Madge Blossomheart

Angela Isafira's page

762 posts. Organized Play character for Sedoriku.


Full Name

Angela Isafira

Race

| HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6

Classes/Levels

| Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Gender

LN Halfling Investigator Secretary 7

Age

32

Alignment

LN

Deity

Abadar

Languages

Common, Halfling, Dwarven, Elven, Vudrani

Occupation

Secretary

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 9

About Angela Isafira

Angela Isafira, Secretary/Chronicle Auditor third class

PFS info:
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108507-04
Faction: Dark Archives
Experience: 18 normal progression,
Prestige points: 22
Fame: 32
Wealth: ??? gp
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Character sheet:
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Female Halfling, Investigator (Empiricist) 7
LN Small Humanoid (Halfling)

Init: +2; Senses: Perception +17+1d6, Sense motive +15+1d6

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Defense
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AC: 19, Touch: 13, FF: 16 (+4 Armor, +2 Dex, +1 Size, +2 Enhancement)

HP: 45 (7d8+7 con);

Fort: +6, Ref: +10, Will: +9 (+2 vs. illusion will saves to disbelieve)

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Offense
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Speed: 30 ft.

Melee: +8 (1d6+2, +1 Longspear)

Ranged: +8 (1d6, Light Crossbow)

[dice=“This type of enemy has weak points here, here, aannnd here!” +1 Longspear, Aid another] 1d20+8[/dice]
[dice=“This type of enemy has weak points here, here, aannnd here!” +1 Longspear, Aid another, studied] 1d20+8+2[/dice]
[dice=Poke ( +1 Longspear)] 1d20+8[/dice]
[dice=Piercing Damage]1d6+2[/dice]
[dice=Poke ( +1 Longspear), studied] 1d20+8+2[/dice]
[dice=Piercing Damage, studied]1d6+2+2[/dice]
[dice=A Crossbow goes “Twang”! (Crossbow)]1d20+8 [/dice]
[dice=Piercing Damage]1d6[/dice]

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Statistics
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Str 12, Dex 14, Con 12, Int 20, Wis 12, Cha 9

Base Attack Bonus: +5; CMB: +5, CMD: 17

Feats: Well Prepared, Extra Investigator Talent (Expanded inspiration, Quick Study, Device Talent)

Traits: Helpful (Halfling), Student of Philosophy

Deity: Abadar

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All about Angela:
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Angela is a secretary with the Pathfinders occasionally sent on missions to audit reports and make sure people are reporting things correctly.
2'10", red hair, sharp and cutting looks.
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Skills:
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Skills with ranks (77 ranks; [6 base +1 FCB +4 Int]x7, +7 ranks for Appraise from headband):
Acrobatics (7 ranks)*: +12 (+10 w/ ACP)
Appraise (7 ranks)*: +15
Bluff (2 ranks)*: +4 (+10 when telling a lie),
Craft (Alchemy, 7 ranks): +15
Disable Device (2 ranks, int base): +10
Diplomacy (7 ranks)*: +15+1d6
Knowledge (Religion, Arcana, Local, Nobility, Planes, Nature, History, Dungeoneering, Geography, Engineering 1 rank each)*: +8+1d6,
Heal (1 rank): +5+1d6
Linguistics (3 ranks)*: +10+1d6
Perception (7 ranks, +2 keen senses, int based)*: +17+1d6,
Profession (Secretary, 7 ranks)*: +11+1d6,
Spellcraft (3 ranks)*: +10+1d6,
Stealth (5 ranks, +4 small size)*: +14 (+13 with ACP),
Sleight of Hand (1 rank)*: +6, (+5 with ACP)
Sense motive (7 ranks, Int base)*: +15+1d6
Survival (1 rank)*: +5
Use Magic Device (7 ranks, Int base)*: +15+1d6

ACP: -1

Skills w/o ranks:

Climb*: +1 (+0 w/ACP)
Disguise*: -1
Escape Artist*: +4 (+3 w/ACP)
Fly: Can’t be done untrained
Handle Animal: -1
Intimidate*: -1
Perform*: -1
Ride: +4
Swim: +1 (+0 w/ACP)
*=Class skill (would probably be faster to mark non-class skills)

Languages: Common, Halfling, Dwarven, Elven, Vudrani, Orc, Sylvan, Tien

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Possessions:
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gp: See Item Tracking Below

Weapons and armor: +1 Longspear 4 lbs., +2 Galmered Mithral Shirt 12 lbs., Crossbow 2 lbs.

Consumables: Bolts 10, 1 lbs.

