About TresejMale Ifrit
Perfomance 38
Конфераньсе:
Нанять заводил на трибунах, чтобы кричали "Железо Снаружи - Камень внутри!!!"
Male Ifrit Flame dancer, Duettist 11/Dual-cursed Oracle of Lore 1/Pathfinder Savant 3/ Cyhermage 1 Medium outsider (native) Concept Perfomance 33
[spoiler=Конфераньсе]Нанять заводил на трибунах, чтобы кричали "Железо Снаружи - Камень внутри!!!"
FLAME:
Танцуй, искра, свой танец огня, Друзья! Восстаньте ото сна, Зажгите же в сердцах вы Пламя, Чтоб в пепел обратился враг пред нами. В душе моей огонь хранит тепло.
Гори огонь родного очага
Да будет свет, да сгинет мрак,
Scrolls that party should buy:
Тетя Зарта (1600) Overland flight 1125 Bestow grace 200 false life greater 700 arcane sight 375 Contingent Scroll 700 свиток баркскина 150 (+4 натур армора на 10мин/лвл) х2
Resist Energy, Comm 10 min/lvl for 10 min for person; 375 gp
silence x2 150
orisons (4 known)::
Detect Poison Detects poison in one creature or object. Light Object shines like a torch. Guidance Stabilize 1 lvl divine spells (2 known/5 uses)::
Obscuring mist Fog to 20 ft radius around and up of me for 1 minute. Haze with smokestick. Murderous Command You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. DC 17 Will Cure Light Wounds Touch heal for 1d8+1 0 lvl spells/cantrips (6 known)::
Detect Magic Detects spells and magic items within 60 ft. Mending Makes minor repairs on an object. Mage Hand 5-pound telekinesis. Spark Ignites flammable objects. Read Magic Read scrolls and spellbooks. Ghost Sounds Figment sounds. 1 lvl spells (6 known/8 uses)::
Saving Finale Subject rerolls failed saving throw.
Liberating CommandTarget makes an Escape Artist check as an immediate action and gains a bonus on it. Charm person Makes one person your friend. Grease Makes 10 ft. square or one object slippery. Feather Step 10in/lvl игнор диф тирейна 2 lvl spells (6 known/8 uses)::
Suggestion Compels subject to follow stated course of action. Calm emotions Compassionate Ally рнд/лвл заставляет цель не тхдить от своег осоюзника леча его, даже скилом хил The Dance of 23 Steps Acute senses +30 Perc for 1min/lvl 3 lvl spells (5 known/8 uses): :
Charm monster Like charm person, but affects all types Haste for 1 rnd/lvl Good hope +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls for 1 rnd/lvl Arcane concordance metamagic for rnds/lvl Fireball 10d6 fire in 20ft spread
4 lvl spells (4 known/7 uses)::
5 lvl spells (4 known + 2 esoteric/5 uses)::
Cacophonous call,mass как хаста, рнд/лвл тошнят Mind Fog туман в указанную точку медиум ренж, воля или -10 к воле и wis checks пока в тумане и 2д6 раундов после. Shadowbard rnd/lvl теневой бард исполняет представление Persistent Image min/lvl иллюзия 6 lvl spells (2 known/3 uses)::
Statistics:
Init +29 (4 race, 4 curse, 3 circlet, 12 cha, 5 AP, 1 ioun) |
Darkvision 60 | _ _ _ _ _ _ _ _ _ _ Defence _ _ _ _ _ _ _ _ _ _ AC 23 (45) | Touch 25 (33) (+12 cha, 1 insight, +2 vs touch cloak) (+5 armor, +4 shield, +5 enh natur, +4 deflection, +4 dodge) HP 200 11+ 2 from diying (1d8 + 13d8 + 4d6 + 13(FC) + 90con) Fort +15(5) | Ref +28(9) | Will +15(13)
Skills:
* - class skills, Ranks (6 + Int) x13 (4 + Int) x1 (4 + Int) x1 (2 + Int) x3 = 164 Concentration// Cha 18 + 12 + 3 = 33 Acrobatics*//Dex = Perform (dance) 30
Languages:
Common, Ignan, Dwarven, Elven, Infernal, Aquan, Tien, Ancient Osirian, Thasilonian, Celestial, Aklo, Azlant, Khiralic Traits:
Honeyed Words [Religion]: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms. Magical Knack (Bard) [Magic]: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. Efreeti Magic [Racial]: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait. Darkvision [Racial]: Ifrits can see perfectly in the dark up to 60 feet. Wildfire Heart [Racial]: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. Hypnotic: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity. Class stuff and Feats (respectively):
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks. Sidestep Secret (Su)) (ring): Your innate nderstanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity The cursed oracle may select the following revelations in place of a mystery revelation.
