Kaigon the Miscreant

Truddig's page

404 posts. Organized Play character for Zin Z'arin.


Race

| HP: 60/60 | AC: 21 (14 Tch, 17 Fl) | CMD: 21 (17 Fl) | F: +9, R: +11, W: +8 | Init: +4 | Perc: +14, SM +4

Classes/Levels

| Speed 20ft | Active conditions: none

Gender

Male LN Dwarven Ranger 7

Occupation

None

About Truddig

Male Dwarf Ranger (Infiltrator, Nirmathi Irregular, Stormwalker) 7
LN Medium Humanoid (dwarf)
Init +4; Senses darkvision 60'; Perception +14 (+2 vs flying, +3 in forest terrain, +4 vs humans)

Str 10, Dex 19*, Con 14, Int 12, Wis 18, Cha 5
belt of incredible dexterity +2

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Boons
. . (4/scenario) Apprentices Returned: Gunty's Hearty Breads [ ][ ][ ][ ] (trail rations)
. . (1/scenario) Miracle Worker [ ] (lay on hands as paladin)

. . Antidotes and Remedies [ ] (heal 1d4+1)
. . Antidotes and Remedies [ ] (+2 save vs poison)
. . Antidotes and Remedies [ ] (+2 save vs disease)
. . Antidotes and Remedies [ ] (+2 save vs nausea/shaken)
. . Apprentices Returned: Pricknell's Potions [ ] (30% discount on 1 potion)
. . Bringing the Truth to Light [ ][ ] (reduce DR/SR of devil for 1 round)
. . Careful Archaeologist [ ] (earn Secondary Success Prestige Point for entire table)
. . Crystalcrag Survivor [ ] (grant bonuses to allied NPC at start of combat)
. . Friends in Saringallow [ ][ ][ ] (various effects, see below)
. . Goblin Slayer [ ] (various bonuses vs. goblins)
. . Master Smith's Service [ ] (make whole on broken item)
. . Repurposed Trap [ ] (release brown mold that doesn't grow, 2d6 cold)
. . Return the Favor [ ] (recover body/possession at no cost)
. . What Ambush? [ ][ ] (can act in surprise round or reroll Initiative)

Ranger Spells
* Druid spell prepared as ranger spell
2nd Level
[ ] *aggressive thundercloud (Ref DC 16) standard, V/S/DF, medium, 5' sphere, 1 rd/level
[ ] hunter's eye standard, V/S/DF, medium, 1 creature, 1 min/level
1st Level
[ ] aspect of the falcon standard, V/S/DF, personal, 1 min/level
[ ] gravity bow standard, V/S, personal, 1 min/level
[ ] gravity bow standard, V/S, personal, 1 min/level

Ranger Abilities
. . Adaptation (7x 10 minutes/day) [ ][ ][ ][ ][ ]-[ ][ ]
. . Thundershot (7/day) [ ][ ][ ][ ][ ]-[ ][ ]

Wands
Cure light wounds (7 charges) [ ][ ][ ][ ][ ]-[ ][ ]

Weapons
. . blunt arrows (20) O[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][ ]
. . cold iron arrows (50) OOOO[ ][ ][ ]

Gear
. . antitoxin [ ]


Scenario Notes:

Scenario Items

Purchases

Items Sold

Faction Goal Priorities
Season 8 to 7 / Season 10 to 2
Season 10 to 4
8 - Spend 100 gp/level on spellcasting to heal another PC
8 - Rescue named NPC divine spellcaster of good deity or good outsider, or collaborate with same to overcome obstacle related to success conditions
8 - encourage crowd of 20 to promote good, rebuke evil, or be virtuous while on non-good plane (Diplomacy, Knowledge [religion], Perform [oratory] DC 15 + level)
10 - Defeat evil outsider or undead (CR = level)
10 - Defeat divine spellcaster of evil deity (CR = level)
10 - Accept surrender or allow to flee
10 - Forego downtime for Diplomacy, Knowledge (local), Perform (oratory) DC = 15+level; alternately, donate 100 gp/level
10 - recover relic/artifact associated with good deity or holy crusade