Potions (to be used with Alchemical Allocation or in an emergency)
Potion of Fly, Potion of Darkvision, Potion of Heroism

Other possessions: Investigator’s Kit (alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, ink pen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin) 28 lbs., Explorer’s outfit (Free outfit) 8 lbs. Inherited Discerning Wayfinder 1 lbs. Alchemist Fire reagents (3), Cloak of resistance +2, Headband of Vast Intelligence (+2)

Encumbrance
Light load: 32 lbs. or less
Medium load: 33-64 lbs.
Heavy load: 65-97 lbs.

Currently carrying 56 lbs and is at a medium load. She can drop her pack to reach a light load. She prefers to drop the pack as soon as it might look like a fight.

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Class Abilities:
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(Investigator) ALCHEMY (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player’s Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

(Investigator) INSPIRATION (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

(Investigator) TRAPFINDING
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

(Empiricist) CEASELESS OBSERVATION (Ex):
An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

INVESTIGATOR TALENT (Ex or Su):
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

KEEN RECOLLECTION:
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

TRAP SENSE (EX):
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

STUDIED COMBAT (EX):
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

STUDIED STRIKE (EX):/[b]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

(Empiricist) [b]UNFAILING LOGIC (EX)
An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

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Investigator Talents:
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EXPANDED INSPIRATION (EX):
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

EFFORTLESS AID (EX):
The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.

INFUSION
When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

QUICK STUDY
An investigator can use his studied combat ability as swift action instead of a move action.

SICKENING OFFENSIVE
When the investigator damages a studied target, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.

DEVICE TALENT
The investigator can use the Use Magic Device skill even if not trained in that skill. If the investigator is trained in Use Magic Device, he can use the inspiration ability with that skill without expending uses of inspiration.

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Racial Abilities:
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SMALL
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

FLEET OF FOOT:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Source Advanced Race Guide pg. 1

FEARLESS
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

HALFLING LUCK
Halflings receive a +1 racial bonus on all saving throws.

KEEN SENSES
Halflings receive a +2 racial bonus on Perception checks.

WEAPON FAMILIARITY
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

LANGUAGES
Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

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Trait and Feat Abilities:
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(Trait) HELPFUL:
Category: Race
Requirement: Halfling
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Source: Halflings of Golarion pg. 30

(Trait) STUDENT OF PHILOSOPHY
Category: Basic (Social)
You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Source: Quests and Campaigns pg. 21

(Feat) WELL-PREPARED
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item’s cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay for these items normally.
Source: Advanced Player's Guide pg. 1

(Feat) Extra Investigator Talent

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Links to Chronicle and Item tracking:
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Organized and accessible here!
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Boons!:
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[_] Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the Orc representatives, and clashed with opportunistic raiders. You can spend 2 prestige points to learn Orc as a bonus language. In addition you can check off the box that preceeds this boon to gain the benefits of the orc ferocity racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box in front of this boon to act as if you did not have the disabled condition for 1 round.

[_] Martyr’s Shard 1: The Paladin Ivvora wielded a powerful dagger in service to her angelic patron Videis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to battle evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
If you are a paladin or lawful good character capable of casting divine spells , the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancement bonuses such as that granted by a paladin’s divine bond ability). Furthermore you can check the box that preceeds this ability to cast dispel magic as a spell-like ability using your character level as the caster level.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger instead of a longsword) as though her effective Fame were 10 higher. If the character has earned two, three or four, Martyr’s Shard boons, reduce the cost of and avenging dagger to 110, 604 gp, 100,604 gp, or 90,604 gp respectively.

[_] Scarred Chamption: Videis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of the empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. The near-death experience leaves you with a hand sized scar somewhere on your body – a reminder of Videis’s assistance.

[_] House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This boon remains in effect as long as this token remains on your person, and the token imparts its bonus only to you.

[_] Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box preceeding this boon to gain cold resistance equal to 5 + your character leve for 1 minute. You can activate this boon as an immediate actio, but doing so grants you only fold resistance equal to your character level. Alternatively is you have cold resistance as a result of a racial trait or class feature, you can check the box before this boon to regain a number of hit points equal to your cold resistance. If you are immune to cold, you regain 30 hit points.

[_] Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service of her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing bonus, if any (but not with additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast Dispel Magic as a spell-like ability using your character level as the spell’s caster level.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good aligned weapon for 1 minute.
Future Martyr’s Shard boons may unlock additional benefits.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger instead of a longsword) as though her effective Fame were 10 higher. If the character has earned two, three or four, Martyr’s Shard boons, reduce the cost of and avenging dagger to 110, 604 gp, 100,604 gp, or 90,604 gp respectively. IF you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

Blight Bane: As a swift action, you can challenge an animal, plant, or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to your Wisdom modifier (minimum 1 round). You gain a +1 bonus on attack rolls against that foe, and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon, cross it off your Chronicle sheet.