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Oracle's Primary Curse (Powerless Prophecy): You are forewarned of danger but can't act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can't take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. Oracle's Secondary Curse (Legalistic):
Familiar: At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability.
Alertness:You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature.
Performing Familiar (Su): At 4th level, a duettist’s familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance.
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Adept Activation (Ex): An arcane savant can always take 10 on Use Magic Device checks, except when activating an item blindly. Master Scholar (Ex): An arcane savant adds 1/2 his class level (minimum 1) as a bonus on all Knowledge (arcana), Spellcraft, and Use Magic Device checks. He can always take 10 on Knowledge (arcana) and Spellcraft checks, even if distracted or endangered. Esoteric Magic (Ex) - ???: At each class level beyond 1st, the arcane savant chooses a spell from any class’s spell list and thereafter treats it as if it were on the spell list of his base spellcasting classes; if his base class could not normally cast that spell, it is treated as 1 level higher. The spell’s type (arcane or divine) and save DCs function as normal for his base spellcasting class. All other restrictions of his normal spellcasting class apply. This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of esoteric spells (such as a sorcerer using a cure light wounds scroll). Glyph-Finding (Ex): At 2nd level, an arcane savant can use Spellcraft to find writing-based magical traps (including glyphs, runes, sigils, and symbols) in the same way a rogue can use Perception to search for traps. Scroll Master (Su): A 3rd-level arcane savant uses his own caster level instead of the item’s caster level when using a scroll or other spell completion item. Swift Scroll (Ex): The cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the cyphermage moves at least 10 feet, he may retrieve a scroll as a free action as part of his move. Noble Scion of War (1st level): You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
Spell focus (enchantment) (3d lvl): +1 DC to enchantments Magical Aptitude (5th level): You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Improved Familiar (7th lvl): Gain Imp. familiar Extra revelation - Sidestep (ring): You gain one additional revelation. You must meet all of the prerequisites for this revelation. Cha instead Dex to AC Spellsong (9th lvl): You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Extra revelation - Misfortune (#4-12): You gain one additional revelation. You must meet all of the prerequisites for this revelation. Cypher Magic (11th lvl): You cast spells from scrolls at 1 caster level higher than the scroll’s caster level. In addition, you gain a +2 bonus on caster level checks to activate a scroll with a higher caster level than your own. Harmonic spell: (13th lvl) Whenever you cast a 1st or higher level spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance. Greater spell focus (ench) (15th lvl) 17th lvl heightened spell Special Abilities:
Bardic Performance; A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Fire Dancer (Su): At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard's Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.
Fire Break (Su): At 6th level, a fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components.
Fan the Flames (Su): At 8th level, a fire dancer adds burning hands, flaming sphere, and fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells, respectively).
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components. Masterpiece: The Dance of 23 Steps (Dance): Cost: Feat or 2nd-level bard spell known.
Masterpiece: Legato Piece on the Infernal Bargain (String) DC 26: Cost: Feat or 4th-level bard spell known. This fast-paced tune harmonizes with the magical frequencies of another plane, allowing you to draw anextraplanar creature to you and bargain for its service. When you complete this performance, you call one or moreoutsiders as if using planar ally. Unlike with planar ally, the creature is not necessarily associated with your deity, and has an initial attitude of “indifferent” toward you. Because it is intrigued by your performance, it remains for up to 1 minute to hear the service you are requesting and the payment you are offering. If you succeed at an opposedCharisma check against the creature (with a +0 to +6 bonus on your roll based on the nature of the service and the offered reward), it agrees to perform the service. This ability otherwise works likeplanar ally. Though the best-known version of this masterpiece refers to an infernal bargain, it can be used to conjure any sort of extraplanar creature (such as anarchon, elemental, or protean). Other versions and arrangements of this masterpiece may have different names but otherwise identical effects.
Unless otherwise stated, a masterpiece’s effects are supernatural. Unwilling creatures may attempt a Will save against the effect of a masterpiece; the save DC for masterpieces is equal to 10 + 1/2 the bard’s level + the bard’s Charisma bonus. Masterpieces that duplicate spells use the bard’s caster level for the spell’s caster level.
