|
Snow Adder's page
188 posts. Organized Play character for michaelane.
|
Classes/Levels |
HP 60/60, AC 19/15/14, CMD +8, CMD 23, Init +9 (+13 underground), F+6, R+10, W+4, Per +14 (+18 underground, +2 more vs. Humans), Panache 4/4 |
About Snow Adder
Snow Adder
Male human (kellid) ranger (hooded champion, spirit ranger) 8
CG Medium humanoid (human)
Init +9* (+15* underground); Senses Perception +17 (+23 when underground, +2 vs. humans)
*assumes at least one panache point.
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+3 armor, +5 Dex, +1 shield)
hp 68 (8d10+16)
Fort +9, Ref +13, Will +6; +1 bonus on saving throws against spells and effects with the curse descriptor
--------------------
Offense
--------------------
Speed 30 ft., kip-up
Melee* mwk kukri +10/+5 (1d4+1/18-20)
Ranged* (Deadly Aim, Point-Blank Shot) +1 adaptive keen composite longbow +13/+8 (1d8+9/19-20/×3)
Ranged* (Deadly Aim, Rapid Shot, Point-Blank Shot) +1 adaptive keen composite longbow +11/+11/+6 (1d8+9/19-20/×3)
Ranged* (Deadly Aim, Rapid Shot, Point-Blank Shot, aspect of the falcon, gravity bow) +1 adaptive keen composite longbow +12/+12/+7 (2d6+9/19-20/×3)
*+2 to attack and damage vs. humans
Special Attacks combat style (archery), favored enemy (humans +2)
Ranger Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—spirit bond (augury)
Ranger (Hooded Champion, Spirit Ranger) Spells Prepared (CL 5th; concentration +7)
. . 1st—gravity bow (2) [ ] [ ]
. . 2nd—arrow eruption [ ], barkskin [ ]
--------------------
Statistics
--------------------
Str 13, Dex 21, Con 12, Int 10, Wis 14, Cha 14
Base Atk +8/+3; CMB +9; CMD 24
Feats Alertness, Deadly Aim, Extra Panache, Improved Precise Shot, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus (from ioun stone)
Traits fangwood diplomat (nirmathas), wary of danger
Skills Acrobatics +5, Bluff +2 (+4 vs. humans), Climb +11, Diplomacy +14 (+1 in Absalom), Heal +9, Knowledge (dungeoneering) +5, Knowledge (geography) +4 (+10 underground), Knowledge (local) +0 (+2 vs. humans), Knowledge (nature) +10, Knowledge (nobility) +0 (+1 in Absalom), Linguistics +2, Perception +17 (+23 underground, +2 vs. humans), Sense Motive +4 (+6 vs. humans), Stealth +18 (+24 underground), Survival +18 (+24 underground, +2 vs. humans), Swim +11
Languages Common, Hallit, Polyglot, Thassilonian
SQ dead aim, dodging panache, favored terrain (underground +6, urban +2), hooded champion's initiative, panache, spirit bond (spontaneous spellcasting), swift tracker, track +4, woodland stride
Combat Gear +1 keen composite longbow (+2 Str), +1 dragon-bane arrows (10/10), adamantine arrows (27/50), blunt arrows (28/40), cold iron arrows (68/200), silver arrows (50/50), slow burn arrows (5/13), thistle arrows (50/92), wand of aspect of the falcon (19/50), wand of cure light wounds (16/50), oil (4); Other Gear mwk studded leather, mwk buckler, mwk kukri, mwk longbow, belt of physical might +2 Str/Dex, boots of friendly terrain (underground), cape of daring deeds, efficient quiver, handy haversack, lenses of situational sight, climber's kit, grappling hook, hammer, hooded lantern, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, piton (8/8), silk rope (100 ft.)
--------------------
Special Abilities
--------------------
Deadly Aim -3/+6 Snow Adder can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. He must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Deed: Dead Aim +2 (Ex) Snow Adder can spend 1 panache point when making a single ranged attack with a bow to make a ranged touch attack instead. The target must be in the bow's first range increment.
Deed: Derring-Do (+5 extra dice) (Ex) Snow Adder can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).
Deed: Dodging Panache +2 (Ex) When an opponent attempts a melee attack against Snow Adder, he can as an immediate action spend 1 panache point to move 5 feet; doing so grants Snow Adder a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if he had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. Snow Adder can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Deed: Hooded Champion’s Initiative (Ex) While Snow Adder has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if he has the Quick Draw feat, his hands are free and unrestrained, and his weapon isn't hidden, he can draw a single bow as part of the initiative check.
Deed: Kip-Up (Ex) While Snow Adder has at least one panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.
Fangwood Diplomat (Nirmathas) Snow Adder lived and worked among the disparate guerrilla groups of the Fangwood. He gains a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill.