[_] Fangwood Purifier: You have vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. You can spend 2 Prestige Points to learn Sylvan as a bonus language. In addition, you can check the box that precedes this boon to attempt a wild empathy check (Pathfinder Core Rulebook 50) to influence an animal or magical beast, treating your character level as your druid level for this purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box to roll the check twice and take the higher result.

[_]Martyr’s Shard 3: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need—particularly when battling evil.
If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction of undead creatures for 1 minute. During this time, the weapon also grants you a +2 bonus on caster level checks to overcome the spell resistance of evil creatures.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of damage reduction possessed by undead creatures.
Future Martyr’s Shard boons may unlock additional benefits.
Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 4-5: You may instead cast continual flame, dispel magic, lesser globe of invulnerability, or restoration

[_][_][_] Blood and Courage: As long as your current hit point total is les than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.

[_] Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you remove 8 points of the ability damage or remove enough ability drain to return that score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this deaht is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spell casting service to return you to life at the end of the adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material cost by 1,000 gp for each unique Martyr’s Shard boon this character has earned.

[_]Martyr’s Shard 4: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need—particularly when battling evil.
If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction of undead creatures for 1 minute. During this time, the weapon also grants you a +2 bonus on caster level checks to overcome the spell resistance of evil creatures.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore teh first 5 points of undead creatures’ damage reduction.
Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

Resisting the Gossamer King: Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.

Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.

Impressive Influence:
During the course of the wedding festivities, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential members of the Inner Sea society.
Nigel Aldain
Alexander Bedard
Hamaria Blakros
Tancred Desimire
Jeon Raeng-Woo
Rubaani Shafar

Society Infiltrator
Your expert infiltration of Amynta’s estate has impressed the Society, which provides you with a special dispenstaiton to aid you in similar endeavors in the future. Characters with this boon can purchase disguise kits at half price. This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase disguise kits, and disguise kits obtained in this manner cannot be sold for more than was spent to acquire them under any circumstances.

[_][_][_] Sommelier’s Private Selection
Despite your discretion, at least one of Amynta’s business rivals appears to have learned of you raid on her estate. You have received three bottles of a rare and potent vintage as congratulations. As a standard action, you may check on of the boxes next to this boon to draw and drink a bottle of this refined beverage, healing youself for 1d8 hit points per 2 levels you have (maximum 5d8). The effects of this beverage may be maximised using the Chef’s Secret Recipes boon.

[_][_][_]Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

[_][_][_][_][_] Well-Connected:
You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig moneymaker’s extensive underground network.

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Extracts Known:
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1-level: Cure Light Wounds, Endure Elements, Crafter’s Fortune, Monkey fish, Long Arm, Shield, Waterproof, Ant Haul
2nd level: Ablative Barrier, Alchemical Allocation, Resist Energy
3rd level: Displacement

Commonly prepared:
1st level: Cure Light Wounds, Shield, and three left open.
2nd level: Ablative Barrier, Alchemical Allocation and two left open
3rd level: Displacement*, Displacement

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Consumables & other tracking:
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Extracts

Bolts 5/10
Bolts Durable 10/10
Acid Flask 1/1

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Bot Me!:
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Angela tends to try aiding people wherever she can, seeing it as a chance to teach the other Pathfinders. As such, in combat she rarely attacks directly, instead she prefers making it easier for the next person to land a debilitating blow. She always takes the time to study her enemies, and is not afraid to hit them directly if she needs to. On the rare occasions she is at risk of being attacked, she does like to drink her extract of shield. She’ll try aiding and then attacking on the occasions that she doesn’t have to move or study someone before aiding.

Bread and butter, Aid another
[dice=“This type of enemy has weak points here, here, aannnd here!” +1 Longspear, Aid another] 1d20+8[/dice]
[dice=“This type of enemy has weak points here, here, aannnd here!” +1 Longspear, Aid another, studied] 1d20+8+2[/dice]

Melee
[dice=Poke ( +1 Longspear)] 1d20+8[/dice]
[dice=Piercing Damage]1d6+2[/dice]
[dice=Poke ( +1 Longspear), studied] 1d20+8+2[/dice]
[dice=Piercing Damage, studied]1d6+2+2[/dice]

Ranged
[dice=A Crossbow goes “Twang”! (Crossbow)]1d20+8[/dice]
[dice=Piercing Damage]1d6[/dice]

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For future quick references:
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Nothing here, yet!
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