Arcane Magic:
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). A bard 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. At 2nd level and beyond, an arcane savant gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane savant, he must decide to which class he adds the new level for purposes of determining spells per day. Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again. Divine MAgic:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Equipment:
Combat Gear Armor Shoulders gunfighters poncho Belt Belt Con +6 Gloves Neck hand of glory with with ring of ferocious action Ring 1 ring of evasion Feet Head Circlet of Persuasion (+3 competence bonus on Charisma-based checks.) Headband Headband of Alluring Charisma +6 Eyes eyes of eagle Chest Body Resplendent Robe Of The Thespian Wrists Sleeves of Many Garments choose to transform the appearance of her current garments into any other non-magical set of clothing. Hands gloves of storing Ring 2 ring of revelation (sidestep) Hypnotic tattoo If the tattoo is visible, the bearer gains a +2 circumstance bonus on Perform (dance) checks.
Wayfinder (Confirmation) with Clear Spindle, 1lb
Other Gear
Carrying capasity, lbs
Chronicles and Currency:
Creating carachter: 150 - 0 = 150 gp / 0 PP / 0 Fame / 0 XP / 1 lvl #5–08:The Confirmation: 150 + 430 = 580 gp / 0 + 2 = 2 PP / 0 + 2 = 2 Fame / 0 + 1 = 1 XP / 1 lvl #4–19: The Night March of Kalkamedes 580 + 513 + 50= 1143 gp / 2 + 1 = 3 PP / 2 + 1 = 3 Fame / 1 + 1 = 2 XP / 1 lvl Pathfinder Module: Crypt of the Everflame 1143 + 1398 + 50(=2591) - 600 = 1991 gp / 3 + 4 = 7 PP / 3 + 4 = 7 Fame / 2 + 3 = 2 XP / 2 lvl
#2-11 The Penumbral Accords:1991 + 507 + 50 = 2548 gp / 7 + 2 = 9 PP / 7 + 2 = 9 Fame / 2 + 1 = 3 + 0 XP / 3 lvl #7–24: Dead Man's Debt: 2548 + 1205 + 75(=3828) - 1131 = 2697 gp / 9 + 2 - 4 = 7 PP / 9 + 2 = 11 Fame / 0 + 1 = 1 XP / 3 lvl
#2-02 Before the dawn p.I: Rescue at Azlant Ridge: 2697 + 1282 + 75(=4054) - 750 = 3304 gp / 7 + 2 = 9 PP / 11 + 2 = 13 Fame / 1 + 1 = 2 XP / 3 lvl
#7-14 Faithless and Forgotten, p.I: Let Bygones Be: 3304 + 1178 + 50(=4532) - 300 = 4232 gp / 9 + 2 = 11 PP / 13 + 2 = 15 Fame / 2 + 1 = 3 + 0 XP / 4 lvl
#7-00 Sky Key Solution: 4232 + 1250 = 5482 gp / 11 + 2 = 13 PP / 15 + 2 = 17 Fame / 0 + 1 = 1 XP / 4 lvl #2-15 Shades of Ice, p.I: Written in Blood: 5482 + 1844(=7326) - 4650 + 50= 2726 gp / 13 + 2= 15 PP / 17 + 2 = 19 Fame / 1 + 1 = 2 XP / 4 lvl
#2-15 Shades of Ice, p.II: Exiles of Winter: 2726 + 1872 + 50(=4648) - 4300 = 348 gp / 15 + 2 - 2= 15 PP / 19 + 2 = 21 Fame / 2 + 1 = 3 + 0 XP / 5 lvl
#2-17 Shades of Ice, p.III: Keep of the Huscarl King: 348 + 1906 + 50 = 2304 gp / 15 + 2 = 17 PP / 21 + 2 = 23 Fame / 0 + 1 = 1 XP / 5 lvl #7–16 Faithless and Forgotten, Part 2: Lost Colony of Taldor: 2304 + 1850 + 50 = 4204 gp / 17 + 2 = 19 PP / 23 + 2 = 25 Fame / 1 + 1 = 2 XP / 5 lvl #7–18 Faithless and Forgotten, Part 3: The Infernal Inheritance: 4204 + 1850 + 50 = 6104 gp / 19 + 2 = 21 PP / 25 + 2 = 27 Fame / 2 + 1 = 3 + 0 XP / 6 lvl #4-09 Blackros Matrimony: 6140 + 3180 + 100 = 9420 gp / 21 + 1 = 22 PP / 27 + 1 = 28 Fame / 0 + 1 = 1 XP / 6 lvl #8-07 From the Tome of Righteous Repose: 9420 + 3230 + 150 = 12800 gp / 22 + 2 = 24 PP / 28 + 2 = 30 Fame / 1 + 1 = 2 XP / 6 lvl #2-21: The Dalsine Affair: 12800 + 3253 + 100(=16153) - 2550 = 13603 gp / 24 + 2 = 26 PP / 30 + 2 = 32 Fame / 2 + 1 = 3 + 0 XP / 7 lvl
