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Argith

Friar Feres's page

896 posts. Alias of Max Hellspont.


Full Name

Friar Feres

Race

Human

Classes/Levels

Cleric 14

Gender

Male

Size

M

Age

23

Alignment

NG

Deity

Sarenrae

Languages

Common, Celestial, Draconic, Aquan, Auran, Ignan, Terran, Abyssal

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 22
Charisma 16

About Friar Feres

DESCRIPTION:
Friar Feres is a large - some would say "stout" - man, standing 6’2” and weighing 210 lbs. The sun under which he constantly travels has highlighted the mass of brown curls atop his head and tanned his skin a warm bronze. His sky-blue eyes almost always twinkle with merriment. His easy smile and boyish good looks make him appear to be even younger than his true age of 23.

The best word to describe Feres is 'jovial.' And, as stout as he is, one could almost use the term 'jolly.' There is very little that can make Feres lose his ever-present grin or his good humor. Even in the face of adversity, he is ready with a humorous story or ribald song to lift everyone's spirits. Of the few things that can cause Feres to lose his good humor, the top of the list is hearing about or witnessing innocents being harmed by those of evil intent; in those instances, his fierce passions come to the fore, and very little can be done to stop him from coming to the aid of the downtrodden.

BACKGROUND:
Feres grew up in the city of Warwik, a foundling babe raised by the priests of the Temple of Sarenrae. Feres was always a good-natured lad, with a keen desire to aid the less fortunate. It was no surprise when he took up the vestments of a priest to spread the faith of the Healing Flame.

Father Beamus, the head of Feres' order, sent the young priest to Wolfstone to bring the light of the Dawnflower to the godsforsaken mining town. Feres has spend the past several months making various efforts to lift the spirits and enrich the lives of the oppressed people of the town; so far, he hasn't accomplished much more than drawing the ire of the mine managers. However, none of these setbacks have dampened his spirit, and the young priest always sports a merry grin and is ready with a humorous story or ribald song. His irrepressible good nature and willingness to help the downtrodden have impressed Valkus Dun, the local high priest of Iomedae, who has offered Feres shelter and some light duties at the temple, thereby shielding the young priest from the displeasure of the mine managers.

As part of his efforts in Wolfstone, Feres has begun ministering to the workers of Zalamandra's Emporium. The young priest does not proselytize, rather seeking to spread the Everlight's message more by deed than word. Feres truly cares for the well-being of the Emporium's workers, and has struck up a friendship with the two half-orcs, Bubba and Urg, who work for the establishment.

GAME STATISTICS:

XP: 333,570/425,000 (following battle with spellweaver lich beneath Spire of Long Shadows)
Initiative: +0 [+0 Dex]
Senses: Perception +10
Speed: 30 ft., burrow 10 ft. (soil and rocky soil)
Special Abilities: Can breathe underwater or in vacuum (Necklace of Adaptation)

AC: 22, touch 10, flat-footed 22; [+8 armor, +4 shield, +0 Dex]
Hit Points: 120 [14x(d8+CON) + 11x(1 per favored class lvl 1-4, 6, 8-13)]
Current hp = 120
• Determination armor: Once per day, when Feres reaches 0 or fewer hit points, the armor automatically provides a Breath of Life spell.
Fort: +15 Ref: +8 Will: +19
• +4 bonus to saves vs. landslides, avalanches, tunnel collapses, and similar effects.
• Immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons)
• Deathless armor: 25% chance to ignore negative levels from any attack; absorbs first 10 points of positive or negative energy damage per attack that Feres would normally take.

COMBAT:
Base Atk: +10/+5; CMB: +12; CMD: 22
Melee
+1 Keen Scimitar: +13/+8 to Hit; Dmg 1d6+3 (S); crit 15-20/x2
or
Morningstar (masterwork): +13/+8 to Hit; Dmg 1d8+2 (B/P); crit 20/x2
or
Silver Sickle (masterwork): +13/+8 to Hit; Dmg 1d6+1 (S); crit 20/x2; trip
Ranged
Light Crossbow (masterwork): +11 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft.

