Siwar Kurash

Lynn Kuro's page

929 posts. Organized Play character for Azil.


Full Name

Lynn Kuro

Race

Kitsune

Classes/Levels

Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]

tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

Gender

Female

Size

Medium

Age

22

Special Abilities

Low-Light Vision, Agile, Change Shape, Kitsune Magic, Bardic Knowledge, Bardic Performace

Alignment

Chaotic Good

Deity

Cayden Cailen

Location

Absalom

Languages

Common, Sylvan, Elven, Draconic, Celestial

Occupation

Performer

Strength 9
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 13
Charisma 16

About Lynn Kuro

Lynn Kuro
Female Kitsune Bard 4 / Gunslinger 1
CG Medium Humanoid (Kitsune/Shapechanger)
Age: 22, 5'2", 127 lbs.
Init: +5, Perception: +6, Low-Light Vision

Basics:

Defense:
AC 18, Tch 13, FF 15
CMD 14
HP 36/36 (9+6+6+7+6)+Favored HP(2)
Fort +4, Ref +9, Will +5

Offense:
BAB +4, CMB +3
Melee: Bite, +3 (1d4-1, 20/x2, B,S,P)
Rapier, +3 (1d6-1, 18-20/x2, P)
Pistol(MW), +8 (1d8+1, 20/X4, B+P 20ft)
Coat pistol, +7 (1d4 20/X3, B+P 10ft)

Speed: 30ft
Languages: Common, Sylvan, Elven, Draconic, Celestial

Stats:

Str: 9
Dex: 16
Con: 12
Int: 14
Wis: 13
Cha: 18(16+2headband)

(Includes Kitsune adjustment(s): Str-2, Dex+2, Cha+2)

Feats & Traits:

Feats: Magical Tail(3)ARG

Traits:
Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Class Archetypes: -

Skills:

+2.0 Bluff when lying
+2.0 Diplomacy to gather information
Acrobatics (II): +10
Appraise(): +2
Bluff(IV): +11
Climb (): -1
Craft (Smoke Shapes) (): +2
Craft (Alchemy) (I) :+6
Diplomacy (IV): +11
Disguise (IV): +11
Esc. Art. (I): +6
Fly (): +3
Handle Animal : -
Heal (): +2
Intimidate (): +4
Know. Arcana (I): +8
Know. Dung. (I): +8
Know. Eng. (I): +8
Know. Geo. (I): +8
Know. Hist. (I): +8
Know. Loc. (I): +8
Know. Nat. (I): +8
Know. Nob. (I): +8
Know. Planes (I): +8
Know. Rel. (I): +8
Linguistics (I): +5
Perception (II): +6
Perform (Dance) (II): +8
Perform (Sing) (III): +9
Profession (Sailor) (I+2): +7
Ride (): +3
Sense Motive (): +5
Sleight of Hand (IV): +10
Spellcraft (): +2
Stealth (): +3
Survival (): +1
Swim (): -1
Use Magic Device (I): +8

(41/41 ranks; current ACP 0)Favored skillpoints(2)

Spells & Abilities:

Cantrips(6/*) DC14:
Detect magic
Ghost Sound
Haunted Fey Aspect
Prestidigitation
Mage Hand
Lullaby(DC15)

Level 1 Spells (4/day)DC15:
Animate Rope
Chord of Shards
Unnatural Lust(DC16)
Youthful Appearance

Level 2 Spells (2/day)DC16:
Mirror Image
Reckless Infatuation(DC17)

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune
always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains
a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability
otherwise functions as alter self, except that the kitsune
does not adjust her ability scores.

Agile (Ex): Kitsune receive a +2 racial bonus
on Acrobatics checks.

Kitsune Magic (Ex/Sp): Kitsune add +1
to the DC of any saving throws against
enchantment spells that they cast.
Kitsune with a Charisma score of 11
or higher gain the following spell-like
ability: 3/day—dancing lights.

Magical Tail(3)
Disguise self 2/day(DC: 15)
Charm Person 2/day(DC: 16)
Misdirection 2/day(DC: 15)
Benefit: You gain a new spell-like ability, each usable
twice per day, from the following list, in order: disguise self,
charm person, misdirection, invisibility, suggestion, displacement,
confusion, dominate person. The DCs for
these abilities are Charisma-based.

Bardic performance(11/day):Countersong, Distraction, Fascinate, Inspire Courage+1, Inspire competence +2

Versatile Performance (Ex):
The types of Perform and their associated skills are: Dance (Acrobatics, Fly)

Well-Versed (Ex):The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit 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 gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deeds:
Deadeye (Ex): The gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): As a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move action.

