Sarita Senbi

Faliana "Conduit" Galina's page

798 posts. Organized Play character for Sedoriku.


Full Name

Faliana Galina

Race

| HP: 46/46 | AC: 20, T: 14, FF: 18 | CMB: +8 CMD: 20 | F: +6, R: +7, W: +10 (+8) | Init: +2 | Perc: +12 (+10), SM: +10 (+8) | Speed 20ft

Classes/Levels

| Inf 2/4, No taboo | MF: 6/7; Channel 4/5 | Spells 1st: 5/5 2nd: 4/4 CLWand 46/50 |Current Spirit: Sasha | Active cond: Hierophant Boon and Bonus, DR 5/silver, Resist 5 acid, cold, electricity, MF: blind fight

Gender

CG Female Half-elf Medium (Relic) 6, Brawler 1

Size

Medium

Age

42

Alignment

CG

Deity

Ashava

Languages

Common, Elven, Polygot, ancient azlanti and cyclopean

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 18

About Faliana "Conduit" Galina

PFS info:
===================
Experience: 18 normal progression,
Fame: 34 / PP: 17
108507-3
===================
Character sheet:

Female Half-elf, Medium (Relic Channeler) 6, Brawler (Battle Dancer) 1
CG Medium humanoid (human, elf)
Init +2; Senses: Low-Light Vision, Perception +10
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Defense
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AC 19, touch 13, flat-footed 17 (+6 Armor, +2 Dex, +1 Deflection)
hp 46 (6d8+1d10+7 Con)
Fort +6, Ref +7, Will +8 (+1 trait bonus vs. fear)
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Offense
===================
Speed 20 ft. (30 without armor)
Melee +8* ( *+10 with longspear 1d8+6, +2 Yellowheart Longspear, 1d6+3 Unarmed strike [Or when channeling Moke: 1d12+6 Lucerne Hammer, 1d4+5 Kukri, or 1d6+6 Bladed Scarf])

[dice=+2 Yellowheart Longspear]1d20+10[/dice]
[dice=Longspear Magic Piercing]1d8+6[/dice]
[dice=+2 Yellowheart Longspear, Moke]1d20+10+2[/dice]
[dice=Longspear Magic Piercing, Moke]1d8+6+4[/dice]
[dice=Thwap, Thwap, 'And don't do it again!' CLW wand]1d8+1[/dice]

Ranged +7 (1d8, Light Crossbow [or when channeling Moke: 1d4+5 Rope dart])
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Statistics
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Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 18
Base Atk +4; CMB +7; CMD 19
Feats: Combat Reflexes, Extra Martial Flexibility, Power Attack, Legendary Influence
Traits: Friend in Every Town, Unflappable

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Skills and languages:
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Skills with ranks (34 ranks, 4 base +6 FCB):
Acrobatics (3 ranks): +8 (no acp),
Diplomacy (7 ranks, w/trait bonus, ioun stone): +16,
Knowledge (Religion; 1 rank): +4,
Knowledge (Local, 1 rank w/trait bonus) +5,
Linguistics (3 ranks): +6,
Perception (5 ranks): +10,
Perform (7 ranks, dance): +14
Sense Motive (3 ranks): +8.
Use Magic Device (6 ranks): +13

Skills w/o ranks:
Bluff (ioun stone) +5,
Climb +3 (no acp)
Disguise: +4,
Heal: +2,
Intimidate: +4,
Stealth: +2 (-1 w/acp),

Trickster Edge Skills: Stealth: +12 (+9 w/acp), Disguise: +14, Bluff (Ioun stone): +15.

Languages: Common, Elven, Polyglot, Ancient Azlanti, Cyclopean.