SKILLS:
Skill Ranks Per Level (Cleric): 2 + 0 (Int) + 1 (human) + 1 (favored class-lvl 5, 7 and 14)
• Acrobatics -1 (0 rank + 0 Dex - 1 ACP)
-- Jump +0 due to Agile Breastplate
• Bluff +6 (0 ranks + 3 Cha + 3 circlet)
• Climb +3 (1 rank + 2 Str)
• Diplomacy +17 (8 ranks + 3 class + 3 Cha + 3 circlet)
• Heal +11 (2 ranks + 3 class + 6 Wis)
• Knowledge (arcana) +4 (1 rank + 3 class + 0 Int)
• Knowledge (planes) +5 (2 ranks + 3 class + 0 Int)
• Knowledge (religion) +17 (14 ranks + 3 class + 0 Int)
• Linquistics +10 (7 ranks + 3 class + 0 Int)
• Perception +10 (4 ranks + 6 Wis)
• Sense Motive +14 (5 ranks + 3 class + 6 Wis)
• Stealth +1 (1 rank + 0 Dex)
• Survival +6 (0 rank + 6 Wis)
Languages: Common, Celestial, Draconic, Aquan, Auran, Ignan, Terran, Abyssal

FEATS:
Improved Channel: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. (human bonus feat)
Extra Channel: Channel energy two additional times per day. (1st level feat)
Selective Channeling: When you channel energy, choose a number of targets in the area up to your Charisma modifier; these targets are not affected by your channeled energy. (3rd level feat)
Lightning Reflexes: +2 bonus on Reflex saves. (5th level feat)
Iron Will: +2 bonus on Will saves. (7th level feat)
Great Fortitude: +2 bonus on Fortitude saves. (9th level feat)
Channeled Revival: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the Breath of Life spell - using the range of your channel energy ability. (11th level feat)
Spell Penetration: +2 bonus on caster level checks to beat spell resistance.

CLERIC ABILITIES:

• Aura (Ex): Feres has a Good aura.

• Spontaneous Casting: Feres can channel stored spell energy into healing spells not prepared ahead of time.

• Orisons: Feres can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

• Channel Energy (Su) – 8 times per day; 7d6 (healing); 7d6+14 vs. undead; Will DC 24 (undead do not add channel resistance to saves):
Feres can release a wave of energy by channeling the power of his faith through his holy symbol. Feres channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier (for Feres, the DC is 24 with Improved Channel feat and Glory domain). Creatures healed by channeled energy cannot exceed their maximum hit point total - all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + his Charisma modifier (+2 with Extra Channel feat). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.


Number of Channels Used Today: 0/8

• Glory Domain:
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (9 times per day).
Number of Times Used Today: 0/9

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.
Number of Rounds Used Today: 0/14

Glory Domain Spells: 1st-Shield of Faith; 2nd-Bless Weapon; 3rd-Searing Light; 4th-Holy Smite; 5th-Righteous Might; 6th-Undeath to Death; 7th-Holy Sword

• Sun Domain:
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.
Number of Rounds Used Today: 0/14

Sun Domain Spells: 1st-Endure Elements; 2nd-Heat Metal; 3rd-Searing Light; 4th-Fire Shield; 5th-Flame Strike; 6th-Fire Seeds; 7th-Sunbeam

Cleric Spells:
Spells per Day:
0-Level: 4 (unlimited casting)
1st Level: 7 [4 + 1 domain + 2 bonus]
2nd Level: 7 [4 + 1 domain + 2 bonus]
3rd Level: 6 [4 + 1 domain + 1 bonus]
4th Level: 6 [4 + 1 domain + 1 bonus]
5th Level: 5 [3 + 1 domain + 1 bonus]
6th Level: 5 [3 + 1 domain + 1 bonus]
7th Level: 3 [2 + 1 domain]

Concentration Check Modifier: +20 (+14 cleric level +6 Wis)
Caster Level Check Modifier vs. SR: +16 (+14 cleric level +2 Spell Penetration)

Spells Typically Prepared:
0-Level
• Create Water: Creates 2 gallons/level of pure water.
• Detect Magic: Detects spells and magic items within 60 ft.
• Guidance: +1 competence bonus on one attack roll, saving throw, or skill check; duration 1 minute.
• Stabilize: Cause a dying creature to stabilize; range 25 ft. + 5 ft./2 levels (60 ft. at 12th level).

