon
- Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
- Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
- Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Tactician: He receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, 1/day, he can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats.
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
[B]Traits[/B]
Natural Born Leader: All cohorts, followers, or summoned creatures under his leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If he takes the Leadership feat, he gains a +1 trait bonus to his Leadership score.
Rich Parents: His starting cash increases to 900 gp.
[B]Feats:[/B]
Feat - Location - Description
Human 1 - Mounted Combat - Roll ride check to negate a hit on your mount
Level 1 - Weapon Focus Greatsword - +1 on attack rolls while using a Greatsword.
Cavalier 1 - Shield wall - Whenever he wields a shield and is adjacent to an ally wielding a shield who also has this feat, the AC bonus from his shield increases, depending on the shield wielded by his ally.
•If the ally is wielding a buckler or a light shield, his shield bonus increases by +1.
•If the ally is wielding a heavy shield or a tower shield, his shield bonus increases by +2.
He keeps these bonuses even if the ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, he also benefits if an attack targeting him passes through the edge of the shield.
[B]Future Feats[/B]
Level 3 -
Level 5 -
Level 7 -
Level 9 -
Level 11 -
Level 13 -
Level 15 -
Level 17 -
Level 19 -
[B]Skill Points:[/B] 08 [B]Max Ranks:[/B] 4/2
[B]Skills Ranks Mod Misc Total[/B]
Acrobatics 0 +0 +0 +0
Appraise 0 +0 +0 +0
Bluff 1 +4 +3 +8
Climb 0 +0 +0 +0
Craft 0 +0 +0 +0
Diplomacy 2 +4 +3 +9
Disable Device 0 +0 +0 +0
Disguise 0 +0 +0 +0
Escape Artist 0 +0 +0 +0
Fly 0 +0 +0 +0
Handle Animal 0 +0 +0 +0
Heal 0 +0 +0 +0
Intimidate 1 +3 +3 +7
Knowledge (arcana) 0 +0 +0 +0
Knowledge (dungeoneering) 0 +0 +0 +0
Knowledge (engineering) 0 +0 +0 +0
Knowledge (geography) 0 +0 +0 +0
Knowledge (history) 0 +0 +0 +0
Knowledge (local) 0 +0 +0 +0
Knowledge (nature) 0 +0 +0 +0
Knowledge (nobility) 0 +0 +0 +0
Knowledge (planes) 0 +0 +0 +0
Knowledge (religion) 0 +0 +0 +0
Linguistics 0 +0 +0 +0
Perception 1 +1 +3 +5
Perform 0 +0 +0 +0
Profession 0 +0 +0 +0
Ride 1 +0 +3 +4
Sense Motive 1 +1 +3 +5
Sleight of Hand 0 +0 +0 +0
Spellcraft 0 +0 +0 +0
Stealth 0 +0 +0 +0
Survival 1 +0 +0 +0
Swim 0 +0 +0 +0
Use Magic Device 0 +0 +0 +0
Armor Check Penalty -8
[B]Equipment: Cost Weight[/B]
Wealth: 6gp, 9sp
Equipment [893gp, 1sp]
- Magic Items: None
- Consumables: 40x Crossbow Bolt [4gp], 4 doses of Bachelor's Snuff [4gp], 1lb Tobacco [1gp], 1lb Soap [1sp], 1lb Cinnamon [1gp], 1lb Pepper [2gp], 1lb Salt [5gp]
- Mundane Items: Masterwork Greatsword [350gp], Longsword [15gp], Lance [10gp], Heavy Crossbow [50gp], Banded Mail [250gp], Heavy Steel Shield [20gp], Traveler's Outfit [free], Masterwork Backpack [50gp], Lyre [5gp], 2x Waterskin [2gp]
- Mount: Palerier, Heavy warhorse [free, see above], Studded Leather Barding [100gp], Military Saddle [20gp], Saddlebags [4gp]
[B]Age:[/B] 20
[B]Height:[/B] 6’03”
[B]Weight:[/B] 230lb
[B]Eyes: Penetrating Light Blue[/B]
[B]Hair: Fluffy Blond, shoulder length[/B]
[B]Skin: Fair[/B]
[B]ABILITIES[/B]
[B]STR[/B]: 10 +0 (00 pts)
[B]DEX[/B]: 15 +2 (07 pts)
[B]CON[/B]: 10 +0 (00 pts)
[B]INT[/B]: 14 +2 (05 pts)
[B]WIS[/B]: 16 +3 (05 pts) +2 racial adj.
