Sunlord Thalachos

Tresej's page

No posts. Organized Play character for Razfalo.


Strength 7
Dexterity 9
Constitution 20
Intelligence 18
Wisdom 5
Charisma 34

About Tresej

Male Ifrit
Flame dancer, Duettist 13/Dual-cursed Oracle of Lore 1/Pathfinder Savant 3/ Cyhermage 1
Medium outsider (native)
Concept

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!!!"
Правосудие Справедливости И Разрушения!

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.
Он вечно будет лучшим другом.
И от него всегда светло
Через века пылает ярким чудом.

Гори огонь родного очага
Теплом и жаром согревая души.
Твой огонек священного труда
Нам приготовит пусть нехитрый ужин

Да будет свет, да сгинет мрак,
Да воспылают пламенем сердца!
Испепеленным станет враг
Сраженный храбрецами.

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
see invisibility 150 10min/lvl
свитков bestow grace 200 (+cha to saves for 1 min/lvl)
Contingent Scroll 800(из них 100 компонент) (спел со свитка тригерится по условию) длится 10мин/лвл
mirror image 150

Resist Energy, Comm 10 min/lvl for 10 min for person; 375 gp
Pro vs evil, Comm 1 min/lvl for 1 min for person; 150 gp
Delay Poison, Comm 1 hour/lvl for 1 hour for person; 375
Darkvision 1 hour/lvl; 150 gp (375 gp for Comm for 1 hour for person)
Daylight 10min/lvl; 375 gp

silence x2 150
Heightened Reflexes +10 to ONE Ref for 1min/lvl in 30ft radius 200
mirror image 150
disrupt silence if higher lvl silence then dispel check, otherwise auto success
Acute Senses 200 +10 Perc for 1 target for 1min/lvl
False Life 1d10+10 hp for 1hr/lvl 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

Silent Image

Burning hands

2 lvl spells (6 known/8 uses)::

Suggestion Compels subject to follow stated course of action.

Calm emotions

Blindness/Deafness

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

Flaming sphere

3 lvl spells (5 known/8 uses): :

Charm monster Like charm person, but affects all types

Haste for 1 rnd/lvl

Dispel

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)::

Dominate Person

Hold Monster

Contingent Scroll

Legato Piece on the Infernal Bargain (String)

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

Greater Dispel

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)
+2 vs curses (spells and effects)
+5 vs spells 1/day (before roll)
+1 vs illusions
+4 vs sonic, performances
+4 vs lang.-depend.
_ _ _ _ _ _ _ _ _ _
Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+10; CMB +8; CMD 18
Speed 30 ft / 6 sq

Skills:
* - class skills, only trained
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
Appraise*//Int 1 + 3 + 4 = 8
Bluff*//Cha = 1 + 3 + 12 + 3(circlet) = 19
Climb*//Str = -2
Craft(alchemy)*//Int = 0
Diplomacy*//Cha = Perform (Oratory) 36
Disable device*//Dex = 1 + 3 - 1 = 3
Disguise*//Cha 12
Escape artist*//Dex = -1
Fly//Dex = Perform (dance) 30
Handle animal //Cha = 1 + 0 + 12 + 3(circlet) = 16
Heal*//Wis = -3
Intimidate*//Cha = 1 + 3 + 12 + 3(circlet) = 19
Knwldg(monster lore x5)*//Cha 12 + 3 + 12 + 3(circlet) + 2(aid) + 2(HA)= 34 +2 using books (1/adventure +5)
Knwldg(arcana)*//Cha 11 + 3 + 12 + 3(circlet) + 1(savant) + 2(aid) + 2(HA) + 1(ioun) Take ten = 45 +2 using books (1/adventure +8)
Knwldg(other x4)*//Cha 1 + 3 + 12 + 3(circlet) + 2(aid) = 21/22(history)/23(nobility) +2(+4 nobility) using books (1/adventure +8)
Linguistics*//Int = 6 + 3 + 4 = 13 (1/adventure +8)
Perception*//Wis = 17 + 3 + 5 - 3 + 4(alertness) + 2(HA) = 28
Perform(dance)*//Cha 11 + 3 + 12 + 3(circlet) + 2(tattoo) = 31
Perform (string) = 10 + 3 + 12 + 3(circlet) = 28
Perform(oratory)*//Cha 18 + 3 + 12 + 3(circlet) = 36
Prfssn*//Wis = -3
Sense motive*//Wis = Perform (Oratory) = 36 +1(if lying)
Ride//Dex = -1
Sleight of Hand*//Dex = -1
Spellcraft*//Int 18 + 3 + 4 + 4(feat) + 1(savant) + take ten = 40
Stealth*//Dex = -1
Survival//Wis = -3
Swim//Str = -2
Use magic device*//Cha 13 + 3 + 12 + 3(circlet) + 4(feat) + 1(savant) + take ten= 46

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.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

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.
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

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):
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

Familiar: At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability.
This ability replaces bardic knowledge.