1st Level
• Divine Favor: Gain +1 luck bonus per three levels on attack and damage rolls; duration 1 minute.
• Endure Elements: Touched creature exists comfortably in hot or cold regions; duration 24 hours.
• Endure Elements: Touched creature exists comfortably in hot or cold regions; duration 24 hours.
Hide from Undead: Undead can't perceive one subject/level; duration 10 min./level. (SR) [Will DC 17 negates for intelligent undead only]
• Liberating Command: Casting time 1 immediate action. Target makes an Escape Artist check as an immediate action and gains a competence bonus equal to twice caster level (max. +20) on it; range 25 ft. + 5 ft./2 levels (60 ft. at 14th level).
• Shield of Faith: Aura grants +2 or higher deflection bonus (+4 deflection bonus at 12th level); duration 1 min./level.
• Shield of Faith (d): Aura grants +2 or higher deflection bonus (+4 deflection bonus at 12th level); duration 1 min./level.

2nd Level
Bless Weapon (d): Weapon strikes true against evil foes; duration 1 min./level.
• Bear's Endurance: Subject gains +4 enhancement bonus to Constituion for 1 minute/level.
• Bull's Strength: Subject gains +4 enhancement bonus to Strength for 1 minute/level.
• Grace: Movement doesn’t provoke attacks of opportunity; swift action to cast.
• Remove Paralysis: Frees up to 4 creatures from paralysis or slow effect; range 25 ft. + 5 ft./2 levels (60 ft. at 12th level).
• Resist Energy: Subject ignores 30 points of damage/attack from specified energy type; duration 10 minutes/level.
Spiritual Weapon: Magic weapon attacks on its own; range 100 ft. + 10 ft./level; duration 1 round/level. (SR)

3rd Level
• Dispel Magic: Cancels one magical spell or effect; range 100 ft. + 10 ft./level.
• Invisibility Purge: Dispels invisibility within 5 ft./level; duration 1 min./level.
• Prayer: Allies within 40-ft.-radius burst centered on you gain +1 luck bonus to attack, damage, saves, and skill checks; enemies receive -1 penalty on such rolls; duration 1 round/level.
• Remove Disease: Cures all diseases affecting subject.
• Resist Energy, Communal: Subjects ignore 30 points of damage/attack from specified energy type; duration 10 minutes/level divided among the target creatures.
• Searing Light (d): Ray (ranged touch attack) deals 1d8/two levels damage (1d6/level against undead; 1d8/level against undead vulnerable to bright light); 1d6/two levels damage against constructs or inanimate objects; range 100 ft. + 10 ft./level. (SR)

4th Level
• Death Ward: Gain +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 1 min./level.
• Death Ward: Gain +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 1 min./level.
• Death Ward: Gain +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 1 min./level.
• Death Ward: Gain +4 morale bonus on saves against all death spells and magical death effects. Can save to negate such effects even if save is not normally allowed. Immune to energy drain and any negative energy effects, including channeled negative energy; duration 1 min./level.
• Holy Smite (d): 20-ft. radius burst; deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round; range 100 ft. + 10 ft./level. (SR) [Will DC 20 halves damage and negates blindness] Creatures who are neither good nor evil take only half damage and are not blinded; can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.
• Ward Shield: Touched shield grants wielder SR 10 + caster level vs. targeted spells and +5 Ref bonus to saves vs. area of effect spells; duration 1 min./level.