Equipment:

L:<86
M:87<173
H:174<260
Total Weight: 41.25lbs. (light/no encumbrance)

Weapons and Armor:
Rapier (2 lbs)
Masterwork Pistol(Starter) (4 lbs)
Coat Pistol(bought) (1 lbs)
+1(3)Rallying Mithril chain shirt (12.5lbs)(+5ac)

Magic Items:
Wand of Cure Light Wounds [17/50charges]
2nd Wand of Cure Light Wounds [50/50Charges]
Muleback Cords (.25 lbs)
Wayfinder (1 lbs)

Various:
Masterwork, Backpack (4 lbs)
Belt Pouch (.5 lbs)
Flint and Steel (-)
Hooded Lantern (2 lbs)
Ink(-)
Inkpen(-)
Journal(1 lbs)
Mirror(.5 lbs)
Silk Rope 50ft (5lbs)
Soap(.5 lbs)
Torch x1(1 lbs)
Trail rations x2 (2 lbs)
Waterskin (4 lbs)
Powder horn[filled with 10 doses(1 lbs)
Gunsmith's Kit(2 lbs)
30xalchemical cartridges(paper)
4xSilvered bullets
6xBullets
Bardic outfit(4 lbs)[not on person]
Explorer's outfit(8 lbs)
Spring-loaded wrist sheath(1lbs)[holding coat pistol]

Cash: 48gp, 5sp, 8cp

Backstory:

Lynn is a boisterous kitsune female, who has brought her skills at various arts to Absalom to try her hand in the entertainment business. While that didn't go so well for her she did pick up a few tricks and works as a street performer now. During her travels to the large city she worked on a sailing ship in order to pay her passage gaining some knowledge of the seas and how ship life can be.

She has taken up the hobby of gathering and writing information about her traveling companions in her journal in hopes of finding a level of inspiration to her work. She also hopes to build up a base of fellows whom she might call upon at a later time should she require help.

She is the daughter of a sailor merchant father, which is where she learned her basic skills of handling water vessels. Having traveled with her father since her young years, Lynn has seen many different cultures of the world, it is from these cultures that she pulls her strength as a performer. Weather it's the quick and brutal vocalization of more tribal people, or the elegant flow of high society, Lynn delights in pursuing her knowledge of culture.

Quirks:
While adept at illusion and enchantment magic as all kitsune Lynn has always put a bit extra into each form that she took on as such as her spell list nears depleted her true nature begins to show; elongated nails, short fur, etc...

Boons:

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.(Earned during Scenario #1 Wounded Wisp)

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 1XP for completing the adventure(0.5XP if you use the slow track advancement option).(Earned during Scenario #1 Wounded Wisp)

Pathfinder's Excellence(Magic) 2/2 uses 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). An member of the Aspis Consortium or foes directly in the Consortium's employ suffer a -2 penalty on any saving throw against the spell. As a Standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross this entire boon off your Chronicle sheet.

Pathfinder's Excellence(Skill) 2/2 uses Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your chronicle sheet. (one used as of 9/19)(last charge expended 11/30)

Psychic DilettanteAlthough most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, poring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock {Pathfinder RPG Occult Adventures 194} and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat. Prognostication(Sense motive)

Magic Boon:As a Standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.

Gripplis' FavorYou have earned the recognition of the Krihirik tribe in the Kaava Lands, granting 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.

Scholar of Ashkurhall(Grand Lodge Faction)Studying the murals of Ashkurhall opened your subconsious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your perception or sense motive bonus for the check.

Sky Key component(Sargava)You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.

Stinkeye's FriendPlaying with a domesticated basilisk has taught you to be carefull around creatures with gaze attacks. When you are subjected to a gaze attack you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze's effects.

Vanei's Friend You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your chronicle sheet; your reckless use of Vanei's information has compromised her cover and led to her capture.

High Priestess's Patronage You possess a signet ring from Amal al-Sahba, a member of the Peerless advisors to the satrap of Qadira and an influential priestess in the faith of Sarenrae. This ring announces al-Sahba as your patron, and grants you a +2 circumstance bonus on Diplomacy checks in Qadira and Diplomacy checks against worshipers of Sarenrae. If you purchased an item for a 10% discount during the adventure, write the item in the space below this boon. If you did not make a discounted purchase, you may do so when you receive this Chronicle sheet.

