Anevia Tirablade

Isabella Aldori's page

519 posts. Organized Play character for Magabeus.


Race

| Ac 23 T 16 FF 17 (+1 AC if adjacent to only 1 foe) | Init +7 | Fort +9 Ref+13 Will +7 | Perception +9 |

Classes/Levels

Panache 3/3 | Plume of Panache 1/1 | Lay on Hands 4/4 | Smite 1/1 | Reroll 1/1

Gender

hp 54/54

Alignment

Lawful Good

Deity

Iomedae

Languages

Azlanti, Common

Strength 11
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 8
Charisma 16

About Isabella Aldori

Pathfinder Society:

Pathfinder ID:24861-8
Faction: Sovereign Court
XP: 19
Prestige Points / Fame: 26 / 33

Chronicles:
1: Season Player Boon #9
Starting Gold: 150
GP Gained: 0

Starting Prestige / Fame: 0/0
Prestige Gained: 0

2: Master of the Fallen Fortress
Starting Gold: 150
GP Gained: 479

Services Bought: 10 gp

Starting Prestige / Fame 0/0
Prestige Gained: 1

3: The Silverhex Chronicles
Starting Gold: 619
GP Gained: 500

Starting Prestige / Fame: 1/1
Prestige Gained: 2

4: The Devil We Know Part II - Casomir's Locker
Starting Gold: 1119
GP Gained: 505
Gold Spend: 1585.1

Starting Prestige / Fame: 3/3
Prestige Gained: 2
Prestige Spend: 2 (Wand of Cure Light Wounds)

5: The Wounded Wisp - GM
Starting Gold: 38.9
GP Gained: 510
Gold Spend: 0

Starting Prestige / Fame: 3/5
Prestige Gained: 2
Prestige Spend: 2 (Alexandrite Gem)

6: The Devil We Know Part I - Shipyard Rats
Starting Gold: 548.9
GP Gained: 538
Gold Spend: 1010

Starting Prestige / Fame: 3/7
Prestige Gained: 2

7: The Devil We Know Part III - Crypt of Fools
Starting Gold: 76.9
GP Gained: 505
Gold Spend:

Starting Prestige / Fame: 5/9
Prestige Gained: 2

8: The Devil We Know Part IV - The Rules of the Swift
Starting Gold: 145.9
GP Gained: 878
Gold Spend: 1000

Starting Prestige / Fame: 7/11
Prestige Gained: 1
Additional Prestige Gained from Chronicle 1 (not fame): 1

9: Rise of the Goblin Guild
Starting Gold: 23.9
GP Gained:1212
Gold Spend: 1000

Starting Prestige / Fame: 9/12
Prestige Gained: 2

10: Song of the Sea Witch
Starting Gold: 235.9
GP Gained: 1315

Starting Prestige / Fame: 11/14
Prestige Gained: 2

11: The Slave Masters Mirror
Starting Gold: 1550.9
GP Gained: 1277
GP Spend: 2000

Starting Prestige / Fame: 13/16
Prestige Gained: 2

12: The Frozen Fingers of Midnight
Starting Gold: 827.9
GP Gained: 1268

Starting Prestige / Fame: 15/18
Prestige Gained: 1 +1 through Prized Find boon

13: Plunder & Peril (Rum Punch)
Starting Gold: 1550.9
GP Gained: 1277
GP Spend: 4800
Items Sold: 1

Starting Prestige / Fame: 17/20
Prestige Gained: 4
Prestige Spend: 4
1: Lion Blade
1: Noble Title: Baroness
2: Height of Fashion

14: Shadow's Last Stand Part II - Web of Corruption - GM
Starting Gold: 2096.9
GP Gained: 1192

Starting Prestige / Fame: 17/24
Prestige Gained: 1

15: Trouble in Tamran - GM
Starting Gold: 3288.9
GP Gained: 927
GP Spend: 4000

Starting Prestige / Fame: 18/25
Prestige Gained: 1

16: Heresy of Man, The, Part 1: The First Heresy - GM
Starting Gold: 215.9
GP Gained: 1315

Starting Prestige / Fame: 19/26
Prestige Gained: 1

17: Heresy of Man, The, Part 2: Where Dark Things Sleep - GMt
Starting Gold: 1550.9
GP Gained: 1247

Starting Prestige / Fame: 20/27
Prestige Gained: 1

18: The Sky Key Solution - GM @slow track
Starting Gold: 2759.9
GP Gained: 1250

Starting Prestige / Fame: 20/27
Prestige Gained: 1

19: Thralls of the Shattered God
Starting Gold: 4008.9
GP Gained: 2213
GP Spend: 2968.8