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.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.
This ability alters versatile performance.

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.
This ability replaces lore master.

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.
You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

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.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

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.
This ability replaces countersong.

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.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

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.
This ability replaces inspire competence.

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.
This ability replaces suggestion.

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).
This ability replaces dirge of doom.

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.
Effect: The shuffling steps, bends, and leaps of this intricate dance make you a difficult target to hit, but also make it more difficult for you to perform other actions. When using this masterpiece, you take a –2 penalty on melee attack rolls and combat maneuver checks, and you must make a concentration check to cast any spell (DC 15 + the spell’s level), but you gain a +2 dodge bonus to your Armor Class. When you have 8 ranks in Perform (dance), and every 4 ranks thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can combine this masterpiece with fighting defensively and Combat Expertise, but not total defense. When you use this masterpiece, it lasts until the start of your next turn. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece; this allows you to get multiple rounds of its benefit (and its penalties) at the cost of only 1 round of bardic performance.
Use: 1 bardic performance round.
Action: 1 free action.

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.
Use: 10 bardic performance rounds.
Action: 10 minutes.

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.
When the bearer uses a Perform skill or bardic performance, she can choose a creature within 90 feet that she can see and that can see her hypnotic tattoo. That creature takes a –2 penalty on Perception and Sense Motive checks while the bearer performs. This is a mind-affecting effect. The bearer can change the target of this effect as a free action on her turn.

Wayfinder (Confirmation) with Clear Spindle, 1lb
Cracked Pale Green Prism (+1 to saves)
Wrist Sheath, spring loaded x2 1lbs each
Smokestick 17
Lesser Metamagic Rod, Daze
Metamagic rod, quicken
Wand of infernal healing 28 charges
Wand of magic missile 7 charges
scroll of enlarge x3
Scroll of Mage armor x5
Scroll of Shield x8
Scroll of Resist Energy, Comm x4
Scroll of Heightened Awareness x5
Scroll of Shield of Faith x12
scroll of barkskin x5
scroll of overland flight x5
scroll of faerie fire 13
Multiscroll of false life x2
Multiscroll of disrupt silence x2
Multi scroll of expeditious retreat x5
Scroll of silence x0
scroll of comprehend languages x 4
scroll of karmic blessing x6
scroll of true skill x6
scroll of tongues x2
scroll of vanish
scroll of invisibility x5
scroll of consecrate x10
scroll of hide from undead x6
scroll of feather fall x5
scroll of detect undead x8
scroll of delay poison x2
scroll of lesser restoration x6
scroll of air bubble x4
scroll of monkey fish x4
scroll of levitate x1
scroll of glitterdust x3
scroll of see invisibility x2
scroll of invisibility sphere x1
scroll of bestow grace x10
Scroll of breath of life x1
scroll of acute senses x5 (+30 perc for 1 min/lvl)
scroll of ant haul x2
scroll of obscuring mist+smokestick x11
scroll of anticipate peril x19
lesser talisman of freedom x1
scroll of ill omen x6
scroll of darkvision x3
scroll of restore x9
scroll of telepathic bond x5
scroll of life bubble x1
sc. of greater detect magic x3
sc. of greater restoratiin x1
scroll of phantom charioy x1

Other Gear
Dweomer’s Essence (+5 tvs SR) x2
essence of independence (+4 alch vs mind affect + reroll) x2
meditation tea (+2 alch vs mind affect + reroll) x1
soul stimulant x6
Oil 14
Pathfinder's chronicles x10, +2 to Knwldg for 1d4 rnds
Blue book, 1 lb Blue Book This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM's discretion, you can use it in settlements near that city for a +1 bonus.
Heritage Book This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +2 circumstance bonus on Knowledge (nobility) checks. Price 50 gp; Weight 2 lb
Journal, Inkpen, Pencil
Page of spell knowledge (hide from undead)
Page of spell knowledge (memory lapse)
fate's shears
Western Star (Ioun Stone)
Dusty Rose Prism (+1 insight AC)
cracked Dusty Rose Prism (+1 compet init)
Tourmaline Sphere (Ioun Stone) (+2 con when diying)
Crimson sphere ioun stone (+2 enh Int)
fate's shears (sparkly)
Cracked Orange Prism Ioun Stone (detect magic) (sparkly)
Page of spell knowledge (obscuring mist) (sparkly)
Page of spell knowledge (vanish) (sparkly)
Ring of counterspell (sparkly)
Scroll of breath of life (sparkly - носит с собой постоянно в лапке или в зубах, если таскает Тресея)
Cracked magenta ion (sparkly)
Jade wayfinder (sparkly)
muleback cords (sparkly)
handy haversack (sparkly)

