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Loot this chronicle:
Portfolio reroll (1/scenario):
Consumable uses this chronicle:
Wand of Magic Missile uses this chronicle:
Wand of Cure Light Wounds uses this chronicle:
Wand of Summon Monster I uses this chronicle:
Staff of Fire charges used (10 ch): 2 (burning hands x2)
Telekinetic Fist uses (8/day):
Change Shape uses, like beast shape II or elemental body I (8[lvl] rounds/day): 1
Arcane Bond uses (1/day): 1 (dimension door to courtyard)
Physical Enhancement: +2 Con
Pearls of Power, level 1 uses (2/day): Magic Missile, Magic Missile
Lesser metamagic rod of extend uses (3/day): Mage Armor, Mage Armor, False Life
Level 1 Spell uses: Mage Armor, Mage Armor
Level 2 Spell uses: False Life, Create Pit
Level 3 Spell uses: Clairv, Spiked Pit
Level 4 Spell uses:
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Silgil has served his time in the militia and at the forges, but felt it his duty to plumb the depths of magic and explore less mundane ways of bolstering the might of the dwarven peoples. He is extremely duty bound and determined, to the point of risking his life, to discover new magics to fend off the underdeep incursions of drow, orcs and goblins and the overworld incursions of giants and yet more orcs and goblins. To that end he has studied the enemy and the magics that may serve restore the dwarves to their rightful place as masters of the mountains an the underworld. He loves Gnomish humor.
Silgil, though dressed more like a mage than a warrior, does carry a mean looking battle axe, a tribute to his days in the dwarven militia. He sports red unruly hair, almost gnome-like, but covering most of his face as well as head. He walks with the confidence natural to dwarves and a bit of a swagger and lots of jewelry as he is a jeweler by profession, and a good one.
Main Stats:
Silgil (Core 141936-5) L/G Male Dwarf Wizard (Transmuter)/8
HP 90 {+34[8d6] +40[con] +8[toughness] +8[favored class]} Init +6 {+0[dex] +2[reactionary] +4[improved initiative]};
Senses Darkvision 60'
Speed 20 ft.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Base Attack +4
Languages Dwarven, Common, Giant, Terran, Orc, Gnome, Undercommon, Inguan
Defense:
CMD 14 {10 +4[BAB] +0[str] +0[dex]}
- Stability - Dwarves receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
AC 14, flat-footed 14, touch 10 (14 vs. incorporeal) {10 +0[dex] +4[mage armor]}
- Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
- Current Additional AC Bonuses +1[air elemental, dex] +2[air elemental, NA]
[b]Fort +9 {+5[con] +2[wizard] +2[cloak]} Ref +4 {+0[dex] +2[wizard] +2[cloak]} Will +9 {+1[wis] +6[wizard] +2[cloak]} Special Saving Throw Bonuses:
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Spells:
Special Modifiers
Spell Focus, conjuration, +1 DC conjuration spells
Greater Spell Focus, conjuration, +1 DC conjuration spells
[Stonecunning] Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Gear:
Bonded Staff of Fire
2 Spell Component Pouches
2 Pearl of Power, Level 1
Bag of Holding (see below)
Cloak of Resistance, +2
Headband of Vast Intelligence (+2 int, Skill: Knowledge Geography)
Lesser metamagic rod of extend
Wand of Magic Missile (Old Faithful) (12/50)
Wand of Cure Light Wounds (44/50)
Wand of Summon Monster 1 (46/50)
Wand of clairaudience/clairvoyance (7 charges)(Port Godless)
Potion of Cure Light Wounds
Scroll Case
2 Scroll of Command Undead
Scroll of Breath of Life
Scroll of Floating Disk
Scroll of 5 Lesser Restoration
Scroll of Levitate
Scroll of Life Bubble Not core
2 Scroll of Protection from Arrows
2 Scroll of Resist energy
2 Scroll of Knock
2 Scroll of Comprehend Languages
2 Scroll of Endure Elements
2 Scroll of Expeditious Retreat
4 Scroll of Identify
Scroll of Shield
Scroll of Sleep
Antitoxin
2 Holy Water
Wayfinder
Bag of Holding, Type 1
Explorer's Outfit
Small Tent
Wizard's Kit
Climber's Kit
Chronicler's Kit
Survival Kit, Masterwork
4 Caltrops
5 Manacles, Masterwork
lots of firewood and coal (remaining space)
his money stash (see balance sheet)
2*Spellbook:
Cantrips
- Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
- Light
- Read Magic
- Prestidigitation
Level 1
- Air Bubble (onjuration/creation, copied - Jarlsblood)
- Alarm (Abjuration, opposition school, copied - Jarlsblood)
- Dimension Door (conjuration, copied - Jarlsblood)
- Elemental Body I (Transmutation)
- Invisibility, Greater (illusion (glammer), opposition school, copied - Jarlsblood)
- Summon Monster IV (conjuration/summoning, copied - Jarlsblood)
- Wall of Fire (evocation [fire])
Level 5
-
Level 6
-
Wanted: Stone Shape (only 4th level transmutation worth getting) See Invisibility, Magic Weapon, Greater, Arcane Eye, Secure Shelter, other situational spells to use with bond.