#3-16 The Midnight Mauler: 13603 + 3160 + 100(=13863) - 2900 = 13963 gp / 26 + 2 = 28 PP / 32 + 2 = 34 Fame / 0 + 1 = 1 XP / 7 lvl
#5–02 The Wardstone Patrol: 13963 + 3216 + 150 = 17329 gp / 28 + 2 = 30 PP / 34 + 2 = 36 Fame / 1 + 1 = 2 XP / 7 lvl PRINT!!! #4-05 Sanos Abduction: 17329 + 3215 = 20544 gp / 30 + 2 = 32 PP / 36 + 2 = 38 Fame / 2 + 1 = 3 + 0 XP / 8 lvl #0-20 King Xeros of Old Azlant: 20544 + 2885 + 100 = 23529 gp / 32 + 2 = 34 PP / 38 + 2 = 40 Fame / 0 + 1 = 1 XP / 8 lvl #3-15 Haunting Hinojai: 23529 + 2524 + 150(=23203) - 4950 = 21253 gp / 34 + 2 - 6 = 30 PP / 40 + 2 = 42 Fame / 1 + 1 = 2 XP / 8 lvl
Serpent's Rise: 21253 + 4000 = 25253 gp / 30 + 2 = 32 PP / 42 + 2 = 44 Fame / 2 + 1 = 3 + 0 XP / 9 lvl #6–03: The Technic Siege: 25253 + 2775 + 100(=25128) - 25009 = 3119 gp / 32 + 2 - 5 = 29 PP / 44 + 2 = 46 Fame / 0 + 1 = 1 XP / 9 lvl
#5–18: The Stranger Within: 3119 + 5353 + 150(=5622) - 1525 = 7097/ 29 + 2 - 7 = 24 PP / 46 + 2 = 48 Fame / 1 + 1 = 2 XP / 9 lvl
#4-10 Feast of Sigils: 7097 + 8053 = 16150/ 24 + 2 - 2 = 24 PP / 48 + 2 = 50 Fame / 2 + 1 = 0 + 0 XP / 10 lvl
#4-12 The Refuge of Time: 16150 + 7971 = 24121/ 24 + 2 - 2 = 24 PP / 50 + 2 = 52 Fame / 0 + 1 = 1 XP / 10 lvl
#4-00 Race for the Runecarved Key: 24121 + 7667 + 150 = 39785/ 24 + 2 = 26 PP / 52 + 2 = 54 Fame / 1 + 1 = 2 XP / 10 lvl #8-17 Refugees of the Weary Sky: 39785 + 7697 + 150(=47632) - 32750 = 14882/ 26 + 2 = 28 PP / 54 + 2 = 56 Fame / 2 + 1 = 3 + 0 XP / 11 lvl
#5-05 Elven Entanglement: 14882 + 7747 + 150 = 22779/ 28 + 2 = 30 PP / 56 + 2 = 58 Fame / 0 + 1 = 1 XP / 11 lvl #3-17 Red Harvest: 22779 + 6086 + 150 = 29015/ 30 + 2 = 32 PP / 58 + 2 = 60 Fame / 1 + 1 = 2 XP / 11 lvl #7-28 Ageless Ambitions: 29015 + 7832 + 150(=36997) - 12800 - 2750 = 21447/ 32 + 2 - 5 + 8 = 37 PP / 60 + 2 = 62 Fame / 2 + 1 = 3 + 0 XP / 12 lvl
Rebuying coz new FAQ:
#01-46 Eyes of the Ten, Part I: Requiem for the Red Raven: 21447 + 23237(=44684) - 30475 = 14209/ 37 + 4 - 6 = 35 PP / 62 + 4 = 66 Fame / 0 + 0 = 0 XP / 12 lvl
#01-54 Eyes of the Ten, Part II: Requiem for the Red Raven: 14209 + 10796(=16005) - 8000 = 17005/ 35 + 2 - 10= 27 PP / 66 + 2 = 68 Fame / 0 + 1 = 1 XP / 12 lvl
#02-05 Eyes of the Ten, Part III: Red Revolution: 17005 + 11892(=19897) - 1325 = 27572/ 27 + 2 = 29 PP / 68 + 2 = 70 Fame / 1 + 0 = 1 XP / 12 lvl
#02-22 Eyes of the Ten-Part IV Nothing Ventured, Nothing Gained: 27572 + 24129(=51701) + 150 - 3325 - 35027 = 13499/ 29 + 6 - 5 (slow for 4 scenarios) = 30 PP / 70 + 6 - 5 = 71 Fame / 1 + 1.5 = 2.5 XP / 12 lvl
#Module: The Ruby Phoenix Tournament: 13349 + 11787 + 150(=25286) - 5050 = 20236/ 30 + 2 - 8 = 24 PP / 71 + 2 = 73 Fame / 2.5 + 1.5 = 1 XP / 13 lvl