Carrying capasity, lbs
28
Light load: < 30
Medium Load: 31 - 60
Heavy Load: 61 - 90

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
Wand of mage armor (10 charges; 150 gp, limit 1), Wand of cure light wounds (10 charges; 150 gp, limit 1), Wand of magic missile (10 charges; 150 gp, limit 1)

#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
wand of CLW 2 РР, wand of shield 2PP,Wayfinder 250 gp, Scroll of flaming sphere 150 gp, adventurer's chronicles x10 50 gp each, consumables 131 gp, scroll of comprehend languages x4 100 gp total.

#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
purchased scroll of tongues x2 750 gp

#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
Sleeves of Many Garments 200 gp, potion of CLW x2 100gp

#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
Circlet of Persuasion 4500 gp, Scroll of flaming sphere 150 gp

#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
Scroll of flaming sphere x2 300 gp in total, wand of infernal healing 2 PP, Headband of Alluring Charisma +2 4000 gp

#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
scroll of delay poison x2 300, scroll of lesser restoration x5 750, scroll of air bubble x4 100, scroll of monkey fish x4 100, cloak of resustance +1 1000, Metamagic Rod, scroll of glitterdust x2 300 PRINT!!!

#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
scroll of burning hands x4 100, scroll of levitate x2 300, eyes of eagle 2500

#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
scroll of multiResist Energy, Comm x2 2 PP, wand of infernal healing 2 PP, Scroll of multi Mage armor 50 2 PP, spells scroll of invisibility x5 750, handy haversack 2000, scroll of levitate 150, soul stimulant 300, scroll of consecrate x4 600, scroll of hide from undead x10 250, talisman of lesser freedom 900

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
bought ring of revelation (sidestep) 10000, upgraded headband to +4 cha 12000, upgraded cloak of resistance to +2 3000;
retrained archetype 5 PP 450 gp, feat 5 PP 450 gp

#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
buy scroll of invisibility x3 450, scroll of vanish 25, scroll of levitate x3 75, scroll of multi Hightened Awareness 50 spells 2 PP, lesser talisman of freedom 900, retrained 1 calss 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
buy atonement 2 PP

#4-12 The Refuge of Time: 16150 + 7971 = 24121/ 24 + 2 - 2 = 24 PP / 50 + 2 = 52 Fame / 0 + 1 = 1 XP / 10 lvl
bought Atonement 2 PP

#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
bought First Aid Gloves 4500, scroll of glitterdust x3 450, Cracked Pale Green Prism 4000, scroll of bestow grace x4 800, page of page knowledge (obscuring mist) 1000, Orange Prism(Ioun Stone (detect magic) 1000, page of spell knowledge (vanish) 1000, upgrade headband to +6

#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
upgrade cloak of resistance to +3 5000gp, clear spindle ion 4000 gp , scroll of see invisibility x3 450, scroll of glitterdust x2 300, multiscroll of tongues x4 4 PP, scroll of comp. lang. x4 100, scroll of acute senses x3 600, scroll of shield of faith x20 500 gp, multi scroll of clw 2 PP, cracked magenta prism ion (sparkly) 800, jade wayfinder 250gp 1 PP, lesser Talisman of Beneficial Winds 250gp, essence of independence x5 400 gp, meditation tea x5 150

Rebuying coz new FAQ:
Scroll of multi MA -> 20 scrolls of MA (+2 PP, - 500 gp)
Scroll of multi Heightened Awareness -> 30 scrolls of HA (+2 PP, -750 gp)
Scroll of multi Shield -> 30 scrolls of Shield (+2 PP, - 750 gp)
Scroll of multi CLW -> 30 scrolls of CLW (+2 PP, -750 gp)

#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
[ooc]bought ring of evasion 25000 gp, multiscroll of see invisibility x2 300 gp, multiscroll of glitterdust x4 600 gp, multiscrolls of shield x7 175 gp, scroll of delay poison comm x1 375 gp, scroll of resist energy comm 375 gp, multiscrolls of barkskin x6 900 gp, lesser talisman of freedom x3 2700 gp, multiscroll of silence x2 300gp, muleback cords (sparkly) 1000 gp, multiscroll of ant haul x2 50 gp, multiscroll of barkskin x5 2 PP, multiscroll of false life x5 2 PP, multiscroll of silence x2 2 PP