Boons:

Persistant
. . Apprentices Returned: Dependable Drummady's: Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When you would purchase a magic item that occupies the feet slot, you may apply enchantment directly to those shoes, reducing the price by the shoe's value. These shoes count as jewelry for the purposes of accessorizing a courtier's or noble's outfit.
. . Apprentices Returned: Witch's End Tavern: Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . Purifier (4 goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.
. . Pushing Back the Abyss: You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
. . Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown mold. So long as you carry a jar with you, you gain the benefits of endure elements in hot environments and take a -2 penalty on saving throws against environmental cold.
. . Share the Wealth (Equipment): To apply this boon, choose a Chronicle sheet that you have applied to one of your characters, then choose one of your other characters. This second character gains access to purchase all non-intelligent items that the first character earned on that Chronicle sheet, as long as the second character's level is not lower than the minimum level of the Subtier that grants access to the item. As the character gains levels, she may gain access to more items.
Giving Character: 192785-4 Ahmande
Receiving Character: 192785-7 Truddig
Shared Chronicle Sheet's Adventure Name: 9-10 Sign in Senghor

Periodic
. . Apprentices Returned: Gunty's Hearty Breads: You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
. . Miracle Worker (4 goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.

Limited
. . Antidotes and Remedies: You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your character sheet.

  • Heal 1d4+1 points of damage.
  • Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
  • Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
  • Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
    . . Apprentices Returned: Pricknettle's Potions and Poultices: You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
    . . Bringing the Truth to Light: You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
    . . Careful Archaeologist When your table would fail the secondary success condition of a scenario, you can cross this boon o! your Chronicle sheet to go back and make things right, earning the secondary success condition for the entire table.
    . . Crystalcrag Savior (Silver Crusade Faction): At the beginning of an encounter that includes one or more allied or noncombatant NPCs, you can cross this boon off your Chronicle sheet to choose one NPC you can see and grant him temporary hit points equal to 5 + your character level, a +3 dodge bonus to AC, and a +3 resistance bonus on all saving throws for the duration of the encounter.
    . . Friends in Saringallow: Using any of these 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 a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
  • Ask Nixa to share her expertise (Knowledge [planes] +5)
  • Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
  • Ask Nolaria to cast bless (CL 3rd, concentration +5)
  • Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
  • Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19-20), light shield +3 (1d3+3)[/list]
    . . Goblin Slayer: You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose goblinoid as one of your favored enemies, increase your favored enemy bonus against goblinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
    . . Master Smith’s Service: You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged’s weapon enhancement bonus to +2. Neither of these improvements modify the sword’s market price or resale value.
    . . Oread’s Favor: This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.
    . . Repurposed Trap: Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands. When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone in its square. Unlike typical brown mold, it does not expand when fire is nearby--the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.
    . . Return the Favor: You may use this boon to have your body and possessions recovered by a Pathfinder rescue team at no cost. When you use this boon, cross it off your Chronicle sheet.
    . . What Ambush?: When you would fail a Perception check to act in the surprise round, you can check a box that precedes this boon to act in the surprise round. You are still considered flat-footed until you take an action. Alternatively, you can check a box to reroll an initiative check.

  • Defense:

    AC 21, touch 14, flat-footed 16 (+4 Dex, +7 armor); CMD 21 (flat-footed 17), 25 (21) vs bull rush/trip
    hp 60 (7d10, +2 Con)
    Fort +9, Ref +11, Will +8

    Special Defenses
    . . Endurance +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold breath, Constitution checks to avoid nonlethal damage from starvation/thirst, Fortitude saves to avoid nonlethal damage from hot/cold environments, Fortitude saves to resist damage from suffocation
    . . Hardy +2 racial bonus on saves vs. poison, spells, and spell-like abilities
    . . muleback cords of resistance +2 resistance bonus on saving throws
    . . Purifier (2 goals): increase your effective caster level by half the number of goals you have completed (rounded down) when attempting a caster level check to remove a curse, disease, or other condition; also apply this benefit when others attempt caster level checks to remove such conditions from you
    . . Repurposed Trap: gain the benefits of endure elements in hot environments; take -2 penalty on saving throws against environmental cold
    . . Sky Sentinel enemies on higher ground gain no attack roll bonus; +2 dodge bonus to AC vs. flying creatures
    . . Stability +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground


    Offense:

    BAB+7/+2; CMB +7 (+11 with ranged disarm)
    Speed 20 ft.
    Melee
    . . dwarven boulder helmet +11/+6 (1d4, B)
    . . gauntlet +11/+6 (1d3, B/P, close)
    . . rapier +11/+6 (1d6/18-20, P, finesse)
    . . unarmed strike +11/+6 (1d6, B, close/finesse)
    . . touch +11
    Ranged
    . . +1 darkwood longbow +12/+7 (1d8+1, x3, P) 100'
    . . ranged touch +11
    Special Attacks
    . . Deadeye Bowman when using a longbow, if only a single creature is providing soft cover to a target, the target does not receive the +4 bonus to AC
    . . Deadly Aim -2/+4 may take a penalty on ranged attack rolls to gain a bonus on ranged damage rolls; must choose to use this feat before making an attack roll; effects last until next turn; bonus damage does not apply to touch attacks or effects that do not deal hit point damage
    . . Favored Enemy +4 (Humans) bonus on weapon attack and damage rolls against humans
    . . Precise Shot do not take -4 penalty on ranged attacks vs opponents engaged in melee combat
    . . Ranged Disarm as a full round action, may attempt disarm combat maneuver with any ranged weapon at -2 penalty; additional -2 penalty if target not within 30'; add Dex to CMB instead of Str and double penalties from range increments
    . . Sky Sentinel +1 racial bonus on attack rolls vs. flying creatures
    . . Slow and Steady speed is never modified by armor or encumbrance
    . . Rapid Shot when making full attack with ranged weapon, may fire one additional time each round; all attacks take -2 penalty
    . . Thundershot (standard action) grant held weapon shock for 1 minute; weapon counts as magic for the purpose of overcoming damage reduction
    . . Weapon Finesse with light weapon, rapier, whip, or spiked chain made for a creature of your size category, may use Dexterity modifier instead of Strength modifier on attack rolls; a carried shield's armor check penalty applies to attack rolls; natural weapons are considered light weapons
    . . Zest for Battle whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls

    Spells:

    Spells Known (CL 6th; concentration +10; vs SR +6)
    2nd (2/day) DC 16
    1st (3/day) DC 15
    Ranger Spells
    Druid Spells

    Spell Modifiers
    . . Magical Knack (Ranger) caster level in selected class gains a +2 trait bonus as long as this bonus doesn’t raise caster level above current Hit Dice
    . . Purifier (2 goals): increase your effective caster level by half the number of goals you have completed (rounded down) when attempting a caster level check to remove a curse, disease, or other condition
    . . Druid Spells each day may choose 1 druid spell and prepare as if ranger spell of the same level


    Feats & Traits:

    Feats
    . . Additional Traits gain two additional traits
    . . Deadly Aim -2/+4 may take a -1 penalty on ranged attack rolls to gain a +2 bonus on ranged damage rolls; penalty and bonus increase by -1/+2 for every +4 BAB; must choose to use this feat before making an attack roll; effects last until next turn; bonus damage does not apply to touch attacks or effects that do not deal hit point damage
    . . Endurance (bonus feat) +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold breath, Constitution checks to avoid nonlethal damage from starvation/thirst, Fortitude saves to avoid nonlethal damage from hot/cold environments, Fortitude saves to resist damage from suffocation; may sleep in light or medium armor without becoming fatigued
    . . Precise Shot (bonus feat) do not take -4 penalty on ranged attacks vs opponents engaged in melee combat
    . . Ranged Disarm as a full round action, may attempt disarm combat maneuver with any ranged weapon at -2 penalty; additional -2 penalty if target not within 30'; add Dex to CMB instead of Str and double penalties from range increments
    . . Rapid Shot (bonus feat) when making full attack with ranged weapon, may fire one additional time each round; all attacks take -2 penalty
    . . Weapon Finesse with light weapon, rapier, whip, or spiked chain made for a creature of your size category, may use Dexterity modifier instead of Strength modifier on attack rolls; a carried shield's armor check penalty applies to attack rolls; natural weapons are considered light weapons