Favored Enemy (Humans +2) (Ex) Snow Adder gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Terrain (Underground +4, +6 with Boots) (Ex) Snow Adder gains a +6 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Favored Terrain (Urban +2) (Ex) Snow Adder gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Improved Precise Shot Ignores cover other than total cover.
Panache (Ex) (4 points) Snow Adder has the swashbuckler's panache class feature. At the start of each day, Snow Adder gains a number of panache points equal to his Charisma modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds. He regains panache through critical hits and killing blows when using a bow of any kind.
Point-Blank Shot Snow Adder gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spirit Bond (Augury, 1/day) (Ex) Snow Adder has a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the ranger can cast augury as a spell-like ability with a caster level equal to his ranger level.
Spirit Bond (Spontaneous Spellcasting, 2/day) (Ex) Snow Adder can call upon the spirits of nature to cast any one ranger spell that he is capable of casting, without having to prepare the spell.
Swift Tracker (Ex) Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Track +4 Snow Adder adds half his level to Survival skill checks made to follow tracks.
Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
--------------------
Scenarios
--------------------
The Merchant's Wake: +1 XP
Mummy's Mask: The Half-Dead City: +3 XP
The Dragon's Demand, Part 1: +3 XP
The Silver Mount Collection: +1 XP
The Dragon's Demand, Part 2: +3 XP
Scions of the Sky Key Part 1: On Sharrowsmith's Trail: +1 XP
Thornkeep: The Dark Menagerie: +3 XP
Thornkeep: Sanctum of a Dark Age: +3 XP
Heresy of Man Part 3: Beneath Forgotten Sands: +1 XP
Test of Tar Kuata: +1 XP
Ruins of Bonekeep, Level 3: The Wakening Tomb: +1 XP
Ruins of Bonekeep, Level 1: The Silent Grave: +1 XP
04-12: The Refuge of Time: +1 XP
Total: 23 XP
--------------------
Boons
--------------------
Bonekeep Cure (Bonekeep 3: The Wakening Tomb): With your help, the Pathfinder Society has created a treatment for the plagues developed in Bonekeep. You may cross any Bonekeep Malady boons off any Chronicle sheets acquired by any of your characters.
Bonekeep Malady (Bonekeep 1: The Silent Grave): You suffer from a lingering malady after your exploration of Bonekeep. While any diseases you contracted there (noted below) seem to have faded upon leaving the dungeon, you still seem to suffer from sporadic coughing fits and fevers. You take a –2 penalty on any Fortitude saving throws made against a disease. [X] Flesh Rot
Dragonfoe (The Dragon's Demand, Part 2): The Crypt of Tula held more than just dragon-slaying weapons and powerful armor; it also housed the spirit of Tula, which granted you a blessing for your imminent confrontation. You may use this boon to reroll either one attack roll against a dragon or one caster level check to overcome a dragon’s spell resistance. If you are using a weapon, spell, or item that grants a specific benefit when used against dragons (e.g. a dragonbane longsword), you gain a +2 insight bonus on the reroll. The reroll must be made before the results of the original roll are known, and you must take the second result even if it is lower. When you use this boon, cross it off your Chronicle sheet.
Echoes of the Dead (The Half-Dead City): Your chilling experiences in the House of Pentheru have hardened your resolve and strengthened your fortitude against the effects of haunts and the troubling visions they bring. When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively. If the bonus is enough to turn the failure into a success, the save succeeds.
Echoing Paradox (Thornkeep: Sanctum of a Lost Age): A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once. When you use this boon, cross it off the Chronicle sheet.
Enlightened Ambassador (Test of Tar Kuata): Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
Friend of the Family (The Silver Mount Collection): You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following Vanity:
• Blakros Family Member (20 PP): You are a member of the well established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.
Friend of the Library (The Silver Mount Collection): Zarta Dralneen has personally taken notice of your loyalty and cruelty, and recognizes you as an irreplaceable asset. The next time you are in Cheliax, she opens up her personal collection, offering you a single potion, scroll, or elixir worth up to 250 gp. When you use this boon, cross it off your Chronicle sheet.
Hex Adept (Dark Archive Reward for 2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed.
Library Card (The Silver Mount Collection): You have proven yourself a valuable tool to the Dark Archive and gain access to restricted or dangerous information. You may use this boon to buy a tip or scrap of forbidden lore from the Dark Archive’s sages, granting you a +5 circumstance bonus on a single Knowledge skill check, or a Diplomacy check made to gather information. This ability allows you to make a Knowledge skill check untrained. When you use this boon, cross it off your Chronicle sheet.
Nexus Crystal (Minor Artifact) Aura moderate necromancy; CL 12th Slot none; Weight 1/2 lb. DESCRIPTION This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time. DESTRUCTION The means of destroying this crystal are unknown.