[B]CHA[/B]: 13 +1 (03 pts)
[B]COMBAT[/B]
[B]HP[/B]: 14 = [2d8] + 00 (CON) + 00 (favored class)
[B]AC[/B]: 15 = 10 + 2 [dex] + 3[wis] +0 [monk]
[B]AC Touch[/B]: 15 = 10 + 2 [DEX]+3[wis];
[B]AC Flatfooted[/B]: 13 +3 [wis]
[B]INIT[/B]: +2 = +2 (DEX)
[B]BAB[/B]: +1 = +1 (Druid)
[B]CMB[/B]: +4 = +0 (STR) + 1 (BAB) +3 [wis]
[B]CMD[/B]: 16 = 10 + 0 (STR) + 2 (DEX) + 1 (BAB)+3 [wis]
[B]Fort[/B]: +3 = +3 (Druid) + 0 (CON)
[B]Reflex[/B]: +2 = +0 (Druid) + 2 (DEX)
[B]Will[/B]: +6 = +3 (Druid) + 3 (WIS)
[B]Speed:[/B] 30' +0[monk]
[B]Damage Reduction[/B]: None
[B]Spell Resistance[/B]: None
[B]Spell Failure[/B]: n/a
*Bonus to Armor Class CMB and CMD when unarmored (as monk, including Wisdom
bonus to AC),
*fast movement (as monk)
[B]WEAPONS[/B]
Shortspear (melee):
Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC)
Damage = 1d6+0(P) = + 0 (STR) + 0 (MISC); CRIT 20/x2 type p
Shortspear(ranged):
Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)
Damage = 1d6+0(P) = +0 (STR) + 0 (MISC); CRIT 20/x2, Range: 20 ft. type p
Dagger(melee):
Attack: +1 = +1 (BAB) + 0 (STR) + 0 (MISC)
Damage: 1d4+0(SorP) = +0 (STR) + 0 (MISC); CRIT 19-20/x2 type p/s
Dagger(ranged):
Attack: +3 = +1 (BAB) + 2 (DEX) + 0 (MISC)
Damage = 1d4+0(P) = +0 (STR); CRIT 19-20/x2, Range: 10 ft. type P/S
Quarterstaff [melee]
Attack: +1 [bab]
Damage: 1d6 CRIT 20/x2 type B
Long bow [ranged]
Attack: +3 [bab, dex]
dam 1d8
Ammo:
[B]RACIAL TRAITS[/B]
[U]+2 to One Ability Score[/U]: Half-elf characters get a +2 bonus to one ability score of their
choice at creation to represent their varied nature.
[U]Medium[/U]: Half-elves are Medium creatures and have no bonuses or penalties due to
their size.
[U]Normal Speed:[/U] Half-elves have a base speed of 30 feet.
[U]Low-Light Vision:[/U] Half-elves can see twice as far as humans in conditions of dim light
(see low-light vision).
[U]Racial martial weapon[/U]: Long bow and composite long bow
[U]Elf Blood[/U]: Half-elves count as both elves and humans for any effect related to race.
[U]Elven Immunities:[/U] Half-elves are immune to magic sleep effects and get a +2 racial
saving throw bonus against enchantment spells and effects.
[U]Keen Senses:[/U] Half-elves receive a +2 racial bonus on Perception skill checks.
[U]Multi-talented:[/U] Half-elves choose two favored class at first level and gain +1 hit point
or +1 skill point whenever they take a level in either one of those classes.
[U]Favored Classes:[/U] Druid and Summoner
[U]Languages:[/U] Half-elves begin play speaking Common and Elven. Half-elves with high
Intelligence scores can choose any languages they want
(except secret languages, such as Druidic).
[B]CLASS FEATURES[/B]
[U]Nature bond[/U]
[sblock]
this is a close tie to the natural world, granting the druid one of the following cleric
domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Druids also have access
to a set of Animal and Terrain Domains. When determining the powers and bonus
spells granted by this domain, the druid's effective cleric level is equal to her druid
level. A druid that selects this option also receives additional domain spell slots, just
like a cleric. He must prepare the spell from his domain in this slot and this spell
cannot be used to cast a spell spontaneously.[/sblock]
[U]Nature Sense[/U]
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
[U]Wild Empathy[/U]
[sblock]
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to
improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier
to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are
usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must
be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes
1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but
he takes a –4 penalty on the check.[/sblock]
[U]Weapon and Armor Proficiency:[/U]
Druids are proficient with the following weapons: club, dagger, dart,
quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
Druids of this alternate feature are prohibited from wearing armor or using shields.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast
druid spells or use any of his supernatural or spell-like class abilities while
doing so and for 24 hours thereafter.
[U]Spells[/U]
[sblock]
A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her
from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and
Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level
+ the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day.
Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day
if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her
daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that
she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.[/sblock]
[U]Bonus languages[/U]
A druid’s bonus language options include Sylvan, the language of woodland
creatures. This choice is in addition to the bonus languages available to the
character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she
learns upon becoming a 1st-level druid. Druidic is a free language for a druid;
that is, she knows it in addition to her regular allotment of languages and it doesn’t
take up a language slot. Druids are forbidden to teach this language to non-druids.
Druidic has its own alphabet.
[U]Woodlandstride[/U]
Starting at 2nd level, a druid may move through any sort of undergrowth (such as
natural thorns, briars, overgrown areas, and similar terrain) at her normal speed
and without taking damage or suffering any other impairment. Thorns, briars, and
overgrown areas that have been magically manipulated to impede motion, however,
still affect her.