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Possessions:
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5128 gp

Weapons and armor: +1 Agile Breastplate (1,500 gp, 25lbs.), Lucerne Hammer (15 gp, 12 lbs.), Bladed Scarf (12 gp, 2 lbs.), +2 Yellowheart Longspear (8,305 gp, lbs.), Light Crossbow (35 gp, 4 lbs.) Rope dart (1 gp, --) Kukri (8 gp, 2 lbs.), Machete, Phlegos’ +1 Wayfinder

Consumables: Acid (1; 10 gp, 1 lbs.), Potion of Cure Light Wounds (1; gp, 1 lbs), Crossbow bolts (9; 1 gp, 1 lbs.) Vermin repellant (5 gp, -- lb.), CLW wand (49 charges)

Other possessions: Inquisitor’s Kit (a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol; 30 gp, 34 lbs.) Cold weather outfit (8 gp, 7 lbs.) Explorer’s outfit (Free outfit, 8 lbs.), Cracked Mulberry Ioun stone (400 gp, --), Reinforced scarf (10 gp, 1 lb.), Hot weather outfit, Trail rations (14 days), Sihedron Medallion, Headband of Alluring Charm 4000

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Medium Class Abilities:
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(Medium) SPIRIT (SU):
A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further beginning on page 33. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.

A medium can invite his allies to participate in his seance—shared seance (see page 31) and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.

In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.

When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.

If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone. (Not allowed to take any action that would cause her to reach 5 influence.)

During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.

(Medium [Relic Channeler]) RELICS (SU):
A relic channeler begins with one relic for each of the six spirit legends. Each relic corresponds to a specific spirit, and could be any type of psychically resonant item—from a runestone with a symbol related to that spirit to a bone remnant from a legendary hero. Once a relic channeler selects a choice for taboos and spirit powers (such as archmage arcana and legendary champion), those choices remain in effect every time she channels that legend; unlike normal mediums, she can’t select a different option each time. A relic channeler can’t choose to channel a weaker spirit to reduce her influence from spirit surge. She doesn’t need to find an appropriate location to channel her spirits, since she can simply use her relics. If she loses one of her relics, she is incapable of channeling that legend until she recovers the relic. If the relic is destroyed, the relic channeler can use her strong bond with the spirit of that relic to forge a new relic for that spirit from her own essence. The process takes 1 week of intense seances and 500 gp per medium level she possesses. This ability alters spirit.

(Medium [Relic Channeler]) POWERFUL BOND(SU):
Because of habitually channeling the same spirits and possessing physical links to the spirits’ former lives and legends, a relic channeler possesses a strong bond with her spirits. She receives the benefit of the Alertness feat whenever she is suffering a spirit’s influence penalty. She chooses two spells of each level with the archmage arcana and divine surge spirit powers instead of one, two exotic weapon proficiencies with champion’s prowess instead of one, three combat feats with legendary champion instead of two, and three skills with trickster’s edge instead of two. This ability alters spirit.

(Medium [Relic Channeler]) OBJECT READING (SU):
At 3rd level, a relic channeler gains the occultist’s object reading ability, substituting her medium level for her occultist level for this ability.
This ability replaces haunt channeler.

Spoiler:

At 2nd level, an occultist learns how to read information from items he examines.

Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.

(Medium) SPIRIT BONUS (SU):
When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

(Medium) SPIRIT SURGE (SU):
After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

(Medium) SPELLS:
A medium can cast a small number of psychic spells drawn from the medium spell list. To learn or cast a spell, a medium must have a Charisma score equal to at least 10 + the spell’s level. He can cast any spell he knows without preparing it ahead of time. The saving throw DC against a medium’s spell is equal to 10 + the spell level + the medium’s Charisma modifier.

A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–2: Medium. In addition, he receives bonus spells per day if he has a high Charisma score.

The medium’s selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on Table 1–3: Medium Spells Known. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on Table 1–3 are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level.

(Medium) KNACKS:
Mediums learn a number of knacks, or 0-level spells, as noted on Table 1–3. These spells are cast like any other spell, but they don’t consume slots and can be used again.

(Medium)TABOO (EX):
At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.

(Medium)SHARED SÉANCE (SU):
At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.

(Medium [Relic Channeler]) APPORT RELIC (SU):
At 5th level, a relic channeler can call one of her relics to her once per day as though she had cast apport object on it and was mentally completing the spell. Furthermore, if the relic channeler gains the apport object spell, she can use it to receive her relics without casting it on them in advance in the same way. The range at which the relic channeler can apport her relics (both with this ability and the spell) increases by an additional 5 feet for every 2 levels she possesses beyond 5th. This ability replaces location channel.