Ocher Rhomboid Ioun Stone: You activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives you a bonus feat. Fill in the selected bonus feat in the space provided below (you must meet all prerequisites for the chosen feat). Activating an ocher rhomboid ioun stone is an evil act that shifts your alignment one step toward evil unless you receive the benefits of an atonement spell. If such an alignment shift would result in an evil alignment, you may no longer play the character in the Pathfinder Society Organized Play campaign. This ioun stone is cursed, and can’t be removed by its owner or anyone else without a remove curse or similar spell, as detailed on page 536 of the Pathfinder RPG Core Rulebook. (The ioun stone has a caster level of 12.)
Scalefriend (The Dragon's Demand, Part 1): [ ] [ ] [ ] You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail’s skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check the last box, Nighttail’s debt has been repaid; cross this boon off your Chronicle sheet.
• Handle Animal +7
• Survival +10
• Bluff +9
• Cast resist energy (CL 1st, concentration +2)
Scholar (Dark Archive Reward for 2+ goals): Once per scenario, you may purchase a single scroll that you could normally purchase with a 20% discount. This scroll may contain a single copy of one spell.
Wealth of the Ages (Thornkeep: The Dark Menagerie): In return for her freedom, Melabdara promised you a valuable magical item or other monetary boon. You earn an additional 375 gp for completing this scenario.
--------------------
Gold Tracker
--------------------
Starting Gold: 150 gp
The Merchant's Wake: +514 gp
Mummy's Mask: The Half-Dead City: +1,536 gp
The Dragon's Demand, part 1: +1,536 gp
The Silver Mount Collection: +1,307 gp
The Dragon's Demand, Part 2: +4,800 gp
Purchase: Masterwork kukri (308 gp)
Purchase: Masterwork longbow (375 gp)
Purchase: Masterwork buckler (155 gp)
Purchase: Masterwork studded leather (175 gp)
Purchase: Belt of incredible dexterity +2 (4,000 gp)
Purchase: Efficient quiver (1,800 gp)
Purchase: Handy haversack (2,000 gp)
Purchase: Spelunking kit (174 gp)
Purchase: Masterwork tool (Knowledge: Nature) (50 gp)
Purchase: Masterwork tool (Perception) (50 gp)
Purchase: Masterwork tool (Stealth) (50 gp)
Purchase: Masterwork tool (Survival) (50 gp)
Purchase: Masterwork tool (Swim) (50 gp)
Purchase: Blue book (Nantambu) (5 gp)
Purchase: Blue book (Fort Bandu) (5 gp)
Purchase: 50 cold iron arrows (5 gp)
Purchase: 50 thistle arrows (50 gp)
Scions of the Sky Key, Part 1: On Sharrowsmith's Trail: +1,872 gp
Thornkeep: The Dark Menagerie: +9,107 gp
Purchase: 50 Adamantine Arrows (3,002 gp)
Purchase: Boots of Friendly Terrain (Underground) (2,400 gp)
Thornkeep: Sanctum of a Lost Age: +11,787 gp
Purchase: 50 cold iron arrow (5 gp)
Purchase: 20 blunt arrows (2 gp)
Heresy of Man Part 3: Beneath Forgotten Sands: +3,984 gp
Test of Tar Kuata: +3,317 gp
Purchase: +1 keen composite longbow (+2 Str) from Dragon's Demand (8,600 gp)
Upgrade: +1 keen composite longbow (+2 Str) to adaptive (1,000 gp)
Sell: Masterwork Longbow: +187 gp
Purchase: 10 +1 dragon-bane arrows (1,660 gp)
Purchase: 50 silver arrows (102 gp, 5 sp)
Purchase: 10 slow burn arrows (1,000 gp)
Purchase: 50 thistle arrows (50 gp)
Upgrade: Belt of Incredible Dexterity +2 to Belt of Physical Might +2 Str/Dex (6,000 gp)
Purchase: Lenses of situational sight (5,000 gp)
Ruins of Bonekeep, Level 3: The Wakening Tomb: 4,119 gp
Purchase: Shared scroll of heroes' feast (300 gp)
Purchase: 50 cold iron arrows (5 gp)
Ruins of Bonekeep, Level 1: The Silent Grave: 6,571 gp
Purchase: 50 cold iron arrows (5 gp)
Purchase: 20 blunt arrows (2 gp)
Purchase: 3 slow burn arrows (300 gp)
Purchase: cape of daring deeds (9,000 gp)
04-12: The Refuge of Time: 6,309 gp
Total Gold: 9,361 gp
--------------------
Wish List
--------------------
Ioun Stone (Dark Blue Rhomboid) (10,000 gp)
Scroll or wand for [i]gust of wind
--------------------
Inventory Tracker
--------------------
- Wand of aspect of the falcon (19/50): 1 charge used before battle with amphisbaena and ooze. 1 charge used before battle with gremlins, 2 charges used before battle with adaros, 1 charge used before battle with gibbering mouther, 1 charge used before room with trap, 1 charge used before battle with scorpions, 1 charge used before room with slicer beetle and decapus, 1 charge used before room with sphinx, 1 charge before red door, 1 charge before door in hallway with bells, 1 charge used before door with 3 caryatid columns, 1 charge used in hallway overlooking smoke room, 1 charge used before evil hallway, 1 charge used before sacrificial scene with div, 7 charges used in Bonekeep Level 3: The Wakening Tomb, 7 charges used in Bonekeep Level 1: The Silent Grave, 1 charge used in
- Wand of cure light wounds (16/50): 2 charges used to heal acid and cold bolts, 2 to heal magma elemental damage, 14 charges used in Bonekeep Level 3: The Wakening Tomb, 16 charges used in Bonekeep Level 1: The Silent Grave
- Thistle Arrows (8/50): 3 fired at amphisbaena, 1 fired at adaros, 4 fired at gibbering mouther, 8 fired at scorpions, 2 fired at slicer beetle, 6 fired at behir, 3 fired at Togarin, 1 versus spectre, 6 fired at floating heads, 3 fired at Daegros, 6 fired at div.