    Traits
    . . Armor Expert reduce armor check penalty of worn armor by 1 to a minimum of 0
    . . Deadeye Bowman when using a longbow, if only a single creature is providing soft cover to a target, the target does not receive the +4 bonus to AC
    . . Magical Knack (Ranger) caster level in selected class gains a +2 trait bonus as long as this bonus doesn’t raise caster level above current Hit Dice
    . . Zest for Battle whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls

    Proficiencies
    . . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
    . . Dwarven Weapon Familiarity proficient with battleaxe, heavy pick, warhammer; treat any weapon with "dwarven" in its name as martial weapon
    . . Martial Weapon Proficiency No penalty on attacks made with martial weapons
    . . Simple Weapon Proficiency No penalty on attacks made with simple weapons


    Skills:

    Skills Points 56 (6 ranger, +1 Int, +7 fcb)
    ACP -0 (-0 armor, -0 encumbrance)
    * ACP applied to these skills

    [ ] *Acrobatics +4 (-4 to jump when speed less than 30')
    [ ] Appraise +1
    [ ] Bluff -3 (+4 vs humans)
    [1] *Climb +4
    [ ] Craft (any) -1
    [ ] Diplomacy -3
    [ ] Disguise -3
    [ ] *Escape Artist +4
    [ ] *Fly +4
    [1] Handle Animal +1
    [7] Heal +14
    [ ] Intimidate -3
    [7] Knowledge (dungeoneering) +11
    [1] Knowledge (geography) +5
    [7] Knowledge (history) +8 (+2 on topics related to dwarves or their enemies)
    [ ] Knowledge (local) n/a (+5 to identify humans, may attempt untrained)
    [1] Knowledge (nature) +5
    [ ] Knowledge (planes) n/a (+3 concerning demons, may attempt untrained)
    [7] Perception +14 (+2 vs. flying, +3 in forest terrain, +4 vs humans)
    [ ] Perform (any) -3
    [7] Profession (soldier) +14
    [1] *Ride +8
    [ ] Sense Motive +4 (+4 vs. humans)
    [1] Spellcraft +5
    [7] *Stealth +14
    [7] Survival +14 (+3 if adaptation active, +3 in forest terrain, +3 to follow tracks, +4 vs. humans)
    [1] *Swim +4

    Skill Modifiers
    . . Adaptation (Skill Focus) gain Skill Focus (survival); 60 minutes/day; 10 minute increments
    . . Armor Expert reduce armor check penalty of worn armor by 1 to a minimum of 0
    . . Favored Enemy +4 (Humans) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks; may make Knowledge checks untrained when attempting to identify humans
    . . Forest Ghost +2 bonus on Perception and Survival skill checks in forest terrain
    . . Lorekeeper +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies
    . . Pushing Back the Abyss: +2 circumstance bonus on Knowledge (planes) checks concerning demons; may attempt such checks as though trained; does not stack with benefits of tools like Pathfinder Chronicles
    . . Sky Sentinel +2 bonus on Perception checks vs. flying creatures
    . . Track +3 bonus to Survival skill checks made to follow tracks

    Languages Common (Taldane), Dwarven, Goblin


    Special Abilities:

    Dwarven Abilites
    +2 Constitution, +2 Wisdom, –2 Charisma
    . . Darkvision 60'
    . . Hardy +2 racial bonus on saves vs. poison, spells, and spell-like abilities
    . . Lorekeeper +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies; can make such skill checks untrained; replaces greed
    . . Sky Sentinel enemies on higher ground gain no attack roll bonus; +1 racial bonus on attack rolls, +2 dodge bonus to AC, +2 bonus on Perception checks vs. flying creatures; replaces defensive training, hatred, and stonecunning
    . . Slow and Steady speed is never modified by armor or encumbrance
    . . Stability +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground

    Ranger Abilities
    . . Adaptation (Skill Focus) (Ex) gain Skill Focus (survival); 50 minutes/day; 10 minute increments; at 8th, 13th, and 15th-level, choose another favored enemy and adaptation, as well as an additional adaptation from any list (including the one just chosen, if so desired); can only use one adaptation at a time; replaces favored terrain
    . . Combat Style (Archery) (Su) a Stormwalker must select Archery style
    . . Druid Spells each day, a Nirmathi Regular may choose 1 druid spell and prepare as if ranger spell of the same level
    . . Endurance gain Endurance as a bonus feat
    . . Favored Enemy +4 (Humans) (Ex) gain bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans; gain bonus on weapon attack and damage rolls against humans; may make Knowledge checks untrained when attempting to identify humans
    . . Focused Enemy (Ex) a Nirmathi irregular selects one favored enemy (usually “human”) and does not gain additional favored enemies at higher levels; increases favored enemy bonus by +2 at 5th, 10th, 15th, and 20th level; otherwise acts as and replaces favored enemy
    . . Forest Ghost +3 (Ex) a Nirmathi irregular adds 1/2 level on Perception and Survival skill checks in forest terrain; replaces wild empathy
    . . Thundershot (Su) (standard action) a Stormwalker can grant a single held weapon shock for 1 minute; weapon counts as magic for the purpose of overcoming damage reduction; can use this ability a number of times per day equal to 3 + Wisdom modifier; at 12th level, weapons affected by this ability gain shocking burst
    . . Track +3 (Ex) add 1/2 level (minimum 1) to Survival skill checks made to follow tracks


    Gear:

    Light up to 116 lbs. Medium up to 233 lbs. Heavy up to 350 lbs.
    Current Load Carried 67 lbs. (Light)
    Money 4,202 gp 4 sp 7 cp

    Containers
    Backpack, Masterwork
    Belt Pouch

    Slots
    Explorer's Outfit
    Head:
    Headband:
    Eyes:
    Shoulders: muleback cords of resistance +2
    Neck:
    Chest:
    Body:
    Armor: +1 mithral mountain pattern armor (+7 AC, +5 Max Dex, -0 -1 ACP, 20% Arcane Failure, light)
    Shield:
    Belt: belt of incredible dexterity +2
    Wrists:
    Hands:
    Ring:
    Ring:
    Feet: Ornamented Shoes (100 gp) (Dependable Drummady)

    Weapons
    +1 darkwood longbow
    . . arrows, cold iron
    . . blunt arrows
    Dwarven boulder helmet
    Rapier

    Magic Items
    Wand of cure light wounds (Temple of Erastil)

    Backpack, Masterwork
    Blanket
    Silk Rope, 50'
    Soap
    Trail Rations (4) (Gunty's Hearty Breads)
    Waterskin

    Belt Pouch
    Money
    Whetstone
    antitoxin

    Kept at Home
    Courtier's Outfit (Petrello's Haberdashery)
    Noble's Outfit (Petrello's Haberdashery)


    Items Available for Purchase:

    Always Available (in a town of more than 5,000 residents)
    . . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
    . . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
    . . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
    . . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
    . . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
    . . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
    . . wayfinder (at a 50% discount for 250 gp)
    . . All items purchased with Prestige Points
    Current Fame: 30
    . . items up to 11,750 gp