#8-25: Unleashing the untouchable: 20236 + 13082 + 150(=33468) - 14000 = 19468/ 24 + 2 - 8 = 18 PP / 73 + 2 = 75 Fame / 1 + 1 = 2 XP / 13 lvl
#Module: Tomb of the Iron Medusa(slow): 19468 + 27500 + 150(=47118) - 3500 = 43618/ 24 + 2 = 26 PP / 73 + 2 = 75 Fame / 2 + 1.5 = 0.5 XP / 14 lvl
#All for Immortality 1(slow): 43618 + 10829 + 150 = 54597/ 26 + 1 = 27 PP / 75 + 1 = 76 Fame / 0.5 + 0.5 = 1 XP / 14 lvl #All for Immortality 2(slow): 54597 + 10616 + 150 = 65363/ 27 + 1 = 28 PP / 76 + 1 = 77 Fame / 1 + 0.5 = 1.5 XP / 14 lvl #All for Immortality 3(slow): 65363 + 11750 + 150(=77263) - 6325 69938/ 28 + 1 - 4 PP = 25 PP / 77 + 1 = 78 Fame / 1.5 + 0.5 = 2 XP / 14 lvl
#Giant Slayer 5: 69938 + 75000 + 150(=145088) - 91500 = 53588/ 25 + 4 - 5 PP = 24 PP / 78 + 4 = 82 Fame / 2 + 3 = 2 XP / 15 lvl
#Giant Slayer 6: 53588 + 95000 + 150 +8000(=156738) - 152200 = 4538/ 24 + 4 - 2 = 26 PP / 82 + 4 = 86 Fame / 2 + 3 = 2 XP / 16 lvl
#The Moonscar: 4538 + 95000 + 150(=99688) - 83700 = 12988/ 26 + 4 = 30 PP / 86 + 4 = 90 Fame / 2 + 3 = 2 XP / 17 lvl
#Rise of Runelords 6: Spires of Xin Shalast: 12988 + 120000 + 150(=133138) + 5400 + 4500 - 138900 = 5138/ 30 + 4 = 34 PP / 90 + 4 = 94 Fame / 2 + 3 = 2 XP / 18 lvl
Faction: [/spoiler]
Common ?(Fame 10, 5 PP): Journal Season 7
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value is equal to 100 times your character level or less. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. Goals
|+| |+| 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. #3-16 Эрудито; #4-09 Nigel Aldain |+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level(minimum 9). #7-00 Arodeth Simulacrum |+| Recover a named minor artifact or major artifact during the course of an adventure. #4-00 |+| Participate in an adventure in Cheliax for which you receive the full Prestige Point award.#7-18 |+| 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. #7-14 |+| Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic.#7-16 moooore charm |-| |-| |-| |-| |-| 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. Journal Season 8
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any
MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items
Goals
|+| |+| 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. #7-24/дипломат Экуджае(забыл имя); #2-02 Джульет Диас |+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). #2-15/Lazar (evoker 4) |+| Recover a named minor artifact or major artifact during the course of an adventure. #4-19/Gamin the misforged |+| Identify a potion or other magic item whose caster level equals or exceeds your character level. Module:Crypt/сумка у зомбаков |+| 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. #2-17 |-| While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level. |+| |+| |+| / |-| |-|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. #5-08; #4-05; #4-10 Journal Season 9
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.[/ooc][/ooc] |