Starting Prestige / Fame: 21/28
Prestige Gained: 2

20: The Blakros Matrimony
Starting Gold: 3253.1
GP Gained: 3180
GP Spend: 0

Starting Prestige / Fame: 23/31
Prestige Gained: 2

21: Lost at Bitter End - GM
Starting Gold: 6433.1
GP Gained: 1943
GP Spend: 61

Starting Prestige / Fame: 25/32
Prestige Gained: 1

Equipment & Expenditures Tracking:

Chronicle 1:
Explorer's Outfit - 0 gp

Chronicle 2:
Service: Spellcasting Cure Light Wounds @CL1: 10 gp

Chronicle 4:
Aldori Dueling Sword, Masterwork - 320 gp
Backpack - 2 gp Sold Chronicle 13
Buckler, Masterwork - 155 gp
Chain Shirt, Mithral - 1100 gp
Flint and Steel - 1 gp
Grappling Hook - 1 gp
Rope - 1 gp
Springloaded Wrist Sheath - 5 gp
Twine - 0.01 gp
Torch *7 - 0.07 gp
- Chronicle 4: 1 used
- Chronicle 5: 4 given away
Wand of Cure Light Wounds - 0 gp (2 PP)
- Chronicle 5: 2 used
- Chronicle 7: 1 used
- Chronicle 8: 12 used
- Chronicle 9: 2 used
- Chronicle 10: 5 used
- Chronicle 11: 2 used
- Chronicle 19:13 used
- Chronicle 20 - CURRENT, not reflected in equipment: 1 used
Whetstone - 0.02 gp

Chronicle 6
Alexandrite gem {from chronicle 5} (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th]) - 2 PP
Hat - 10 gp
Plume of Panache - 1000 gp

Chronicle 7
Blunt Arrows (20) - 2 gp
Cold Iron Arrows (50) - 5 gp
Darkwood Composite Longbow - 430 gp

Chronicle 8
Cloak of Resistance +1 - 1000 gp

Chronicle 9
+1 enchantment bonus on mithral chain shirt - 1000 gp

Chronicle 11
+1 enchantment bonus on aldori dueling sword - 2000 gp

Chronicle 13
+1 enchantment bonus on buckler - 1000 gp
Handy Haversack - 2000 gp
Efficient quiver - 1800 gp

Chronicle 15
Belt of Incredible Dexterity +2 - 4000 gp

Chronicle 19
Acid (2) - 20 gp
Alchemist's Fire (2) - 40 gp
Alkali Flask (2) - 30 gp
Antiplague (2) - 100 gp
Antitoxin (2) - 100 gp
Cold Iron Morningstar - 16 gp
Cork Vest - 25 gp
Earplugs (10) - 0,3 gp
Holy Water (2) - 50 gp
Ioun Torch - 75 gp
Liquid Ice (2) - 80 gp
Oil of Bless Weapon (2) - 100 gp
Oil of Daylight - 750 gp
Potion of Fly - 750 gp
Potion of Lesser Restoration - 300 gp
Scroll of Comprehend Languages (4) - 100 gp
Scroll of Glitterdust - 150 gp
Scroll of See Invisibility - 150 gp
Silk Rope - 10 gp
Smelling Salts (2) - 50 gp
Smoked Goggles - 10 gp
Sunrod (5) - 10 gp
Trail Rations (5) - 2,5 gp
Vermin Repellent (10) - 50 gp

Chronicle 21
Waterskin - 1 gp
Wismuth Salix (2) - 60 gp

Chronicle 22
Climbers Kit - 80 gp
Cold Weather Outfit - 8 gp - destroyed chronicle 22
Ioun Stone (opalescent white pyramid)- 10,000 gp
Retraining - 700 gp + 10 PP
Remove Disease spellcasting - 150 gp
Short spear * 3 - 3 gp
Wand of Cure Light Wounds (50) - 750 gp
Wayfinder - 250

Leveling choices:

Level 1
Ability Point Buy: STR 11, DEX 15, CON 12, INT 12, WIS 8, CHA 16
Race: Human
Ethnicity: Taldan
Gender: Female
Ability Bonus: Dex
Alignment: LG
Favored Class: Swashbuckler
Deity: Iomedae
Trait: Expert Duelist
Trait: Dangerously Curious
Feat: Weapon Focus (Aldori Dueling Sword)
Feat: Slashing Grace(Aldori Dueling Sword)
Bonus Languages: Azlanti
Class: Swashbuckler
Archetype: None
Favored Class Bonus: +1 skill point
Skill Points: 4 Class +1 INT +1 Human +1 FCB
- Acrobatics
- Diplomacy
- Intimidate
- Knowledge (Local)
- Knowledge (Nobles)
- Perception
- Use Magic Device
Level 2
Class: Swashbuckler
Favored Class Bonus: +1 skill point
Skill Points: 4 Class +1 INT +1 Human +1 FCB
- Acrobatics
- Diplomacy
- Intimidate
- Knowledge (Dungeoneering)
- Knowledge (Planes)
- Perception
- Use Magic Device
Level 3
Class: Swashbuckler
Favored Class Bonus: +1 skill point
Feat: Exotic Weapon Proficiency (Aldori Dueling Sword)
Skill Points: 4 Class +1 INT +1 Human +1 FCB
- Acrobatics
- Climb
- Diplomacy
- Escape Artist
- Intimidate
- Perception
- Use Magic Device
Level 4
Ability Score Increase: Dex
Class: Swashbuckler
Favored Class Bonus: +1 skill point
Bonus Feat: Weapon Specialization (Aldori Dueling Sword)
Skill Points: 4 Class +1 INT +1 Human +1 FCB
- Acrobatics
- Diplomacy
- Escape Artist
- Intimidate
- Perception
- Sense Motive
- Use Magic Device
Level 5
Class: Swashbuckler
Favored Class Bonus: +1 hit point
Feat: Quick Draw
Skill Points: 4 Class +1 INT +1 Human
- Acrobatics
- Diplomacy
- Intimidate
- Knowledge (religion)
- Perception
- Use Magic Device
Level 6
Class: Paladin (Oath of Vengeance)
Skill Points: 2 Class +1 INT +1 Human
- Acrobatics
- Diplomacy
- Intimidate
- Perception
Level 7
Class: Paladin
Feat: Step Up
Skill Points: 2 Class +1 INT +1 Human
- Acrobatics
- Diplomacy
- Intimidate
- Perception
Level 7 Retraining
Feat: Following Step for Weapon Focus
Feat: Step up and Strike for Exotic Weapon Proficiency

Combat:

Init +7 (+5 Dex, +2 Swashbuckler Initiative)
AC 23, touch 16, flat-footed 17 (+5 Armor, +5 Dex, +2 Buckler, +1 Dodge)
hp 47 (6d10+7)
Fort +9 (Swashbuckler +1, Paladin +3, Con +1, Resistance +1, Cha +3)
Ref +13 (Swashbuckler +4, Paladin +0, Dex +5, Resistance +1, Cha +3)
Will +7 (Swashbuckler +1, Paladin +3, Wis -1, Resistance +1, Cha +3)
Base Atk +7
CMB +7 (BAB +6)
CMD 22 (BAB +6, Dex +5, Dodge +1)

Melee
+1 Aldori Dueling Sword +15/+10 (1d8+9+5 / 17/20 *2) (S)
Cold Iron Morningstar +13/+8 (1d8+1+5 / 19/20 *2) (B/P)
Short Spear +13/+8 (1d6+1+5 / 19/20 *2) (P)

(+9 damage on Aldori Dueling Sword: +2 Specialization +1 Enhancement, +1 Swashbuckler weapon, +5 Slashing Grace)

Ranged
Darkwood Composite Longbow +13/+8 (1d8 / 20 *3)
- Blunt Arrows
- Cold Iron Arrows

Combat Abilities
Deed: Dodging Panache
Deed: Opportune Parry and Riposte
Quickdraw
Expert Duelist: +1 AC if adjacent to only 1 enemy
Menacing Swordplay: demoralize as swift action after hit
Precise Strike: when panache > 0 add level as precision damage to melee attacks
Step-up, Following Step, Step up and Strike

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill
Armor Check Penalty -3 due to medium load

Acrobatics +15 = 7 +5 +3
Climb +4 = 1 +0 +3
Diplomacy +13 = 7 +3 +3 (+3 vs human nobles, politicians and aristocrats)
Escape Artist +10 = 2 +5 +3
Intimidate +13 = 7 +3 +3
Knowledge (dungeoneering) +2 = 1 +1
Knowledge (local) +5 = 1 +1 +3
Knowledge (nobles) +6 = 1 +1 +3 +1 competence through vanity
Knowledge (planes) +2 = 1 +1
Knowledge (religion) +2 = 1 +1
Perception +9 = 7 -1 +3
Sense Motive = 3 = 1 -1 +3
Use Magic Device +12 = 5 +3 +3 +0 +1 trait

Abilities:

Equipment
Aldori Dueling Sword: These slightly curved swords measure just over 3 feet in length. An Aldori dueling sword may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Cost: 20 gp
DMG (M): 1d8
Critical: 19–20/×2
Weight: 3 lbs
Type: S

Paladin
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Swashbuckler
Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing weapon while in combat, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

- - - - - - - - - - - -

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a monetary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check to roll d6 and add the result to the check. She must choose to do this before she rolls. If the d6 roll is a natural “6,” she rolls another d6 and add it to the check. She can continue to do this as long as she rolls natural “6s” up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, she can spend 1 panache point to move 5 feet as an immediate action; doing so grants the swashbuckler a bonus to AC equal to her Charisma bonus against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler was in the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no more than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and can expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on her attack roll. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before that attack roll is made. Immediately after a swashbuckler performs a successful parry, as long as she has 1 panache point she can make an attack as an immediate action against the creature whose attack she blocked, provided that creature is within her reach.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit.

As a swift action, a swashbuckler can spend 1 panache point to double her precise strike's damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn't hidden, she can draw that weapon as part of the initiative check.
- - - - - - - - - - - -

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Feats
Improved Critical (Aldori Dueling Sword: When using the weapon you selected, your threat range is doubled.

Following Step: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Slashing Grace (Aldori Dueling Sword): When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.

Step Up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Step Up and Strike:[b] When using the Step Up or Following Step feats
to follow an adjacent foe, you may also make a single melee
attack against that foe at your highest base attack bonus.
This attack counts as one of your attacks of opportunity
for the round. Using this feat does not count toward the
number of actions you can usually take each round.

[b]Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Specialization (Aldori Dueling Sword): +2 on damage with chosen weapon

Weapon Focus (Aldori Dueling Sword): +1 on to hit with chosen weapon

Traits
Expert Duelist: In your youth, you spent countless hours perfecting the art of the duel, focusing your efforts on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied your Dexterity bonus.

Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Vanities
Height of Fashion (Fame 20, 2 PP) Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style—be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.

Lion Blade (Fame 20, 1 PP) You are invited into the exclusive organization known as the Lion Blades. You become specialized in Disguise.

Noble Title (Fame 20, 1 PP) You gain one of the following noble titles: baron, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in
the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).

Boons on Chronicles
Chronicle 1: Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check.

In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.

Chronicle 5: Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Chronicle 5: Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Chronicle 12: Spider’s Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People’s Council granting you a +5 bonus on any Diplomacy check made to influence a government official within the nation of Andoran.

Chronicle 16: An Agent Uncovered: You have uncovered a high-level traitor in the Shadow Lodge and earn the Decemvirate’s favor for doing so. You gain a unique wayfinder stamped with the seal of the Decemvirate. When presented to another member of the Pathfinder Society, you receive a +2 bonus to any Bluff, Diplomacy, or Intimidate check. This boon may not be sold.

Current Equipment:

Encumbrance: Light

Weapons
Aldori Dueling Sword, +1
Cold Iron Morningstar
Darkwood Composite Longbow
- Cold Iron Arrows (49)
- Blunt Arrows (20)
Shortspear (3)

Clothing and Armor
Explorer's Outfit
Buckler +1
Mithral Chain Shirt +1
Hat with Plume of Panache
Cloak of Resistance +1
Belt of Incredible Dexterity +2

On belt

Springloaded Wrist Sheath with
Wand of Cure Light Wounds (1)

Handy Haversack with
Acid (2)
Alchemist's Fire (2)
Alexandrite gem [chronicle 5] (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
Wayfinder stamped with the seal of the Decemvirate. [chronicle 16] When presented to another member of the Pathfinder Society, you receive a +2 bonus to any Bluff, Diplomacy, or Intimidate check.
Alkali Flask (2)
Antiplague (2)
Antitoxin (2)
Climb Kit
Cold Iron Morningstar
Cork Vest
Earplugs (10)
Flint and Steel
Grappling Hook
Holy Water (2)
Ioun Torch
Liquid Ice (2)
Oil of Bless Weapon (2)
Oil of Daylight
Potion of Fly
Potion of Lesser Restoration
Rope
Scroll of Comprehend Languages (4)
Scroll of Glitterdust
Scroll of See Invisibility
Silk Rope
Smelling Salts (2)
Smoked Goggles
Sunrod (5)
Trail Rations (5)
Twine
Torch *2
Vermin Repellent (10)
Waterskin
Wismuth Salix (2)
Whetstone
Wand of Cure Light Wounds (50)
Wayfinder with Ioun Stone (opalescent white pyramid)

Scenario Loot

Cash
814.1 gp