Looking for something to do, the ranger goes to his old companion Stu, and offers to check over the valuables gathered from the gnome and the gnoll for signs of magic before he turns in for the night.
With a yawn, Atherin reluctantly finds a place to trance, his animals settling around him again.
Casting detect magic.
Couple of Spellcraft checks to identify school(s) in case they're needed.
Also, changing my prepared spells tomorrow.
- Detect Magic
- Ghost Sound x2
- Ray of Enfeeblement
- True Strike x2
- Summon Nature's Ally I