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Battle Dancer Class Abilities:
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CLASS SKILLS:
A battle dancer gains Perform (all) as a class skill instead of Knowledge (dungeoneering).
This alters the brawler’s class skills.

ARMOR PROFICIENCY:
A battle dancer isn’t proficient with shields.
This alters the brawler’s armor proficiencies.

DANCER’S CUNNING (EX):
A battle dancer can treat her Charisma score as her Intelligence score for the purpose of meeting the prerequisites of combat feats. In addition, she can attempt a Perform (dance) check instead of a Bluff check to feint in combat, and her unarmed strikes are considered to have the performance weapon special quality.

This replaces brawler’s cunning.

MARTIAL FLEXIBILITY (EX):
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

MARTIAL TRAINING (EX):
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

UNARMED STRIKE:
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons

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Racial Abilities:
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(Half-elf)KINDRED RAISED
While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
Source: Inner Sea Races pg. 212

(Half-elf)LOW-LIGHT VISION
Half-elves can see twice as far as humans in conditions of dim light

(Half-elf)ELF BLOOD
Half-elves count as both elves and humans for any effect related to race.

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Feats and traits:
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(Trait) UNFLAPPABLE
Requirement: Sovereign Court
Whether it is a result of your dedication to your work or just pure guts, nothing seems to shake you. You gain a +1 trait bonus on saves against fear, and the DC to demoralize you with Intimidate checks increases by 3.
Source: PFS Guide to Organized Play 8.0 pg. 17

(Trait) FRIEND IN EVERY TOWN
You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Source:Ultimate Campaign pg. 60

(Feat, 1st level) COMBAT REFLEXES

(Feat, 3rd level) EXTRA MARTIAL FLEXIBILITY
You can use your martial flexibility ability three additional times per day.

(Feat, 5th level) POWER ATTACK

(Feat, 7th level) LEGENDARY INFLUENCE
Each legend grants you more of its power in return for greater influence.

Prerequisites: Lesser spirit powerOA class feature.

Benefit: Immediately select one feat (other than an item creation feat) for each spirit you can channel. Whenever you perform a seance to channel a spirit, you can allow the spirit to gain 1 point of influence over you to gain access to that spirit’s Legendary Influence feat for as long as you channel that spirit. You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion’s legendary champion ability), but not for any other feats.
Archmage, Mariel: Reach spell[/ooc]
Champion, Moke: [url=https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spirit%20Focus]Spirit Focus (Champion)

Guardian, Themptius: Bodyguard
Hierophant, Sasha: Selective Channel
Marshal, Anavi: Combat Advice
Trickster, Fritania: Improved Feint (Must use martial flexibility to gain Combat Expertise to benefit from this feat)

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Archmage Spirit, Mariel:
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Possibly: Mariel, an elf, believed deeply that the moon was the source of all magic. He strived constantly to find some sort of proof for it, until one day he had the idea that a lycanthrope might be able to give him the evidence he needed finally. He then proceeded to find a den and wait for the full moon. He was, of course, bitten and infected. Thinking this the windfall he needed for his research, he started messing with the disease with his magic. This went terribly wrong and locked him into his wolf form for good. After decades as a wolf, he died of natural causes and finally remembered who he was. Unwilling to let go of his work and pass onto the next world, he petitioned Ashava, due to her glorious connection to the moon and sympathy for lost souls, to let him continue his work. He now continues to search for the elusive moon-magic connection, while lending his host some of his magical powers.

Character: Aloof and a bit of a know-it-all (even though he has forgotten most of it), Mariel still has many of the ticks and mannerisms from when he was a beast, though he never talks about it. Has a major affinity for shape shifters and lycanthropes in particular, considering them family more than his elven relatives. Occasionally, he scratches for fleas even though there are none. Gives a sharp cast to Faliana’s features and lots of toothy grins. Somewhat predatory. Intently interested in anything to do with magic, the moon, balls being thrown, or OMG A SQUIRREL!

Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.

Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.

Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls.

Taboo: You must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present.

Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. (At first level, one base first level spell slot and one bonus from high cha.) For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell (because of powerful bond, two spells) of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. (Spells chosen: 0 level: Read Magic, Acid Splash; 1st level: Magic Missile, Chill Touch) When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components (see page 144).

Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell.

Legendary Influence Reach spell[/ooc]

Relic:A tooth of Mariel’s from when he was a wolf.

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Champion Spirit, Moke:
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Moke was a tribal warrior of the Jambala Jaeg. Died and successfully went to the Boneyard but Pharasma judged him to still have a role to play in the world of the living and prevented him from moving on. He spent a good century there waiting, when he was called back to Golarion by the nemeses of his tribe, the evil monkey spirits of _____. Unwilling to help them, he resisted their machinations and fought back against them. He was soon joined by a beautiful woman of a similar height (Anavi), who proved herself capable with a longsword. Thought he didn’t share her language the two made a fast bond of mutual attraction. When the spirits where once again contained, he was still trapped on the material plane, bound to his weapon.

Character:
Afraid of Arcane sources of magic and always assumes they are of demonic origins. Blames things on demons a little too much, but is fairly happy go lucky otherwise. Somehow makes Faliana's 5'10" seem like she's 5'4". Loathes anything demonic or he perceives as demonic. Is very interested in Anavi, and regularly writes and sends letters via Fali.

Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.

Séance Boon: You gain a +2 bonus on all non-spell damage rolls.

Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level.

Taboo: You are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities.

Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, (because of powerful bond, two weapons) which you choose each time you channel a champion spirit. (Bladed scarf and Rope dart)

Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.

Legendary Influence:[url=https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spirit%20Focus]Spirit Focus (Champion)

Relic: A delicate jade-bladed kukri.

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Guardian Spirit, Themptius:
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The former working class servant of the Scholar-Priests of a Goh-lan temple in what is the present day Mwangi expanse. He lived his life by keeping his head down, his mouth shut, and his hands moving. He did learn the basics of combat just in case the temple ever was attacked, but the timid cyclops could only really keep himself safe.

One day the temple found an evil demonic snake creature and tried to seal it away. As the ritual was being performed however, the snake started to wake up and threatned to ruin the ritual. Themptius planted himself in front of the doors and wrestled the creature while the ritual was finished, sacrificing his life by getting sealed with it. The snake's aid burned his one eye, a trait that he kept even after becoming a wandering spirit, and for the next 10,000 plus years he wandered the temple, until the snake started to break free again.

A group of adventurers came and were working to seal the snake again, but one of them was about to die, but Themp tried to sacrifice himself again in activating a magic item around the woman's neck. He didn't die this time, but his spirit did get bound up in the chain left behind.

Character: Extremely shy and reticent, Themp tries not to stand out and possibly earn the ire of those around him who he sees as his betters. However if someone is in trouble he is the first to rush in and help. Extremely curious about the world, and humans specifically, he loves learning about things that didn't exist when he was alive or finding things that have stood the test of time. The differences in physiology from one eye and two causes Faliana pounding headaches if she doesn't cover one eye. Currently a little depressed over what happened in some cyclops ruins.

Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves.

Seance Boon: You gain a +1 bonus to CMD.

Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus.

Taboos: You must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked.

Guardian's Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields).

Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrificeAPG to your medium spells known as a 2nd-level spell.

[b]Legendary Influence: Bodyguard
Hierophant, Sasha:

Relic: Partially melted gold chain.

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Heirophant Spirit, Sasha:
===================
Sasha was an energetic young gnome who had been raised in a highly sheltered noble family. One night a couple friends of his invited him out to go drinking and decided to play a prank on Sasha by ditching him in the middle of town. That night Sasha discovered three things, how unprotected the peasantry was, the horror of undead, and, through a wandering priest who happened to be nearby, the glories of Ashava. Enamored the young man quickly devoted himself to worshiping the goddess and learning how to be a cleric. He would have likely been a powerful cleric if he had not learned of the poor country of Ustlav, with all of those poor lost undead souls needing comfort and guidance. He promptly got himself killed within two hours of the border. Now from the other side of death, he is focused on continuing his studies of the clerical arts, but he still is naïve to a fault and believes any and everyone is essentially good and should never be lied to.