[U]Favored enemy:
[/U]Human [Bandits] because of their tendency of lawlessness
[sblock=favored enemy]
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He
gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack
and damage rolls against them. A ranger may make Knowledge skill checks untrained
when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may
select an additional favored enemy. In addition, at each such interval, the bonus against
any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose
an associated subtype, as indicated on the table below. (Note that there are other types
of humanoid to choose from—those called out specifically on the table below are merely
the most common.) If a specific creature falls into more than one category of favored
enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
[/sblock]
[U]Track[/U]
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
[URL]http://www.d20pfsrd.com/skills/survival[/URL]
[B]FEATS AND TRAITS[/B]
1st Level: Sharp Senses +4 racial bonus on perception
3rd Level:
Traits:
a)[U] Child of the Temple [/U](faith): + 1 trait bonuis to Know(nobility) and Know(religion).
Know(religion) becomes a class skill.
b) [U]Highlander[/U] (regional): You gain a +1 trait bonus on Stealth checks, and Stealth
is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
[B]SKILLS
Skill Ranks: [/B]2*4 [druid]+2*1 [fav class]+ 2*2 [int] = 14[B]
Max Ranks: 1
ACP: -0
[/B][B]
Skills:
Skill Ranks Stat CS Misc total
Acrobatics [/B]dx 0 2 0 0 [B]+2
Appraise [/B]in 0 2 0 0 +2[B]
Bluff [/B]ch 0 1 0 0 [B]+1
Climb [/B]st 0 0 3 0 [B] 0[/B] [B]
Craft:leatherwork[/B] in 1 3 0 2 [B]+6
Diplomacy [/B]ch 0 1 0 0 [B]+1
Disguise [/B]ch 0 1 0 0 [B] +1
Escape Artist [/B]dx 0 2 0 0 [B]+2
Fly [/B]dx 0 2 3 0 --- [B]
Handle Animal [/B]ch 0 1 3 0 +1[B]
Heal [/B]ws 1 3 3 0 [B]+7
Intimidate [/B]ch 0 1 0 0 [B]+1
Know:Arcana [/B]in 0 2 0 0[B] +2
Know:Duneroneering[/B] in 0 2 0 0 [B]+2
Know:Engineering [/B]in 0 2 0 0 [B]+2
Know:Geography[/B] in 1 2 3 0 [B]+6
Know:History[/B] in 0 2 0 0 [B]+2
Know:Local[/B] in 0 2 0 0 [B]+2
Know:Nature [/B]in 2 2 3 2 [B]+9[/B] [nature sense][B]
Know:Nobility [/B]in 1 2 0 1 [B]+4 [/B][trait]
[B]Know:Planes in[/B] 0 2 0 0 [B]+2
Know:Religion[/B] in 1 2 3 1 [B]+7[/B] [trait]
[B]Linguistics in[/B] 0 2 0 0 [B]+2
Perception [/B]ws 2 3 3 6[B] +14 [/B][feat][nature sense][B]
Ride [/B]dx 0 2 3 0 +5[B]
Sense Motive[/B] ws 0 3 0 0 [B]+3
Spellcraft [/B]in 1 2 3 0 [B]+6
Stealth[/B] dx 2 2 3 1 [B]+8 [/B][trait] [B]
Survival[/B] ws 2 3 3 1[B] +9 [/B][class][B]
Swim [/B]st 0 0 3 0 [B]0
Use Magic Device[/B] ch 0 1 0 0 [B]+1[/B]
[B]Spellcasting[/B]
Divine, Prepared, Wisdom
[B]Spell DC [/B]= 13 +
[B]Concentration:[/B] +4
[B]Domain:[/B] Martyr (nobility subdomain)
[B]Power: Inspiring Word [/B][I](Sp)[/I]: As a standard action, you can speak an inspiring
word to a creature within 30 feet. That creature receives a +2 morale bonus on
attack rolls, skill checks, ability checks, and saving throws for a number of rounds
equal to 1/2 your cleric level (minimum 1). You can use this power a number of
times per day equal to 3 + your Wisdom modifier.
1st—divine favor, 2nd—shield other, 3rd—magic vestment, 4th—discern lies,
5th—greater command, 6th—sacrificial oath, 7th—repulsion, 8th—demand,
9th—storm of vengeance.
[B]Spells per Day:[/B] 4/2+1 [wis]
0- light, guidance, know direction,
1- calm animals, cure light wounds, d- [s]divine favor[/s]
Equipment Cost Weight
shortspear 1gp 3lbs
dagger 2gp 1lb
Signet rings(pair) 50gp -lb
-to use later as spell component
Backpack 2gp 2lbs
-waterskin 1gp 4lbs
-candles(6) .06gp -lb
-healer's kit(10/10) 50gp 1lb
-sack(empty) .01gp .5lb
Holy symbol, wooden 1gp -lb
Belt Pouch 1gp .5lb
-flint and steel 1gp -lb
-holly and mistletoe 0gp -lb
-holy water (1vial) 25gp 1lb
Traveler's Outfit 0gp -lb
Total weight carried: 33lbs-20