5th Level
• Breath of Life: Cures 5d8 damage + 1/level and restores life to recently slain creatures.
• Life Bubble: Protects creatures touched, up to one/level, from environment; duration 2 hours/level divided among creatures touched.
• Flame Strike (d): 10-ft. radius by 40-ft. high vertical column of divine fire deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks; range 100 ft. + 10 ft./level. (SR) [Reflex DC 21 halves damage]
• Spell Resistance: Subject gains SR 12 + level of caster; duration 1 minute/level.
• Summon Monster V: Summons extraplanar creature to fight for you; range 25 ft. + 5 ft./2 levels (60 ft. at 12th level); duration 1 round/level.

6th Level
• Flame Strike (d): 10-ft. radius by 40-ft. high vertical column of divine fire deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks; range 100 ft. + 10 ft./level. (SR) [Reflex DC 21 halves damage]
• Heal: Cures 10 points/level damage, all diseases and mental conditions. (SR) [Will DC 22 negates]
• Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
• Wind Walk: You and one touched creature per three levels turn vaporous and travel fast; duration 1 hour/level.

7th Level
• Heal: Cures 10 points/level damage, all diseases and mental conditions. (SR) [Will DC 22 negates]
• Sunbeam (d): Beam (60 ft. line from hand) blinds and deals 4d6 damage; double damage to creatures harmed by sunlight. Undead in beam take 1d6/level damage; undead specifically harmed by bright light destroyed if fail Reflex save. For the duration of this spell, can use a standard action to evoke a dazzling beam of intense light each round; one beam per three caster levels (4 beams at 13th level); duration 1 round/level or until all beams exhausted. (SR) [Reflex DC 23 negates blindness and halves damage].

RACIAL ABILITIES:
• +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Feres’ bonus is to Wisdom.
• Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level. Feres’ bonus feat is Improved Channel.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common.
• Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Feres’ favored class is cleric. Whenever he takes a level in his favored class, he receives either +1 hit point or +1 skill point. (Feres has taken the bonus hit point at levels 1-4, and the bonus skill point at level 5).

EQUIPMENT:

Headband of Inspired Wisdom +4/Circlet of Persuasion (factored into stats - original Wisdom 18) (Headband of Inspired Wisdom +2 from Zosiel's sarcophagus in the Whispering Cairn, boosted to Headband of Inspired Wisdom +4/Circlet of Persuasion in Icosiol's tomb in the Whispering Cairn)
Belt of Mighty Constitution +2 (factored into stats - original Constitution 12) (4,000 gp)
Necklace of Adaptation
Ghostvision Gloves (4,000 gp)
Smoked Goggles (10 gp)
Traveler’s Outfit (1 gp)
Holy Symbol, wooden (1 gp)
Cloak of Resistance +2
+2 Deathless Delving Determination Mithral Agile Breastplate (8,400 gp + 5,000 gp for Deathless ability + 10,000 gp for Delving ability + 30,000 gp for Determination ability) (12.5 lb)
+2 Darkwood Shield (257 gp + 1,000 gp for +1 enhancement + 3,000 for +2 enhancement) (5 lb)
+1 Keen Scimitar w/Weapon Cord (315 gp + 2,000 gp for +1 enhancement + 6,000 gp for Keen enhancement) (4 lb)
Masterwork Morningstar w/Weapon Cord (6 lb) (from Ebon Triad cult Zon-Kuthonite faction)
Masterwork Silver Sickle (326 gp) (2 lb}
Masterwork Light Crossbow (4 lb)
Bolts, 10 (1 lb) (-5 used)
Handy Haversack (2,000 gp) (5 lb)
- Healer's Kit (1 lb) [][][][][][][][][][]
- Bedroll (1 sp) (5 lb)
- Trail Rations (2 days) (1 gp) (2 lb) [][]
- Waterskin, empty (1 gp) (0 lb)
- Bolts, 10 (1 lb) (-0 used)
- Incense of Meditation, 2 blocks (from tiefling priest of Kyuss)
- Pearl of Power (1st Level)
- Pearl of Power (1st Level)
- Potion: Cure Light Wounds
- Potion: Cure Light Wounds
- Scroll: Remove Disease (CL 5th)
- Scroll: Heal (from tiefling priest of Kyuss)
- Scroll: Restoration (from tiefling priest of Kyuss)
- Scroll: Ethereal Jaunt (from trapped chest)
- Scroll: Ethereal Jaunt (from trapped chest)
- Scroll: Sending (to be used to contact high priestess Lyria Ivessa in Modron following investigation at Blackwall Keep)
Ioun Torch
Wand of Cure Moderate Wounds, 26 charges (from false Allustan) [-5 charges used following battle against corrupted celestials]
Wand of Remove Fear, 50 charges [-14 charges used]
Wand of Restoration, 36 charges (from trapped chest) [-1 charge used on Valgrim following battle with astradaemon]
Rod of Lesser Metamagic: Extend (from Ebon Triad cult Norgorber faction) (Daily Charges used: 0/3)