Character: Excitable and fast-paced, Sasha very rarely slows down. He also talks at high speed and is curious with just about everything in the whole world. Has high, high energy levels and is sometimes prone to doing stupid things. Extremely caring and sympathetic. Makes Fali's face look like she 15 despite being in her forties.

Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves.

Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.

Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith.

Taboo: you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer.

Divine Surge (Lesser, Su): This power functions as the Archmage arcana spirit power, (use mesmerist spells per day, add 2 spells from sor/wiz list) except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one. (Spells chosen; 0 level: Create Water, Vigor; 1st-level: Cure Light Wounds, Protection from Evil.)

Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.

Legendary Influence: Selective Channel

Relic: A singed and stained portion of Sasha’s holy symbol.

===================
Marshal Spirit, Anavi:
===================
Anavi was a general, and she was a good one. She could rally her troops in from sleep to battle-readiness in 15 minutes flat and then further inspire them to march for 15 hours straight. She was even able to lead not one, not two, but three successful expeditions to the Worldwound during the First Mendevian Crusade, losing only minimal troops to the enemies. However, she felt she had to keep up a strong face for her troops to the point that even sharing her problems, much less her bed or heart, with another person would bring her hard-won reputation tumbling down. During her fourth attempt at an expedition she took a stray arrow to the head. Ashava, pitying the intensely lonely woman, decided to claim Anavi’s soul for her own and allow the woman another chance. Anavi is still a brilliant leader and unwilling to lose subordinates, but she also wants to find someone to love for both herself and her host.

Character: Anavi is a stern but caring woman, who genuinely cares for her subordinates. She is aggressive about pursing men, and possibly some women who show interest but knows little about how. She is also extremely naïve to what happens in a relationship and is easily embarrassed. Is currently courting with Moke. Has the battle hardened expression of a veteran crusader and the posture of a venture captain.

Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.

Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.

Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and séance boon.

Taboos:You may never leave an ally behind or allow yourself or your allies to sacrifice another ally.

Marshal's Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your séance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.

Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.

Legendary Influence: Combat Advice

Relic: A piece of Anavi’s personal flag.

===================
Trickster Spirit, Fritania:
===================
Fritania’s childhood had not been pleasant; born to a controlling, overbearing father she grew up with little freedom and when she did try to do something her father didn't want her to she was often betrayed by the people she had trusted. The worst blow was when she became pregnant and her lover, who had promised never to tell, turned around and asked her father for permission to marry her and keep her shame hidden. This final betrayal of her trust caused her to create a new persona and name, Fritania, and run away, leaving her baby. Unwilling or unable to face the world seriously, Fritania took on a cavalier hedonistic attitude, and took up dancing in a troupe of performers. She tried to care little about anything other than dancing, flirting and sex and used them to shadow and hide the real her. In death, she found some solace, but also learned her child, the only other person she cared about, had been taken in and raised by her lover. Unwilling to leave him a second time, Fritania choose not to pass on, but instead protect her son and his descendants from the pains and dangerous people of the world.

Character: Fritania acts with a cavalier frivolity and shamelessly leads people by the nose, either seducing them, belittling them, or scorning them. She never shares true information about herself and often acts if she feels Faliana, her great-grandchild, is threatened. Fey and impish, has a thing against all men, distrusts Monty but has a truce with him for now.

Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves.

Séance Boon: Choose one skill when you gain this séance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.

Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you.

Taboo: You can’t abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies.

Trickster's Edge (Lesser, Su): Choose any two skills. (Due to powerful bond, three skills) These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level). (Stealth, Bluff and Disguise)

Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.

Legendary Influence: Improved Feint (Must use martial flexibility to gain Combat Expertise to benefit from this feat)

Relic: Fritania’s dance veil.