    Gallows of Madness (A Foul Breed)
    . . wand of bless weapon (10 charges; 150 gp, limit 1)
    Gallows of Madness (The Festering Blot)
    . . From Rivers to Mountains (50 gp; Spending 20 minutes studying this book grants the reader a +2 circumstance bonus on Knowledge [geography] checks pertaining to Isger and Survival checks to avoid getting lost or survive in the wilderness while in Isger. This bonus last for 1 hour.)
    . . History of Isger (50 gp; Spending 10 minutes studying this outdated history book grants the reader a +2 circumstance bonus on Knowledge [history or nobility] checks pertaining to Isger. This bonus last for 1 hour.)
    . . History of Isger (50 gp; A reader trained in Linguistics who spends 10 minutes studying this collection of encrypted infernal knowledge gains a +2 circumstance bonus on Knowledge [planes or religion] checks pertaining to devils, diabolism, and Hell. This bonus last for 1 hour.)
    Gallows of Madness (Bonus Chronicle Sheet)
    . . antiquarian's monocle (1,350 gp; see chronicle sheet)
    5-04 The Stolen Heir
    . . belladonna (100 gp, limit 3 doses)
    . . black adder venom (120 gp, limit 3 doses)
    . . large scorpion venom (200 gp, limit 3 doses)
    . . striped toadstool poison (180 gp, limit 3 doses)
    . . brooch of shielding (25 charges; 371 gp)
    . . wand of crafter's fortune (10 charges; 150 gp, limit 1)
    4-02 In Wrath's Shadow
    . . acrimony veil (13,500 gp or 6,750 gp plus 18 PP, limit 1)
    0-17 Perils of the Pirate Pact
    . . wand of magic missile (25 charges; 375 gp)
    . . wand of magic missile (CL 3, 25 charges; 1,125 gp)
    . . wand of magic missile (CL 5, 25 charges; 1,875 gp)
    192785-04: 9-10 Signs in Senghor
    . . muleback cords of resistance +1 (2,500 gp)
    . . potion of barkskin (CL 6th; 600 gp, limit 1)
    . . wand of summon monster II (12 charges; 1,080 gp, limit 1)
    . . muleback cords of resistance +2 (5,500 gp)
    . . potion of barkskin (CL 9th; 900 gp, limit 1)
    . . wand of summon monster IV (3 charges; 1,260 gp, limit 1)
    10-14 Debt to the Quah
    . . flameleaf extract (500 gp; limit 3; see Chronicle Sheet)
    . . scavenger's stone (2,000 gp; see Chronicle Sheet)


    Background:


    Chronicle Sheets:

    Chronicle #1 wrote:

    Gallows of Madness (A Foul Breed)

    Starting XP: 0
    XP earned: 3
    Final XP: 3

    Starting Prestige / Fame: 0 / 0
    Prestige earned: 4
    Prestige spent: 0
    Final Prestige / Fame: 4 / 4

    Starting Gold: 150 gp
    Scenario Gold: 1436 gp
    Gold spent: 126.53 gp
    Final Gold: 1459.47 gp

    Season 8 Silver Crusade Faction Goal
    Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.

    Chronicle #2 wrote:

    Gallows of Madness (What Lurks in the Woods)

    Starting XP: 3
    XP earned: 3
    Final XP: 6

    Starting Prestige / Fame: 4 / 4
    Prestige earned: 4
    Prestige spent: 7 (retrain Monk > Ranger)
    Final Prestige / Fame: 1 / 8

    Starting Gold: 1459.47 gp
    Scenario Gold: 1536 gp
    Gold spent: 210 gp
    Final Gold: 2785.47 gp

    Season 8 Silver Crusade Faction Goal
    Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

    Chronicle #3 wrote:

    Gallows of Madness (The Festering Blot)

    Starting XP: 6
    XP earned: 3
    Final XP: 9

    Starting Prestige / Fame: 1 / 8
    Prestige earned: 4
    Prestige spent: 5 (retrain Druid > Ranger)
    Final Prestige / Fame: 0 / 12

    Starting Gold: 2785.47 gp
    Scenario Gold: 1536 gp
    Gold spent: 200 gp
    Final Gold: 4121.47 gp

    Season 8 Silver Crusade Faction Goal
    Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.

