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== Gear == * 900 masterwork Spidersilk armor (2.5 lbs) [Underdark pp 66] * 190 Darkwood buckler (1.25 lbs) * 750 Healing Belt (1 lb) [MIC pp 110] Daily charges left: 2 of 3 **While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) **1 charge: Heals 2d8 points of damage. **2 charges: Heals 3d8 points of damage. **3 charges: Heals 4d8 points of damage. * 750 Wand of Lesser Vigor 46 charges * 750 Wand of Speak with Animals 50 charges *3000 Lesser Metamagic Rod - Extend (2.5 lbs) * 0 Lesser Metamagic Rod - Enlarge (2.5 lbs) - from party treasure * 0 Staff of the Medic (5.0 lbs) - from party treasure *2000 Heward's haversack (5 lbs) * 5 Spell component pouch (0.5 lbs) * 100 Scrolls - 1st Lvl **Obscuring Mist x2 **Wood Wose **Faerie Fire *300 Scrolls - 2nd Lvl **Mass Snake's Swiftness **Resist Energy *150 Focus for Fire Wings spell (golden phoenix amulet) * 50 Healer's Kit * 21.22 Wilderness array kit: Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter Blanket * 0.8 Signal whistle * 1.0 2 lbs soap * 0.6 mess kit * 20 leather barding for Chinikkt Ahow * 0 club (3 lbs) normally in haversack * 6 sickle (2 lbs) normally in haversack * 0.5 sling, 50 bullets (12.5 lbs) normally in haversack *belt pouch *3 gp, 8 sp, 8 cp
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