===================
Spells Known:
===================
Medium spells:
0-level: Dancing Lights, Guidance, Detect Magic, Pretidigitation
1st-level: Calm Spirit, Implant Urge, Enlarge Person, Ill Omen

Archmage spells:
0th-level: Read Magic Acid Splash
1st-level: Magic Missile, Chill Touch
2nd-level: Aggressive Thundercloud, Web

Hierophant Spells
0th-level: Create Water, Vigor
1st-level: Cure Light Wounds, Protection from Evil
2nd-level: Lesser Restoration, Resist Energy

===================
Consumables & other tracking:
===================
Spells
Medium Spells
0th level: As many as humanly possible
1st level: 2/2

Archmage or Heirophant spells
1st level: 4/4
2nd level: 2/2

Crossbow Bolts 8/10
Acid 1/1
Alcemist’s fire 1/1
Potion of Cure Light Wounds 0/1

===================

Chronicle 1: 6-97 Siege of Serpents:
===================
Sheet!
Was not a play-by-post so I don't have specifics I can point to.

Purchases, Sales and Earnings:
Miscelaneaous starting gear (28.1 gp)
Lamellar armor (60 gp)
Gurad dog (25 gp)
Total: 113.1 gp
All purchases were sold back in chronicle #2.

Totals:
Starting gp:______=150.0 gp
Total sales:______None
Total spent:______-113.1 gp
Total earned:_____+500.0 gp
Final gp:_________=536.9 gp

===================
Chronicle 2: 5-08 Under the Ice:
===================
Sheet!

Purchases, Sales and Earnings:
Purchases were done via pm so I will list them here
Sold everything from chronicle #1 back, to get the 150 starting gp
added it to the 500 gp from chronicle #1 for 650 GP she then purchased:
A Breast plate (200 gp),
A Dwarven Longaxe (50 gp),
A Lucerne Hammer (15 gp),
A Bladed Scarf (12 gp),
A Longspear (5 gp),
A Light Crossbow (35 gp),
1 Acid (10 gp),
1 Alchemist’s fire (20 gp),
1 Potion of Cure Light Wounds (50gp),
A set of Crossbow bolts (10) (1 gp),
An Inquisitor’s Kit (30 gp),
A Cold weather outfit (8 gp)
and picked up an Explorer’s outfit for her free outfit for a total of 436 gp spent
In game she purchased extra trail rations and some skis for 8.5 GP

Totals:
Starting gp:_____=536.9 gp
Total sales:_____+113.1 gp
Total spent:_____-444.5 gp
Total earned:____+508.0 gp
Final gp:________=713.5 gp

Consumable expenditures:
Crossbow bolt #1

===================
Chronicle #3: 0-05 Mists of Mwangi:
===================
Chronicle

Purchases, Sales and Earnings:
Paid 100 gp for a cure disease
Total: 100 gp

Totals:
Starting gp:_____ 713.5 gp
Total sales:_____ None
Total spent:_____ 100 gp
Total earned:____ 509 gp
Final gp:________1122.5 gp

Consumable expenditures: None

===================
Chronicle #4/#5: 2-01 Bloodcove disguise:
===================
This was a replay!
Chronicle!

SALES, PURCHASES, GP TOTALS:
Sold
Breast plate 200 gp
Dwarven Longaxe 50 gp
Longspear
Total: 255 gp

Bought
Kukri 8 gp
Ropedart 1 gp
Masterwork agile breastplate 500 gp
Masterwork longspear 305 gp
Cracked Mulberry Ioun stone 400 gp
Vermin repellant 5 gp
Reinforced scarf 10 gp
Sub total: 1219

Last minute Hot weather outfit 8 gp

Total: 1227 gp

TOTALS:
Starting gp:_____ 1122.5 gp
Total sales:_____ 255 gp
Total spent:_____ 1227 gp
Subtotal:________ 150.5 gp
Total earned:____ 506 gp
Final gp:________ 656.5 gp

Consumable expenditures: None

===================
Chronicle #6: 2–02: Before the Dawn, Part II: Rescue at Azlant Ridge:
===================
Chronicle!

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing

Total: --gp

TOTALS:
Starting gp:_____ 656.5gp
Total sales:_____ ----gp
Total spent:_____ ----gp
Subtotal:________ 656.5 gp
Total earned:____ 515 gp
Final gp:________ 1,171.5

Consumable expenditures: None

===================
Chronicle #7: 6–14: Scions of the Sky Key, Part 2: Kaava Quarry:
===================
Chronicle!