Visions of the Void You witnessed one of Roidira's mystifying visions. This vision may provide inspiration, or it may hamper you. Before rolling a skill check, you can cross off this boon to add 1d6-2 to your result.

Codebreaker(Grand Lodge Faction)Venture-Captain Ambrus Valsin was impressed by your clever work with ciphers and invited you to study codes in more detail for future missions. You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even if untrained.

Goblin Scourge: Once per scenario, you may call upon your memories of the battle of Thistletop to bolster your resolve against
goblinoid foes. Doing so grants you a +1 morale bonus on attack and damage rolls against targets with the goblinoid subtype and a +2 morale bonus on Will saving throws against spells or effects from
goblinoid sources. These bonuses last for 1 minute.

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

()()Aspis Revealed (Grand Lodge): Your explorations inside the Hao Jin Tapestry uncovered the Aspis Consortium’s plots against the Society. Armed with this knowledge, you are more prepared to face Aspis agents in the future. You may cross of one checkbox to apply a +1 insight bonus on all attack rolls, damage rolls, and saving throws against a known agent of the Aspis Consortium for the rest of the scenario. You may instead cross off both checkboxes to apply a +3 insight bonus on all attack rolls, damage rolls, and
saving throws against a known agent of the Aspis Consortium for the rest of the scenario.

Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of
Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.

Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. If you do not take Tanbaru as a familiar, he gifs you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your character level as your caster level. Afer you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar. Subtier 5–6: You may cast dispel magic, fog cloud, or invisibility.

Wayang’s Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayang- related options.

Emotional Aura Boon:

You may channel an aura from the emotional spectrum into your body as a standard action, infusing yourself with its effects. If you do so, your body takes on a subtle color of the aura you channel until the effects end. These auras all count as spell-like abilities with a caster level equal to your character level. Once you use this boon, cross it off your Chronicle sheet.

Anger (Bright Red): You are overcome with anger. You gain the effects of a rage spell for a number of rounds equal to your character level.

Faith (Blue): Your faith envelops you and strengthens your resolve. For one minute, you gain a +1 sacred or profane bonus to AC and on all saving throws. If you have the ability to cast divine spells, you may end the aura’s effects as a free action to increase the saving throw DC to resist one of your divine spells by 2.

Flexibility (Emerald Green): You have the skills to handle any situation. For one minute, you can use all skills as if you were trained in them. For the duration of this effect, you can roll checks as if you possessed a number of ranks in the skill equal to 1/2 your character level (minimum 1).

Hatred (Black): You can channel your hatred into one of your foes. For one minute, you gain a +2 bonus on weapon damage rolls against the target creature. You may end the aura’s effects to sicken the target for one minute after you hit it with an attack roll or affect it with a non-harmless spell (Fortitude save DC 12+1/2 your character level negates).

Love (Scarlet): Your aura of love makes others hesitate before attacking you. You gain the benefits of a sanctuary spell for a number of rounds equal to your character level (Will save DC 12 + 1/2 your character level negates)

Pride (Orange): Your pride augments your persuasive power and defends you against effects that would harm your ego. You gain a +2 bonus on all Charisma checks and Charisma-based skill checks for 1 minute. Additionally, you gain a +2 bonus on saving throw against charms, compulsions, and fear effects for 1 minute.

Vanity boons:

Ship (10 PP)
You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn't necessarily profitable on its own.

When you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party.

You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

Chronicles & Wealth:

Starting: 150gp
#1:440gp

Purchases
Rapier 20gp
Masterwork Backpack 50gp
Leather armor 10gp

#1
Scenario(Wounded Wisp)
Gold Earned: 430
Day Job 10
XP 1
Prestige/Fame 2/2
Access Alexandrite gem(750gp;glows as affected by continual flame heightened to a 3rd-level spell[CL5]), Cloak of resistance +1(1,000gp),
Potion of cure moderate wounds(300gp), Scroll of shatter(150gp), wand of cause fear(15charges; 225gp)
Purchases -null-
Misc. Expenses
Wealth: 510gp, 5sp, 8cp
Play Notes "Explore, Report, Cooperate" , Prized Find(1pp if objective is failed)
Journal Entry
"Met with some lovely individuals today, a half-orc by the name of Daza his loveable companion Tau, an elven mage Kelevan, and a cunning man Ushaka. We discovered quite the mystery about the Pathfinder society I will have to write a song about it. Almost lost my form today as well need to work on staying human under pressure."