Traits:
Race Specials
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability: Dwarves receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
- May prepare 1 additional transmutation spell/spell level
- Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
- Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Arcane bond: Staff of Fire, may cast one spell/day from spellbook
Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Feats:
Feats
Scribe Scroll
1 - Spell Focus (Conjuration). Substitution for Scribe Scroll by society rules.
Scions of the Sky Key, Part I: On Sharrowsmith's Trail
Destiny of the Sands, Part I: A Bitter bargain
Destiny of the Sands, Part II: Race to Seeker's folly
Destiny of the Sands, Part III: Sanctum of Sages
- Mythic Legacy: Cross off and free action to gain mythic version of feat.
City of Strangers, Part I: The Shadow Gambit
City of Strangers, Part II: The Twofold Demise
The Sanos Abduction
- Faerie dragon improved familiar
Solstice Scar Part A
- Belkzen Veteran:
- 1) You may spend 2 Prestige Points to learn Orc as a bonus language.
- 2) Check box to gain the benefits of the orc ferocity half-orc racial trait for 1 round.
- Martyrs shard 1: enhance weapon (+1, the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
- Scarred Champion: Check to add 1d6 to ST vs. undead.
The Horn of Aroden
Solstice Scar Part B
- Frozen Fortitude: check box and swift action for cold resistance 5
- Martyr's Shard 2: check box to cast dispel magic
- Triumph Over Scales: Spend 2 Prestige Points to learn Draconic
Solstice Scar Part C
- Blight Bane: Cross off and swift action to challenge animal, plant, or vermin to get attack/spell (+1d6) bonuses. More if fiendish. Move action to give to ally.
- Fangwood Purifier: 2 PP to learn Sylvan. Check box to do Wild Empathy check
- Martyr's Shard 3: Gain bonus to spell resistance check
Solstice Scar Part D
- Blood and Courage: If at < 1/2 HP, gain +2 intimidate vs. evil, +2 vs. fear. If benefitting, may cross off box (three boxes left) to demoralize all evil in 15 foot cone as a standard action.
- Empyreal Revenent: May revive if dead with lots of wierd effects including dying at the end of the adventure.
- Martyr's Shard 4: Check box to gain bonus to weapon if paladin or L/G. Bonus grants +1/damage penetration or spell penetration. May purchase avenging dagger at reduced cost.
The Jarlsblood Witch Saga
- A bunch of worthless boons
The Wardstone Patrol
- Mendevian Commendation: +1 on charisma based skill and ability checks made to influence crusaders of Mendev
Serpent's Rise
- Trusted Pathfinder: Will be Used to purchase Lesser versatile metamagic rod for 6000
Among the Dead
Port Godless
- Accumulating an Army (Riftwardens): You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.
- Friend in the Business (Qadira faction): As trade between Qadira and Rahadoum, which has a strong magic item industry, you have better access to such articles. Treat your Fame score as though it were 1 higher for the purpose of purchasing wondrous items. This boon does not stack with the benefits of any other boon or effect that allows you to increase your effective Fame score when making purchases.
- Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their organizations’ spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Slayer’s Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.
Encounter at the Drowning Stones
- Spell Book additions from Atum Shane
Year of the Shadow Lodge
- Magic Boon: As a standard action, you may recall a spell that you have already prepared and hen cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon (3/3 boxes left)