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Wand of CLW 2 pp
Total: --gp

TOTALS:
Starting gp:_____ 1,171.5gp
Total sales:_____ ----gp
Total spent:_____ ----gp
Subtotal:________1.171.5 gp
Total earned:____ 508 gp
Final gp:________ 1,679.5 gp

Consumable expenditures:
Crossbow bolt #2
Crossbow bolt #3
CLW wand charge #1

===================
Chronicle #8: 7-24: Dead Man’s Debt:
===================
Chronicle!

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Trail Rations (14 days worth): 7 gp
Two scenario specific insect repellents: 20 gp
One scenario specific insect repellant: 10
She should have only bought one!
Machete: 10 gp
Total: 27 gp

Gold to group wand purchase: 150
TOTALS:
Starting gp:_____ 1,679 gp
Total sales:_____ ---gp
Total spent:_____ 157 gp
Subtotal:________ 1,652.5 gp
Total earned:____ 1,205 gp
Final gp:________ 2,707.5 gp

Consumable expenditures: None

===================
Chronicle #9: 7-27: Beyond Azlant Ridge:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing
Total: --gp

TOTALS:
Starting gp:_____ 2,707.5 gp
Total sales:______ N/a
Total spent:______ n/a
Subtotal:________ 2,707.5
Total earned:_____ 1,275
Final gp:________ 3,982.5

Consumable expenditures: None

===================
Chronicle #10: 1-35: Voice in the Void:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing
Total: --gp

TOTALS:
Starting gp:_____ 3,982.5 gp
Total sales:______ None
Total spent:______ None
Subtotal:________ 3,982.5
Total earned:_____ 1,276
Final gp:________ 5258.5

Consumable expenditures: None

===================
Chronicle #11: AP: Rise of the Runelords, Book 1:
===================
Chronicle Pending

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing
Total: --gp

TOTALS:
Starting gp:_____ 5258.5gp
Total sales:______ None
Total spent:______ None
Subtotal:________ 5258.5
Total earned:_____ 4820
Final gp:________ 10,078.5

Consumable expenditures: None

===================
Chronicle #12: 8-18: The Champion's Chalice I: Blazing Dangerous Trails:
===================
Chronicle
SALES, PURCHASES, GP TOTALS:
Sold
Mwk Longspear 152.5

Bought
Yellowheart Mwk Longspear 305
+1 enchantment 2,000
Sihedron Medallion 3,500
Headband of Alluring Charm 4000
Total: 9,805gp

TOTALS:
Starting gp:_____ 10,078.5
Total sales:______ 152.5
Total spent:______ 9805
Subtotal:________ 426
Total earned:_____ 1582
Final gp:________ 2008

Consumable expenditures: None

===================
Chronicle #13: 8-21: The Champion's Chalice II: Agents of the Eye:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing

TOTALS:
Starting gp:_____ 2008
Total sales:______ 0
Total spent:______ 0
Subtotal:________ 2008
Total earned:_____ 1865
Final gp:________ 3873

Consumable expenditures: None

===================
Chronicle #14: 6-00 Seige of the Diamond City, GM credit:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing

TOTALS:
Starting gp:_____ 3873
Total sales:______ 0
Total spent:______ 0
Subtotal:________3873
Total earned:_____2500
Final gp:________ 6373

Consumable expenditures: None

===================
Chronicle #15: 10-21 Slaver’s End:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Nothing

TOTALS:
Starting gp:_____ 6373
Total sales:______ 0
Total spent:______ 0
Subtotal:________6373
Total earned:_____2505
Final gp:________ 8878

Consumable expenditures: None

===================
Chronicle #16: 9-05 Call of the Copper Gate:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Phlegos’ +1 Wayfinder 3,750

TOTALS:
Starting gp:_____ 8878
Total sales:______ 0
Total spent:______ 3750
Subtotal:________5128
Total earned:_____2253
Final gp:________ 7381

Consumable expenditures: None

===================
Chronicle #17: 10-05 Mysteries Under Moonlight Part 1 - Testament of Souls:
===================
Chronicle