Total Weight carried: 43 lb (Light)
Carrying Capacities: 50 lb / 51-100 lb / 101-150 lb

Treasure:
- Share from sale of items from Whispering Cairn = 182 gp, 5 sp; used 50 gp to purchase a Healer's Kit; remaining treasure = 132 gp, 5 sp.
- Share from sale of owlbear cub = 500 gp.
- Share from sale of items from Observatory = 122 gp, 5 sp
Feres will use 750 gp of his treasure to purchase a Wand of Cure Light Wounds (50 charges) for use by the party. Remaining treasure = 4 gp, 10 sp.
Feres gave the rest of his money (9 gp, 8 sp remaining from starting wealth and 4 gp, 10 sp remaining from treasure) to bribe miner's to help the party sneak into Dourstone Mine.
- Share from sale of items taken from Zon-Kuthonite cultists = 1674 gp; used 50 gp to purchase Masterwork Backpack, 315 gp to purchase Masterwork Scimitar, and 257 gp to purchase Darkwood Shield. Remaining treasure = 1052 gp; used 750 gp to purchase Wand of Remove Fear. Remaining Treasure = 302 gp.
- Share from sale of items taken from Rovagug cultists (grimlocks) = 1081 gp; used 1,000 gp to have +1 enhancement placed on darkwood shield, 1 gp to purchase 10 crossbow bolts, 1 gp to purchase 2 days trail rations. Remaining treasure = 89 gp + previous 302 gp = 391 gp.
- Share from sale of items and treasure from Norgorber cultists = 985 gp plus previous remaining treasure of 391 gp = 1376 gp; used 750 gp to purchase Cloak of Resistance +1 from Allustan, 375 gp to purchase scroll of Remove Disease from temple of Iomedae, and 75 gp on an Ioun Torch. 176 gp remaining.
- Share from sale of items and treasure from lizardfolk and kobolds = 1880 gp, 6 sp, 44 cp, plus remaining treasure of 176 gp = 2057 gp, 4 cp; used 2,000 gp to have temple of Sarenrae enchance masterwork scimitar into a +1 scimitar. 57 gp, 4 cp remaining.
- Share from sale of items and treasure from doppelgangers = 3930 gp, 9 sp plus previous remaining treasure of 57 gp, 4 cp = 3987 gp, 9 sp, 4 cp.
- Share from sale of items and treasure from mind flayer lair = 2645 gp, 9 sp plus previous remaining treasure of 3987 gp, 9 sp, 4 cp = 6633 gp, 8 sp, 4 cp; used 6,000 gp to have temple of Sarenrae add Keen enhancement to +1 scimitar; used 10 gp to purchase smoked goggles; used 326 gp to purchase masterwork alchemical silver sickle. 297 gp, 8 sp, 4 cp remaining.
Used 250 gp for wager in Round One of Champions' Games; won 2,500 gp. Total funds remaining 2,797 gp, 8 sp, 4 cp.
Used 500 gp for wager in Round Two of Champions' Games; won 500 gp. Total funds remaining 3,297 gp, 8 sp, 4 cp.
Used 500 gp for wager in Round Three of Champions' Games; won 500 gp. Total funds remaining 3,797 gp, 8 sp, 4 cp.
1000 gp profit from wagers in Final Round of Champions' Games. Total funds remaining 4,797 gp, 8 sp, 4 cp.
- Share from sale of items from catacombs beneath arena and share of prize winnings = 11,224 gp, 9 sp, 8 cp plus previous remaining treasure of 4797 gp, 8 sp, 4 cp = 16,022 gp, 7 sp, 2 cp.
- Feres sells his +1 Mithral Chain Shirt for 1,050 gp and Masterwork Backpack for 25 gp; donates 1,000 gp toward purchase of diamond for Eligos' Raise Dead spell. Total funds remaining 16,097 gp, 7 sp, 2 cp; used 8,400 gp to purchase +2 Mithral Agile Breastplate, 2,000 gp to purchase Handy Haversack, and 3,000 gp to upgrade +1 Darkwood Shield to +2, for total funds remaining 2,697 gp, 7 sp, 2 cp.
- Share from sale of items from Isosiol's tomb complex in Whispering Cairn = 10,955 gp, 5 sp; Feres sells his Brooch of Shielding (88 hp remaining) for 653 gp; plus previous remaining treasure of 2,697 gp 7 sp, 2 cp = 14,306 gp, 2 sp, 2 cp. Used 9,000 gp to purchase Necklace of Adaptation and 5,000 gp to add Deathless enhancement for +2 Mithral Agile Breastplate, for total funds remaining 306 gp, 2 sp, 2 cp.
- Share from sale of the Swords of Icosiol and the gold statue from Icosiol's tomb = 7,950 gp; plus previous remaining treasure of 306 gp, 2 sp, 2 cp = 8,256 gp, 2 sp, 2 cp. Used 4,000 gp to purchase Ghostvision Gloves, 4,000 gp to purchase Belt of Mighty Constitution +2, and 2 sp to purchase 2 Weapon Cords (for scimitar and morning star), for total funds remaining 256 gp, 2 cp.