- Cold Iron Arrows (68/200): 8 fired at div, 4 fired at magma elemental, 4 fired at salamander, 2 fired at doru div, 41 shot in Bonekeep Level 3: The Wakening Tomb, 51 shot in Bonekeep Level 1: The Silent Grave
- Adamantine Arrows (27/50): 3 fired at caryatid columns, 1 versus spectre, 6 fired at flesh golem, 4 shot in Bonekeep Level 3: The Wakening Tomb, 9 shot in Bonekeep Level 1: The Silent Grave
- Blunt Arrows (28/40): 8 fired at div, 4 shot in Bonekeep Level 1: The Silent Grave
- Slow Burn Arrows (5/13): 8 shot in Bonekeep Level 1: The Silent Grave
- Lenses of Situational Sight: Used 3 minutes of darkvision in Bonekeep Level 3: The Wakening Tomb
--------------------
Prestige/Fame Tracker
--------------------
Starting Fame: 0; Prestige: 0
The Merchants Wake: +2 Prestige
Mummy's Mask: The Half-Dead City: +4 Prestige
The Dragon's Demand, Part 1: +4 Prestige
The Silver Mount Collection: +2 Prestige
The Dragon's Demand, Part 2: +4 Prestige
Wand of cure light wounds: (2PP)
Wand of aspect of the falcon: (2PP)
Wand of endure elements: (2PP)
Scions of the Sky Key, Part 1: On Sharrowsmith's Trail: +2 Prestige
Thornkeep: The Dark Menagerie: +4 Prestige
Hunting Lodge Vanity: (2PP)
Thornkeep: Sanctum of a Lost Age: +4 Prestige
The Heresy of Man, Part III: Beneath Forgotten Sands: +2 Prestige
Test of Tar Kuata: +2 Prestige
Ruins of Bonekeep: Level 3: The Wakening Tomb: +1 Prestige
Ruins of Bonekeep: Level 1: The Silent Grave: +2 Prestige
04-12: The Refuge of Time: +2 Prestige
Current Fame: 35 (can purchase up to 16,500 gp); Prestige: 27
--------------------
Faction Journal Card - Season 6
--------------------
SCHOLAR (2+ goals): Once per scenario, you may purchase a single scroll that you could normally purchase with a 20% discount. This scroll may contain a single copy of one spell.
--------------------
[ ] [ ] [ ] Recover a named text found during the course of an adventure.
[X] [X] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
• Recruited sphinx found in Thornkeep: The Dark Menagerie.
• Recruited Aeotsep, a scholar monk from Test of Tar Kuata.
[X] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).
• Spellbook of Togarin the Necromancer from Thornkeep: Sanctum of a Lost Age
[X] Recover a named minor artifact or major artifact during the course of an adventure.
• Recovered the Ring of the Weary Sky in The Heresy of Man Part III: Beneath Forgotten Sands
[ ] Recover a cursed item during the course of an adventure without succumbing to its curse. Minor maladies associated with carrying the item do not count against this goal, but effects requiring remove curse or similar magic to remedy do.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[ ] Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Dark Archive by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Knowledge (arcana), Spellcraft, or Use Magic Device.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
--------------------
Faction Journal Card - Season 7
--------------------
HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed.
--------------------
[ ] [ ] [ ] Recover a named text found during the course of an adventure.
[ ] [ ] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
[X] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).
• Recovered spellbook from Naroth Balam in 04-12: The Refuge of Time
[X] Recover a named minor artifact or major artifact during the course of an adventure.
• Recovered the Nexus Crystal in Bonekeep Level 1: The Silent Grave
[ ] Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
--------------------
Background
--------------------
|