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Sirius Löwenhaupt's page

236 posts. Organized Play character for Helikon.


Full Name

Sirius Löwenhaupt

Race

Half - Elf

Classes/Levels

Occultist 4

Stats:
hp 31/31AC 16|T 10 |FF 16, F +6|R +1|W +7, Init +0, Per +12

Gender

Male

Size

Medium

Age

21

Alignment

LN

Deity

Abadar

Location

Absolom

Languages

Common, Celestial, Elven, Draconic, Sylvan,Terran

Strength 16
Dexterity 10
Constitution 14
Intelligence 18
Wisdom 12
Charisma 8

About Sirius Löwenhaupt

Sirius Löwenhaupt CR 3

Combat:

Half-Elfen Occultist 4
LN Medium Humanoid (elf)
Senses Perception + 10
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DEFENSE
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Init +0
AC 16, (+6 armor, +0 Dex)
touch 10, flat-footed 16
hp 24 (3d8+6)
Fort +5, Ref +0, Will +6
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OFFENSE
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Spd 30 ft. (30 ft.)
Melee: Unarmed strike +4 (1d2+3 20/x2)
Bardiche +1 +6 (1d10+8 19-20/x2)
Kukri +4 (1d4+3 18-20/x2)
Ranged: none
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STATISTICS
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Str 14 (16), Dex 10, Con 14, Int 18, Wis 12, Cha 08
Base Atk +1 ; CMB +4; CMD 14

Racial & Occultist Traits:

Half-Elves
+2 to One Ability Score: (Int)
Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed:
Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages:
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Occultist
Weapon and Armor Proficiency
An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spell Casting
An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist's spell equals 10 + the spell level + the occultist's Intelligence modifier. An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score. The occultist's selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school's spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school's list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times). At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Focus Powers (Su)
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist's level + the occultist's Intelligence modifier. The occultist can't select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su)
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor's familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. See Implement Schools for a complete list of implements associated with each school and their focus powers.

Knacks:
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su) 12 (4{LV}+4{int}+2{Feat}+2{FCB}
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement's spells (see Implements) and can't expend that implement's focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex):
At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su):
At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Shift Focus (Su):
At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.


Feats, Traits & Skills:

Feats
Extra Focus
Benefit: Gain 2 Focus
Power Attack
Traits
Clever Wordplay (Diplomacy)
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Pragmatic Activator
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points gained/level x4 8=(4+4)
• Acrobatics: 0 (0 ranks; +0 trained; +0 Dex;)
• *Appraise:: +8 (1 ranks; +3 trained; +4 Int)
• Bluff: -1 (0 ranks; +0 trained; -1 Cha)
• Climb: 2 (0 ranks; +0 trained; +2 Str)
• *Craft Gemcutting: 13 (4 ranks; +3 trained; 4 Int+2MWT)
• *Diplomacy: 11 (4 ranks; +3 trained; 4 Int)
• *Disable Device: NA (0 ranks; +0 trained; +0 Dex;)
• *Disguise: -1 (0 ranks; +0 trained; -1 Cha)
• Escape Artist: 0 (0 ranks; +0 trained; +0 Dex;)
• Heal: +1 (0 ranks; +0 trained; +1 Wis)
• Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
• *Know (arcana) : 8 (1 ranks; +3 trained; +4 Int)
• Know (dungeoneering) : 5 (1 ranks; +0 trained; +4 Int)
• *Know (engineering):8 (1 ranks; +0 trained; +4 Int)
• Know (geography): 5 (1 ranks; +0 trained; +4 Int)
• Know (local): 5 (1 ranks; +0 trained; +4 Int)
• Know (nature: 8 (1 ranks; +3 trained; +4 Int)
• *Know (history) : 8 (1 ranks; +3 trained; +4 Int)
• *Know (planes): 8 (1 ranks; +0 trained; +4 Int)
• *Know (religion) : 8 (1 ranks; +0 trained; +4 Int)
• *Linguistics: 8 (1 ranks; +3 trained; +4 Int)
• *Perception: +11 (4 ranks; +3 trained; +1 Wis + 2 Racial+2Imp)
• Ride: 0 (0 ranks; +0 trained; +0 Dex;)
• *Sense Motive: +5 (1 ranks; +3 trained; +1 Wis)
• *Sleight of Hand: 2 (1 ranks; +3 trained; +0 Dex;)
• Stealth: 0 (0 ranks; +0 trained; +0 Dex;)
• *Spellcraft: 11 (4 ranks; +3 trained; +4 Int)
• Survival: +1 (0 ranks; +0 trained; +1 Wis)
• Swim: 0 (0 ranks; +0 trained; 0 Str;)
• *Use magic Device : 13 (4 ranks; +3 trained; +4 Int+2C)
Languages: Common, Elven, Draconic,Celestial, Sylvan, Terran


