Cave Wizard

Silgil's page

1,339 posts. Organized Play character for miteke.


Full Name

Silgil (Core 141936-5)

Race

| Appraise+9, Kn Arc+15, Kn Dun/Eng/His/Loc/Nob/Pln +9, KnGeo+16, Lin+10, Perc+9, SpCft+16

Classes/Levels

| Active Conditions: Mage Armor, haste, inspire courage +2

Gender

Male L/G Dwarf Wizard (Transmuter)/8 | HP: 90/90 (+4 16 false life) | AC/FF/T: 17 14/14/10 | CMD: 13 | F:+9, R:+4, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft

Size

Medium

Age

Adult

Special Abilities

-

Alignment

L/G

Deity

Irori

Location

-

Languages

Dwarven, Common, Giant, Terran, Orc, Gnome, Undercommon

Occupation

-

Homepage URL

Google Docs for Silgil

Strength 10
Dexterity 10
Constitution 20
Intelligence 20
Wisdom 12
Charisma 8

About Silgil

Resource Tracking:

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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

Str 10, +0 {10[race] +0[0 points spent]}
Dex 10, +0 {10[race] +0[0 points spent]}
Con 20, +5 {12[race] +6[10 points spent] +2[transmuter]}
Int 20, +5 {10[race] +6[10 points spent] +1[lvl 4] +1[lvl 8] +2[headband]}
Wis 12, +1 {12[race] +0[0 points spent]}
Cha 8, -1 {8[race] +0[0 points spent]}

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.

  • Offense:

    CMB +4 {+4[BAB] +0[str]};
    Normal Attacks
  • +5/1d6+0 Staff [crit x3; S) {+4[BAB] +1[mwork]/+0[str]}
    Ranged
  • +4/1d4+4 Telekinetic Fist (ranged touch) [rng: 30 ft;crit x2; B] {+4[BAB]/1d4+4[1/2 lvl]}
  • [dice=to hit ranged touch]1d20+4[/dice]
  • [dice=damage]1d4+4[/dice]
    Specials
  • 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
  • Spell Penetration: +2 CL vs SR
  • Concentration +15 {+8[class], +5[int] +2[Focused Mind]}

    Spells Available per day:

  • Level 0: 4
  • Level 1: 7 {4 +1[int] +2[school]}
  • Level 2: 5 {3 +1[int] +1[school]}
  • Level 3: 5 {3 +1[int] +1[school]}
  • Level 4: 4 {2 +1[int] +1[school]}

    Cantrips DC 15 {[spell level] +5[int]}

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Light
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 DC 16 {1[spell level] +5[int]}

  • S-Monkey Fish
  • Endure Elements
  • Grease +2 DC, close range
  • Magic Missile
  • Magic Missile
  • Mage Armor
  • Mage Armor
  • Open Slot

    Level 2 DC 17 {2[spell level] +5[int]}

  • S-Cat's Grace
  • Create Pit, +2 DC
  • S-Knock
  • Acid Arrow, +2 DC, medium ranged touch, 3 rounds {1 +1/3 lvl rounds}, 2d4 damage
  • False Life, 1d10 + 1 per caster level (maximum +10)
  • Glitterdust, +2 DC, 10' radius, medium range
  • Web, +2 DC, medium range, 20' radius, reflex or get stuck

    Level 3 DC 18 {3[spell level] +5[int]}

  • S-Haste
  • Heroism, touch, 10 min/lvl, +2 morale bonus on attack rolls, saves, and skill checks
  • Lightning Bolt
  • Spiked Pit, +2 DC
  • Spiked Pit, +2 DC
  • Stinking Cloud, +2 DC

    Level 4 DC 19 {4[spell level] +5[int]}

  • Confusion
  • Confusion
  • S-Elemental body I, personal, 1 min/lvl, mostly for movement
  • Dimension Door
  • Black Tentacles, +2 DC, 20' radius, medium range, difficult terrain, CMB = CL +5 (+5)[if already grappled] (roll only once). 1d6+4 damage and grappled
  • Ice Storm, +2 DC

    Level 5 DC 19

  • Cloudkill, Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage, +2 DC

    Level 6 DC 20

  • Acid Fog, +2 DC

  • Skills:

    Skill Ranks 56 {(2+5[int]) * 8[wizard level]}

    Acrobatics +0 {+0 ranks, +0[dex], -0[ACP]}
    Appraise +9 {+1 ranks, +5[int], +3[class], (+2)[greed]}
    Bluff -1 {+0 ranks, -1[cha]}
    Climb +0 {+0 ranks, +0[str], -0[ACP]}
    Craft(Jewelry) +21 {+8 ranks, +5[int], +3[class] +5[drafter's fortune]}
    Diplomacy -1 {+0 ranks, -1[cha]}
    Disable Device N/A {+0 ranks, +0[dex], -0[ACP]}
    Disguise -1 {+0 ranks, -1[cha]}
    Escape Artist +0 {+0 ranks, +0[dex], -0[ACP]}
    Fly +9 {+6 ranks, +0[dex], +3[class], -0[ACP]}
    Handle Animal N/A {+0 ranks, -1[cha]}
    Heal +1 {+0 ranks, +1[wis]}
    Intimidate -1 {+0 ranks, -1[cha]}
    Knowledge
    - arcana +15 {+7 ranks, +5[int], +3[class]}
    - dungeoneering +9 {+1 ranks, +5[int], +3[class]}
    - engineering +9 {+1 ranks, +5[int], +3[class]}
    - geography +16 {+8 ranks/headband, +5[int], +3[class]}
    - history +9 {+1 ranks, +5[int], +3[class]}
    - local +9 {+1 ranks, +5[int], +3[class]}
    - nature N/A {+0 ranks, +5[int], +3[class]}
    - nobility +9 {+1 ranks, +5[int], +3[class]}
    - planes +9 {+1 ranks, +5[int], +3[class]}
    - religion N/A {+0 ranks, +5[int], +3[class]}
    Linguistics +10 {+2 ranks, +5[int], +3[class] - Terran, Orc}
    Perception +9 {+8 ranks, +1[wis]}
    Profession
    - XX N/A {+0 ranks, +1[wis], +3[class]}
    Ride +0 {+0 ranks, +0[dex], -0[ACP]}
    Sense Motive +1 {+0 ranks, +1[wis]}
    Sleight of Hand N/A {+0 ranks, +0[dex], -0[ACP]}
    Spellcraft +16 {+8 ranks, +5[int], +3[class]}
    Stealth +0 {+0 ranks, +0[dex], -0[ACP]}
    Survival +1 {+0 ranks, +1[wis]}
    Swim +0 {+0 ranks, +0[str], -0[ACP]}
    Use Magic Device +0 {+1 ranks, -1[cha]}

    Notes:

  • [Greed] +2 appraise precious metals or gems
  • [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)
  • - Animate Rope (transmutation, copied - Jarlsblood)
  • - Blurred Movement (copied - Jarlsblood)
  • - Cause Fear (necromancy/emotion, fear, mind-affecting, copied)
  • - Charm Person (enchantment/charm/mind-affecting)
  • - Color Spray (illusion/pattern/mind-affecting, opposition school, copied)
  • - Comprehend Languages (divination, copied - Jarlsblood)
  • - Detect Secret Doors (divination, copied - Jarlsblood)
  • - Detect Undead (divination, copied - Jarlsblood)
  • - Disguise Self (illusion/glammer, opposition school, copied - Jarlsblood)
  • - Endure Elements (Abjuration, opposition school, copied - Jarlsblood)
  • - Enlarge Person (Transmutation)
  • - Erase (transmutation, copied - Jarlsblood)
  • - Expeditious Retreat (transmutation, copied - Jarlsblood)
  • - Feather Fall (transmutation, copied - Jarlsblood)
  • - Floating Disc (evocation/force, copied - Jarlsblood)
  • - Grease (creation)
  • - Hold Portal (Abjuration, opposition school, copied - Jarlsblood)
  • - Identify (divination, copied - Jarlsblood)
  • - Mage Armor (conjuration/creation/force)
  • - Magic Missile (evocation/force)
  • - Monkey Fish (transmutation, copied - Jarlsblood)
  • - Mount (conjuration/summoning, copied - Jarlsblood)
  • - Polypurpose Panacea (transmutation, copied - Jarlsblood)
  • - Protection From Evil (Abjuration, opposition school, copied - Jarlsblood)
  • - Ray of Enfeeblement (necromncy)
  • - Reduce Person (transmutation)
  • - Shield (Abjuration, opposition school, copied - Jarlsblood)
  • - Silent Image (illusion/figment, opposition school, copied - Jarlsblood)
  • - Sleep (enchantment/compulsion/mind-affecting, copied)
  • - Summon Monster I (conjuration/summoning)
  • - Unseen Servant (conjuration/summoning)
  • - Vanish (illusion/glamer, opposition school, copied - Jarlsblood)