#2
Scenario(Siege of Serpents)
Gold Earned: 550
Day Job 50
XP 1
Prestige/Fame 2/2
Purchases -null-
Misc. Expenses
Wealth: 1060gp, 5sp, 8cp
Play Notes: "Pathfinder’s Excellence (Magic)", "Pathfinder’s Excellence (Skill)", "Psychic Dilettante"
Journal entry
"Today was very strange and exhausting, what started as an annual celebration by the Society Lodge turned into an all out battle for control of the Society's grounds. The Aspis Consortium moved in and took over one of the towers ripping it from the ground. Had to deal with some strange situations today and got to feel how a real leader of a group feels I guess. It was scary but necessary, hostage situation, diffusing misplaced anger from a race of owl people. The Owls were very nice once they knew we weren't going to hurt them I wish I had something to remember them by. I also found a tome detailing a skill that I have heard of traveling caravan dwellers using and I can't wait to see if I have the 'gift'."

#3
Scenario(Scions of the Sky Key, Part 1: On Sharrowsmith's Trail)
Gold Earned: 515gp
Day Job : 5gp
XP 1
Prestige/Fame 2/2
Access: elixir of fire breath(1100gp), elixir of vision (250gp), Sharrowsmith's handy haversack(4000gp)
Purchases: Wand of ClW (2PP), Hot weather outfit (8Gp)
Misc. Expenses
Wealth: 1572gp, 5sp, 8cp
Play Notes:
Journal entry
"Arriving at Fort Bandu we found a representative of the Aspis Consortium, trying to break down the poor fort commander. I believe his name was Valacosti, either way he has moved ahead of us towards finding sir Sharrowsmith. The wild untamed land has already shown that it is host to several deadly fauna, Magical beasts, wild-cats, kobolds, and even man-eating plants that emit an intoxicating aroma. I am excited and also frightened about my first-hand experience with the plants and their pollen." There are several small drawings of the fauna that the group encountered, though an artist Lynn is not her drawings give a vague description.

#4
Pathfinder Society Special, Year of the Shadow Lodge
Gold earned: 500gp
Day Job: 20gp
XP 1
Prestige/Fame 2/2
Access:
Purchases:
Misc. Expenses
Wealth: 2092gp, 5sp, 8cp
Play Notes:
Journal entry

#5 Scions of the sky key, part 2: Kaava Quarry
Gold earned: 508gp
Day Job:5gp
XP 1
Prestige/Fame 2/2
Access:Potion of CMW(300gp) Potion of invisibility(300gp) Sleep arrow(132gp) Tree feather token(400gp)
Purchases:
Misc. Expenses 5 charges of Clw wand
Wealth: 2305gp, 5sp, 8cp
Play Notes:
Journal entry

#6 Scions of the sky key, part 3: The Golden Guardian
Gold earned: 508gp
Day Job:20gp
XP 1
Prestige/Fame 2/2
Access:Basilisk extract (600gp), lesser blade of the open road(2,515gp), potion of cure mod wounds(300gp), potion of invisibility(300gp), potion of lesser restoration(300gp), wand of cure light wounds (12 charges, 180gp, limit 1)
Purchases: Muleback Cords-1000gp
Misc. Expenses 5 charges of Clw wand
Wealth: 2033gp, 5sp, 8cp
Play Notes:
Journal entry

#7 The Glass River Rescue Table 1
Gold earned: 516gp
Day Job:50gp
XP 1
Prestige/Fame 2/2
Access: Potion of invisibility(300gp), Scroll of Scare(150gp),Wand of cure light wounds(25charges; 375gp)
Purchases: Wayfinder-500gp
Misc. Expenses
Wealth: 2099gp,5sp, 8cp
Play Notes:
Journal entry

#8 The cost of Enlightenment
Gold earned: 1181gp
Day Job: 5gp
XP 1
Prestige/Fame 2/2
Access:Boots of the enduring march(1500g), Dawnflower sash(2500gp), potion of resist energy(fire, CL7th, 700gp), Pyxes of redirected focus(1000gp), Seer's tea(550gp)
Purchases
Misc. Expenses: 4 uses of Clw wand.[30 charges remain]
Wealth: 3280gp, 5sp, 8cp
Play notes:
Journal entry