Potential Future Purchases: Undead Bane enhancement for scimitar (+1 bonus cost); Evil Outsider Bane enhancement for scimitar (+1 bonus cost)

HERO POINTS:
Hero Points Accrued: 7-5 (used for extra standard action in battle with grimlock priest) = 2+2 = 4+1 = 5+1 = 6+1 = 7+1 = 8 following defeat of false Allustan and Ashka and black-skinned elves. +1 for game's 2-year anniversary and +1 for defeating mind-flayer = 10. +1 for winning first round of Champions' Games = 11. +3 for winning final round of Champions' Games and defeating ulgurstasta = 14 total hero points. -5 used for extra standard action in battle with black dragon outside Whispering Cairn = 9 total hero points. +1 for defeating black dragon outside Whispering Cairn = 10 total hero points. +1 for rescuing Allustan = 11 total hero points. +3 for defeating astradaemon in Icosiol's tomb = 14 total hero points. -2 used in battle with demodand to maximize one die of Breath of Life spell cast on Valgrim; -5 used in battle with demodand for extra standard action to cast Heal on Valgrim; +4 for defeating slimy demodand while camping at Spire of Long Shadows = 11 total hero points.

Uses for Hero Points:
1 HP: add +2 to any d20 roll (up to 5 may be spent on any one roll)
1 HP: automatically stabilize
2 HP: maximize one damage die
3 HP: roll twice for hp when levelling, taking the best result
4 HP: get one bonus skill point
5 HP: re-roll any roll
5 HP: get one extra standard action
10 HP: force an NPC or other player to reroll
20 HP: get a bonus feat
30 HP: increase an ability score


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