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought
Retraining (15 Prestige and 900 gold)

TOTALS:
Starting gp:_____ 7381
Total sales:______ 0
Total spent:______ 900
Subtotal:________6481
Total earned:_____3314
Final gp:________ 9795

Consumable expenditures: None

===================
Chronicle #18: 10-07 Mysteries Under Moonlight Part 2 - The Howling Dance:
===================
Chronicle not yet earned

SALES, PURCHASES, GP TOTALS:
Sold
Nothing

Bought

TOTALS:
Starting gp:_____ 9795
Total sales:______ 0
Total spent:______ 0
Subtotal:________9795
Total earned:_____????
Final gp:________????

Consumable expenditures: None

===================
Boons!:
===================
WARM FRIEND IN A COLD LAND:
You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
From Chronicle #2

[_][_] PATHFINDER’S EXCELLENCE (MAGIC):
Before casting a spell or using a spell like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium's employ suffer a -2 penalty on any saving throws against the spell.

As a standard action you can instead check two boxes to recall a spell that you have already cast that day. The spell is then prepared again, just as if it hadn't been cast. Once you check the last box cross this entire boon of your chronicle sheet.
From Chronicle #1

THE FAVOR OF CARTAHEGN:
While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
From Chronicle #5

GRIPPLIS’ FAVOR:
You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
From Chronicle #7

EKUJAE’S BLESSING:
You rescued Ekujae from the forbidden caves of Dehu Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.
From Chronicle #8

KAGHAZE REDEEMED:
By destroying the altar of Camazotz, you broke the dark god’s sway over Kaghaze. The Ekujae consider you to be a stalwart ally, and they make a point of thanking you whenever you adventure in the region. Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.
From Chronicle #8

PRACTICED DIPLOMAT (2+ goals):
Circle one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals you have completed.
From Faction Card Season 9, currently finished 3 goals for a result of 13

AZLANTI HISTORIAN
You rescued Juliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi expanse. To thank you for your efforts, Juliet Dias shares some of her extensive knowledge about Azlanti history and language. You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bonus on Knowledge checks about Azlanti history, to a total of +3.
From Chronicle #9

SLITHERBANE
Imbued with a spiritual fragment from a long-dead Azlanti crusader, Slitherbane was gifted to a cyclops hero of Ghol-Gan to carry on the fight against serpentfolk. Many of Slitherbane’s powers are dormant, but you can awaken them with research and rituals with rare components. His current statistics appear below.
From Chronicle #9

CHALICE CHAMPION:
You were part of the team that secured the Sargava Chalice for the Pathfinder Society’s use. At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet.
From Chronicle #12

INFUSED EXTRACTS:
You claimed a number of a dead alchemist’s infused extracts during the Sargava Chalice, which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not.
[_] cure light wounds (CL 1st)
[_] cure moderate wounds (CL 4th; Subtier 4–5 only)
[_] resist energy (CL 4th; Subtier 4–5 only)
[_] shield (CL 1st)
From Chronicle #12

SIGHT OF THE CYCLOPS: You aided in the restoration of the ancient Ghol-Ghani city of Kaddodi, earning the respect and thanks of the long-dead cyclops mystic, Akmon. For your efforts, you gained a lingering aspect of the Sight of the Cyclops. You can expend this boon to reroll any single d20 roll after the first roll is made but before the results of the roll are determined. You must take the second result, even if it is lower. You cannot use this boon on any roll already being rerolled by another effect. Once you have used this boon, cross it off your Chronicle sheet.
From Chronicle #13

DEFENDER OF NEROSYAN (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
From Chronicle #14

SIEGE–HARDENED: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
From Chronicle #14

===================
Faction Card!:
===================
[X] [_] [_] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).

[_] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.

[X] [X] Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level.

[X] [X] Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.

[_] [_] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.

[X] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.

[_] Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard.

[X] [_] [_] / [_] [_] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

===================
| Spirit: Only the one she was born with | Infl: | Taboo surges: 2/2 | MF: 7/7 | Active conditions: Champion seance and spirit bonus Until dawn!