#9 Library of the Lion
Gold earned: 1200gp
Day Job: 50gp
XP 1
Prestige/Fame 2/2
Access: Glorymane(12,739gp), Deck of Illusions(8,100gp), elixir of vision(250gp), Lion's shield(9,170gp), Potion of gaserous form(750gp), Potion of invisibility(300gp)
Misc.
Wealth pre-purchases: 4530gp, 5sp, 8cp
Play notes:
Journal entry
Purchases(After returning to absalom)
Coat Pistol 750gp
29 alchemical cartridges(12gpx29 /2=174gp)
Powder horn(3gp)
4 silvered bullets (25gpX4 /10=10gp)
10 doses blackpowder (10gpx10 /10=10gp)
Gunsmith's kit(15gp)
Masterworkify Starter Pistol(300gp)
Explorer's outfit(8gp)
Boots of the Cat(1000gp)

#10 Rise of the Runelords Chapter: 1
Gold earned: 4800gp
Day Job: 50gp
XP 3
Prestige/Fame 4/4
Access: Sihedron Medallion(3,500gp), +1 arrow (46 gp, limit 3), +1 elf bane arrow (166 gp, limit 4), amulet of natural armor +1 (2,000 gp), cloak of resistance +1 (1,000 gp), eternal candle (25 gp; as continual flame but shedding only shadowy light in a 5-foot radius), potion of barkskin (300 gp), potion of cure moderate wounds (300 gp), ring of force shield (8,500 gp; a shieldlike pane of force that manifests as seven-pointed star),
scroll of invisibility / Locate object / minor image / mirror image / see invisibility / Shatter / Spider climb / Whispering wind(150 gp each)
wand of magic missile (38 ,charges, 570 gp, limit 1), wand of produce flame (34 charges; 510 gp, limit 1), wand of shield (9 charges; 135 gp, limit 1), wand of silent image (5 charges; 75 gp, limit 1), wand of tree shape (4 charges; 360 gp, limit 1)
Misc.
Wealth pre-purchases: 7110gp, 5sp, 8cp
Play notes:
Journal entry
Purchases(After adventure Restocking ammunition)
3alchemical cartridges(paper) 18gp
2X:Black powder doses, Bullets 11gp

#11 The Night March of Kalkamedes
Gold earned: 1,882gp
Day Job: 50gp
XP 1
Prestige/Fame 2/2
Access: Gamin the Misforged, Bracers of armor +1(1,000gp), cloak of resistance +1(1,000gp), elixir of swimming(250gp), hat of disguise(1,800gp), phylactery of faithfulness(1,000gp), potion of cure moderate wounds(300gp), scabbard of vigor(1,800gp), wand of ray of enfeeblement(16charges; 240gp, limit 1), +1 vicious greataxe(8,320gp)
Misc.
Wealth pre-purchases:9,013gp, 5sp, 8cp
Play notes:
Journal entry
Purchases(restock ammo - 18gp[2alch,1standard(powder+bullet)])
+1(3) Rallying Mithril chainshirt(7,100gp), spring-loaded wrist sheath(5gp)
Ship vanity boon(10PP), wand of cure light wounds(2PP)
Sell: Leather armor(+5gp)

#12 Tapestry’s Toil
Gold earned: 3,995gp
Day Job: 50gp
XP 1
Prestige/Fame 2/2
Access: cloak of resistance +1 (1,000 gp)
headband of alluring charisma +2 (4,000 gp)
potion of cure serious wounds (750 gp)
primal elemental gem (water) (functions as an elemental gem, except it summons a huge water elemental at CL 11) (3,300 gp, limit 1)
scabbard of vigor (1,800 gp; Advanced Player’s Guide 309)
wand of cure moderate wounds (25 charges; 2,250 gp, limit 1)
wand of stone call (6 charges; 540 gp, limit 1; Advanced Player’s Guide 241)
Misc.
Wealth pre-purchases:5,940gp, 5sp, 8cp
Play notes:
Journal entry
Purchases: headband of alluring charisma +2(4,000gp)
Sell:

Current wealth: 1,940gp, 5sp, 8cp

Misc:

PFS # 180851-2
XP: 2
PP: 12/26

FCB (Bard): +1HP/+1SP

Header: Bard 4 Gunslinger 1 [ HP 32/32 (0 LN) | AC 15, Tch 13, FF 12 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]

Magical equipment:

Boots of the Cat- These high-soled blue(changed to black via prestidigitation) boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Muleback cords - These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.

+1(3)Rallying Mithril chain shirt - This armor or shield is brightly polished, and its mirror-bright surface is magically endowed with the ability to bring comfort to the wearer's companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin's aura of courage, a bard's countersong, or a cavalier's banner ability), the morale bonus increases to +6.