    Level 2

  • - Acid Arrow (conjuration, copied - Jarlsblood)
  • - Alter Self (transmutation, copied - Jarlsblood)
  • - Bear's Endurance (transmutation, copied - Jarlsblood)
  • - Blindness/Deafness (necromancy[curse] copied - Jarlsblood)
  • - Blur (illusion/glamer, opposition school, copied - Port Godless)
  • - Bull's Strength (transmutation)
  • - Burst of Radiance not allowed in core, dummy.
  • - Cat's Grace (Transmutation)
  • - Command Undead (necromancy, copied - Jarlsblood)
  • - Continual Flame (evocation[light], copied - Jarlsblood)
  • - Create Pit (conjuration/creation, copied - Port Godless)
  • - Darkness (evocation[darkness], copied - Jarlsblood)
  • - Darkvision (transmutation, copied - Jarlsblood)
  • - False Life (necromancy)
  • - Fire Breath (evocation[fire], copied - Jarlsblood)
  • - Flaming Sphere (evocation[fire], copied - Jarlsblood)
  • - Fox's Cunning (transmutation, copied - Jarlsblood)
  • - Ghoul Touch (necromancy[poison], copied - Jarlsblood)
  • - Glitterdust (conjuration)
  • - Gust of Wind (evocation[air], copied - Jarlsblood)
  • - Haunting Mists (illusion (figment) [fear, shadow], opposition school, copied - Jarlsblood)
  • - Hideous Laughter (enchantment (compulsion) [mind-affecting], copied - Jarlsblood)
  • - Invisibility (illusion (glamer), opposition school, copied - Jarlsblood)
  • - Knock (transmutation, copied - Jarlsblood)
  • - Levitate (transmutation, copied - Jarlsblood)
  • - Minor Image (illusion (figment), opposition school, copied - Jarlsblood)
  • - Mirror Image (illusion (figment), opposition school, copied - Jarlsblood)
  • - Pyrotechnics (transmutation, copied - Jarlsblood)
  • - Resist Energy (abjuration, copied - Jarlsblood)
  • - Rope Trick (transmutation, copied - Jarlsblood)
  • - Scorching Ray (evocation[fire], copied - Jarlsblood)
  • - See Invisibility (divination, copied - Jarlsblood)
  • - Shatter (evocation[sonic], copied - Jarlsblood)
  • - Spectral Hand (necromancy, copied - Jarlsblood)
  • - Spider Climb (transmutation, copied - Jarlsblood)
  • - Summon Monster II (conjuration/summoning, copied - Jarlsblood)
  • - Web (conjuration (creation), Purchased)

    Level 3

  • -Beast Shape I (transmutation (polymorph))
  • - Blood Biography (divination, copied - Jarlsblood)
  • - Daylight (evocation [light], copied - Jarlsblood)
  • - Deep Slumber (enchantment (compulsion) [mind-affecting], copied - Jarlsblood)
  • - Crushing Despair (enchantment (compulsion) [emotion, mind-affecting], copied - Port Godless)
  • - Dispel Magic (abjuration, copied - Jarlsblood)
  • - Fireball (evocation[fire], copied - Jarlsblood)
  • - Fly (transmutation)
  • - Gaseous Form (transmutation, copied - Jarlsblood)
  • - Haste (transmutation)
  • - Heroism (enchantment (compulsion) [mind-affecting])
  • - Invisibility Sphere (illusion (glamer), opposition school, purchased - Port Godless)
  • - Keen edge (transmutation)
  • - Lightning Bolt (copied - Jarlsblood)
  • - Phantom Steed (conjuration (creation), copied - Jarlsblood)
  • - Protection from Energy (abjuration, copied - Jarlsblood)
  • - Seek Thoughts (divination [mind-affecting], copied - Jarlsblood)
  • - Spiked Pit (conjuration(creation), copied - Port Godless)
  • - Stinking Cloud (conjuration (creation) [poison], copied - Jarlsblood)
  • - Suggestion (nchantment (compulsion) [language-dependent, mind-affecting], copied - Jarlsblood)
  • - Summon Monster III (conjuration/summoning, copied - Jarlsblood)
  • - Tongues (divination, copied - Jarlsblood)
  • - Vampiric Touch (necromancy, copied - Port Godless)
  • - Wind Wall (evocation [air], copied - Port Godless)

  • Level 4
  • - Black Tentacles (conjuration/creation)
  • - Confusion (Enchantment)
  • - Crushing Despair (enchantment (compulsion) [emotion, mind-affecting], copied - Port Godless)
  • - 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.

    Starting Traits

  • Reactionary
  • Focused Mind

  • Class Abilities:

    Class Abilities
  • Transmutation School
  • - Opposition schools: Abjuration and Illusion
  • - 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
  • May prepare read magic from memory
  • Bonus Feat: Scribe Scroll Spell Focus (Conjuration)
  • Bonus Metamagic feat: Extend Spell (metamagic)
  • 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.
  • 1 - Toughness
  • 3 - Greater Spell Focus (Conjuration)
  • 5 - Improved Initiative
  • 5W - Extend Spell (metamagic)
  • 7 - Spell Penetration

  • Chronicles:
    Chhronicle Images

  • The Prince of Augustana
  • Black Waters
  • School of Spirits
  • - New Recruit: Cast a spiritualist spell
  • Mists of Mwangi
  • 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)