    Chronicle #4 wrote:

    Gallows of Madness (Bonus Chronicle Sheet)

    Starting XP: 9
    XP earned: 3
    Final XP: 12

    Starting Prestige / Fame: 0 / 12
    Prestige earned: 6
    Prestige spent: 5 (retrain Druid > Ranger)
    Final Prestige / Fame: 1 / 18

    Starting Gold: 4121.47 gp
    Scenario Gold: 3711 gp
    Gold spent: 250 gp
    Final Gold: 7582.47 gp

    Season 8 Silver Crusade Faction Goal
    Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).

    Chronicle #5 wrote:

    5-04 The Stolen Heir

    Starting XP: 12
    XP earned: 1
    Final XP: 13

    Starting Prestige / Fame: 1 / 18
    Prestige earned: 2
    Prestige spent: 0
    Final Prestige / Fame: 3 / 20

    Starting Gold: 7582.47 gp
    Scenario Gold: 1846 gp
    Day Job: Profession (soldier) 28 = 50 gp
    Gold spent: 6658 gp
    Items sold: 12 gp
    Final Gold: 2832.47 gp

    Season 8 Silver Crusade Faction Goal
    Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.

    Season 8 Silver Crusade Faction Reward Earned
    Purifier (2+ goals)

    Chronicle #6 wrote:

    4-02 In Wrath's Shadow

    Starting XP: 13
    XP earned: 1
    Final XP: 14

    Starting Prestige / Fame: 3 / 20
    Prestige earned: 2
    Prestige spent: 5 (Retrain Snake Style > Additional Traits)
    Final Prestige / Fame: 0 / 22

    Starting Gold: 2832.47 gp
    Scenario Gold: 1309 gp
    Day Job: Profession (soldier) 21 = 20 gp
    Final Gold: 4161.47 gp

    Season 8 Silver Crusade Faction Goal
    Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

    Chronicle #7 wrote:

    6-07 Valley of Veiled Flame

    Starting XP: 14
    XP earned: 1
    Final XP: 15

    Starting Prestige / Fame: 0 / 22
    Prestige earned: 2
    Prestige spent: 0
    Final Prestige / Fame: 2 / 24

    Starting Gold: 4161.47 gp
    Scenario Gold: 2557 gp
    Day Job: Profession (soldier) 26 = 50 gp
    Gold Spent: 250 gp
    Final Gold: 6768.47 gp

    Season 8 Silver Crusade Faction Goal
    Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.

    Chronicle #8 wrote:

    0-17 Perils of the Pirate Pact

    Starting XP: 15
    XP earned: 1
    Final XP: 16

    Starting Prestige / Fame: 2 / 24
    Prestige earned: 2
    Prestige spent: 0
    Final Prestige / Fame: 4 / 26

    Starting Gold: 6768.47 gp
    Scenario Gold: 2233 gp
    Day Job: 20 gp
    Gold Spent: 5105 gp
    Final Gold: 3916.47 gp

    Chronicle #9 wrote:

    5-23 Cairn of Shadows

    Starting XP: 16
    XP earned: 1
    Final XP: 17

    Starting Prestige / Fame: 4 / 26
    Prestige earned: 2
    Prestige spent: 0
    Final Prestige / Fame: 6 / 28

    Starting Gold: 3916.47 gp
    Scenario Gold: 2529 gp
    Day Job: 50 gp
    Final Gold: 6495.47 gp

    Chronicle #10 wrote:

    Outpost 1: Back to the Future (2018) Boon #6

    Share the Wealth (Equipment)
    Chronicle #11 wrote:

    10-14 Debt to the Quah

    Starting XP: 17
    XP earned: 1
    Final XP: 18

    Starting Prestige / Fame: 6 / 28
    Prestige earned: 2
    Prestige spent: 0
    Final Prestige / Fame: 8 / 30

    Starting Gold: 6495.47 gp
    Scenario Gold: 3187 gp
    Day Job: 20 gp
    Purchases: 5,500 gp
    Final Gold: 4202.47 gp

    Advancement:

    Level 1 (Retrained)
    Str 10, Dex 16, Con 12, Int 12, Wis 16, Cha 7
    Dwarf: +2 Con, +2 Wis, -2 Cha
    Monk (Master of Many Styles, Sohei) Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class: Druid Ranger
    Favored Class Bonus: +1 skill point
    hp 10 (d10 max at level 1, +2 Con)
    +2 Fortitude save, +2 Reflex Save, +0 Will save
    +1 BAB
    Dwarf: Lorekeeper
    Dwarf: Sky Sentinel
    Nirmathi Regular: Forest Ghost
    Ranger: Track
    Favored Enemy (Humans) +2
    Feat: Weapon Finesse
    Traits: Magical Knack, Zest for Battle
    Skill points (8 5): Acrobatics, Knowledge (religion), Perception, Sense Motive, Stealth Climb, Heal, Knowledge (dungeoneering), Knowledge (history), Knowledge (nature), Perception, Stealth, Survival
    Languages: Goblin
    Faction: Silver Crusade

    Level 2 (retrained)
    Druid (Menhir Savant) Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class Bonus: +1 skill point
    hp 8 (d10, +2 Con)
    +1 Fortitude save, +1 Reflex Save, +0 Will save
    +1 BAB
    Stormwalker Combat Style: Archery
    Stormwalker Bonus Feat: Precise Shot
    Skill points (8 5): Handle Animal, Knowledge (history), Knowledge (nature), Perception, Spellcraft Heal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (history), Perception, Stealth, Survival, Swim

    Level 3 (retrained)
    Druid (Menhir Savant) Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class Bonus: +1 skill point
    hp 8 (d10, +2 Con)
    +0 Fortitude save, +0 Reflex Save, +1 Will save
    +1 BAB
    Infiltrator: Adaptation (Skill Focus [survival])
    Ranger Bonus Feat: Endurance
    Feat: Snake Style Not legal after retraining
    Skill points (8 5): Heal, Perception, Sense Motive x2, Survival Heal, Knowledge (dungeoneering), Knowledge (history), Perception, Profession (soldier), Ride, Stealth, Survival

    Level 4
    Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class Bonus: +1 skill point
    hp 8 (d10, +2 Con)
    +1 Fortitude save, +1 Reflex Save, +0 Will save
    +1 BAB
    Ability Score Bonus: +1 Dex
    Nirmathi Irregular: memorize 1 druid spell/day
    Stormwalker: Thundershot
    Skill points (8): Heal, Knowledge (dungeoneering), Knowledge (history), Perception, Profession (soldier) x2, Stealth, Survival

    Level 5
    Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class Bonus: +1 skill point
    hp 8 (d10, +2 Con)
    +0 Fortitude save, +0 Reflex Save, +0 Will save
    +1 BAB
    Favored Enemy (Humans) +4
    Feat: Deadly Aim
    Skill points (8): Knowledge (dungeoneering), Knowledge (history), Perception, Profession (soldier) x2, Spellcraft, Stealth, Survival

    Level 5 (Retraining)
    Feat: Snake Style Additional Traits
    Traits: Armor Expert, Deadeye Bowman
    Deity: Erastil

    Level 6
    Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class Bonus: +1 skill point
    hp 8 (d10, +2 Con)
    +1 Fortitude save, +1 Reflex Save, +1 Will save
    +1 BAB
    Stormwalker Bonus Feat: Rapid Shot
    Skill points (8): Heal x2, Knowledge (dungeoneering), Knowledge (history), Knowledge (local), Perception, Profession (soldier), Stealth, Survival

    Level 7
    Ranger (Infiltrator, Nirmathi Regular, Stormwalker)
    Favored Class Bonus: +1 skill point
    hp 8 (d10, +2 Con)
    +0 Fortitude save, +0 Reflex Save, +0 Will save
    +1 BAB
    Ranger: Woodland Stride
    Feat: Ranged Disarm
    Skill points (8): Handle Animal, Heal, Knowledge (dungeoneering), Knowledge (history), Perception, Profession (soldier), Stealth, Survival


    Planning:

    5000 gp: lesser bracers of archery
    2 pp: Hunting Lodge vanity (Survival as day job)
    2 pp: Bone wayfinder as divine focus