Implement Schools:

Transmutation
Transmutation implements can alter the properties of both objects and creatures.
Implement(s): Belt, boots, sandals, vest, weapon 5 .

Resonant Power(s): Each time the occultist invests mental focus into a transmutation implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus.

Physical Enhancement (Su) +2 to strength
The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Legacy Weapon (Su)
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Sudden Speed (Sp)
As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Divination Implements
Implements of the divination school grant powers related to foresight and remote viewing.
Implement(s):
Book, crystal ball, goggles, harrow deck,headband 4, lenses, planchette.

Resonant Power(s):
Each time the occultist invests mental focus into a divination implement, the implement grants the following resonant power. The implement´s bearer gains the benefits of this power until the occultist refreshes his focus.

Third Eye (Su)
The implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Sudden Insight (Sp)
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before. You roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.

Conjuration
Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.
Implements: Bowl, brazier, compass 1, figurine, lantern, mirror
Base Focus Power: All occultists who learn to use conjuration implements gain the following focus power.

Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use conjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Conjure Implement (Sp): You can expend 1 point of mental focus to conjure any item that qualif ies as an implement that you know how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, and can also be used to cast your psychic spells, even though you did not select it at the beginning of the day. If you have more than one implement for the same school, decide which set of spells the conjured implement will grant when you first conjure it. The implement can’t be used to store mental focus or create any effects that require mental focus. The implement lasts for 10 minutes per occultist level you possess.


Spells:

Spells
Detect Magic
Guidance
Stabilize
Level 1: Spells per day 4
Lead Blades
Heighten Awareness
Cure light wounds
Level 1: Spells per day 2
Glitterdust
See Invisibility
Levitate

Equipment:

Equipment
Bardiche +1 2313
Kukri 2gp
Breastplate 200
Wand Clw.
Alexandrite Gem Continual Light Spell level 4
Gemcutter´s tools MW 50
Notebooks 2gp
Ink and Inkpen 3gp
Belt pouch 1gp
Gemcutters Tool MW
Wand of cure light wounds
Wand of Heighten Awareness
Fortune Teller Cards common 1gp
Redeye the cruel woven hair belt
Steelfist´s Jade-green silken headband
Father Hidalgo´s Holy Symbol of Merodach
Backpack 1gp
Wayfinder
Rope 1gp

Dark Archive 9:

ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed.
MAGICAL TINKERER (4+ goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can add a bonus equal to 5 + twice the number of goals you have completed to a Use Magic Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you can requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 × your character level. You and your allies can use these items freely, but Zarta expects you to return any unused items at the end of the adventure.
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[][]Recover a named text (typically listed in italics or quotes) found during the course of an adventure.
[X][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a successful Diplomacy or Knowledge (arcana) check with a DC equal to 15 + your character level.
[]Participate in a magical or occult ritual during the course of an adventure.
[]Recover a named minor artifact or major artifact during the course of an adventure.
[X][X]Identify a potion or other magic item whose caster level equals or exceeds your character level.
[X]Have a number of ranks equal to your character level (minimum 4) in one of the following skills: Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[][]Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family.
Alternatively, participate in an adventure that takes place on a demiplane.
[X][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Dark Archive 10:

ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure
before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed.
MAGICAL TINKERER (4+ goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill
for you. Once per adventure, you can use a bonus equal to 5 + twice the number of goals you have completed to a Use Magic
Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
PACTMAKER (7+ goals): You made a pact with an outsider, gaining magical power. You start each adventure with a number of
spell points equal to half the number of goals you have completed (rounded down). You gain spell-like abilities from one of
the following lists that matches the outsider’s alignment, which you can spent 2 points to cast. Good: aid, speak with animals; Chaotic: blur, entropic shield; Lawful: darkvision, identify. These spells are more effective when used on allies, costing only 1 point if you picked good or lawful, or affecting a second random ally within 30 feet if you picked chaotic.
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[][Recover a named text (typically listed in italics or quotes) found during the course of an adventure.
[][]Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a
successful Diplomacy or Knowledge (arcana) check with a DC equal to 15 + your character level.
[][]During the course of an adventure, acquire a unique magic item and deliver it safely to the Pathfinder Society.
[]Participate in a magical or occult ritual during the course of an adventure.
[][]As a part of defeating an undead creature, use a consumable magic item worth at least 100 gp per character level.
[X]Have a number of ranks equal to your character level (minimum 4) in one of the following skills: Bluff, Knowledge
(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[]Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family.
Alternatively, participate in an adventure that takes place on a demiplane.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals
[Spoiler=Boons]
Confirmed Field Agent:
You may acquire a wayfinder by spending 1 Prestige Point. Furthermore, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate:
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.
Friend of Janira Gavix:
+1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Missing Child:
Gaedrin exploited children as thieves, and with the crime lord out of the picture, you strive to be a unflappable guardian of those children and others. The first time each adventure you see an ally reduced to 0 or fewer hit points, you gain a number of temporary hit points equal 1d4 plus half your character level. These last for 1 minute and do not stack with other temporary hit points. You can cross this boon off your Chronicle sheet when attempting the aid another action to automatically succeed and grant a +5 bonus to the ally’s attack roll, AC, or skill check.
Hero of the Harrowed (Keys):
Guided by the harrow, you have unlocked the first hints of what ails Korvosa. You can use the Keys benefits listed on the Hero of the Harrowed Chronicle sheet.
Hero of the Harrow:
A terrible evil threatens Korvosa, and it is through the divinatory cards known as the harrow that you can track down and stop what ails the city. Guided by the spirit of Zellara Esmeranda, you gain one or more Harrow Points at the beginning of each adventure in this Adventure Path, and you can expend these points for a variety of benefits. You do not lose any unspent Harrow Points, and you can spend a Harrow Point as either a free action or an immediate action. At the end of any adventure in which you did not gain Harrow Points, you may spend 4 Prestige Points in order to gain 1 Harrow Point.
Keys:
You can spend a Harrow Point to reroll an initiative check, Reflex save, Dexterity-based attack roll, or Dexterity-based skill check. Alternatively, you can spend a point to gain a +1 dodge bonus to your Armor Class or increase your base speed by 10 feet; either effect lasts for one encounter.
Impressive Find:
The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle sheet.
Legacy of a Princess:
You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it of your Chronicle sheet.
▫ ▫ ▫Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedomOA (900 gp), talisman of good fortuneOA (1,680 gp), or talisman of warrior’s courageOA (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.
Azlanti Historian: You rescued Juliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi expanse. To thank you for your efforts, Juliet Dias shares some of her extensive knowledge about Azlanti history and language. You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bonus on Knowledge checks about Azlanti history, to a total of +3

Introduction:

Sirius Löwenhaupt is a rather average sized young man with a rather slim stature. He has inherited the rather elfish looks of his mother, especially the pointy ears and the azure blue eyes of his father. He has white skin and very long hair in the colour of freshly honey, and usually wears egshelled clothes made of ostrich leather and linnen.
In battle he wears a chainmail of elfish origin and a bardiche.
His voice is a very deep, yet smooth pearly tone.