#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
upgrade cloak of resistance to +4 7000 gp, Dweomer’s Essence x2 1000 gp, retrain Lingering to cypher magic 5PP, retrain 1 lvl bard to 1 lvl cyphermage 5 PP

#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
multiscroll of barkskin x3 450 gp multiscrolls of Shield of Faith x11 275 gp, scroll of mass delay poison 375 gp, multiscroll of CLW x9 225 gp

#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
Scroll of breath of life 1125 gp, Dweomer’s Essence 500 gp, multiscrolls of Shield of Faith x10 250gp, multiscroll of ant haul x4 100 gp, multiscroll of mage armor x2 50 gp, multiscroll of Bestow grace x2 400 gp, inscripe Hypnotic tattoo 900 gp

#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
Buy (multi-)scrolls of: False life x5 750 gp, Bestow Grace x5 1000 gp, MA x20 500 gp, HA x20 500 gp, SoF x12 300 gp, Shield x20 500 gp, Barkskin x10 1500 gp, Resist energy x4 4 PP, Arcane Sight x4 4 PP

#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
[ooc]bought lesser dazing metamagic rod, 8 PP for boon

#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
page of spell knowledge hide from undead 1000, scroll of see invisibility x3 450, scroll of consecrate x10 250, scroll of hide from undead x20 500, scroll of detect undead x9, Dweomer’s Essence x2 1000, scroll of ant haul x2 50, scroll of SoF x10 250

#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
scrolls of faerie fire x20 500, scroll of breath of life 1125, scroll of Bestow grace x6 1200, scrolls of shield x10 250 gp, scroll of HA x10 250, scroll of barkskin x10 2000 gp, restotation for dex drain 4 PP, 500 gp for mission, scrolls ofnill omen x20 500 gp

#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
retrain skills 5 PP, scroll of mental posession 375 gp, scroll of silence x3 450 gp, scroll of invisibility sphere x8 3000 gp, dweomer essence x2 1000gp, darkvision,comm x5 1875gp, scroll of invis x5 750gp, scroll of exp. retreat x4 100gp, scroll of SoF x10 250gp, scroll of karmic blessing x10 250gp, scroll of true skill x10 250gp,
quicken rod 75500gp, scroll of anticipate peril x20 500gp, fate's shears x2 7200

#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
Wand of infernal 2 PP, Scrolls of FL x5 750gp, bestow grCE X10 2000, anticipate peril x20 500gp, breath of life x2 2250gp, ill omen x10 250gp, resist eergy, comm x5 1875gp, overland flight x5 1875, Western Star (Ioun Stone) 4000gp, Dusty Rose Prism 5000gp, cracked Dusty Rose Prism 500gp, belt of con +6 36000gp, Tourmaline Sphere (Ioun Stone) 1000gp, Resplendent Robe Of The Thespian 75000, page of spell knowledge (memory lapse) 1000gp, ring of counterspell 4000gp, sell cloak of resistance +4 8000, gunfighter poncho 14000gp, handy haversack sparkly 2200

#The Moonscar: 4538 + 95000 + 150(=99688) - 83700 = 12988/ 26 + 4 = 30 PP / 86 + 4 = 90 Fame / 2 + 3 = 2 XP / 17 lvl
hand of glory 8000, Ring Of Ferocious Action instead of ring of counter spell 500gp (3000)?, metamagic rod threnodic normal 32500, gloves of storing 10000gp, scroll of restore x10 8000gp, scroll of telepathic bond x4 4500gp, scroll of life bubble x5 3500, sc. of greater detect magic x3 450gp, sc. of greater restoration x2 14750gp, soul stimulant x5 1500gp

#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
sell stone 5400gp, sell Neck of Adapt 4500 buy Book, Tome of Leadership and Influence +5 137500, Karyukai Tea Set 38160, scroll of phantom chariot x2 1400

Faction:

Common
?(Fame 10, 5 PP):

Journal Season 7
Awards
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.

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
|+| |+| |+| Recover a named text found during the course of an adventure. #3-15 Teachings and Verses of Absolute Law of Làu Kiritsu; #6-03 A Thread of Silver; #8-17 Jistkan stone golem manual

|+| |+| 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
Awards
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 plus half the number of goals you have completed.

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 does not exceed 100 times your character level.
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
|+| |+| Recover a named text (typically listed in italics or quotes) found during the course of an adventure. #2-11/Договор семьи Блэкроз и Ониксового альянса;#2-21Писание cвета и истины

|+| |+| 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
Awards
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 plus 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.[/ooc][/ooc]

[/spoiler]