#4-20: Words of the Ancients [Tier 10-11] - GM Rutseg (Inactive)

Game Master Balacertar

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Chronicles


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Silver Crusade

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Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

Sorry for the posting delay, everyone. Solo parenting a five year old while nearly locked down is no joke.

Knowledge Planes DC 17: 1d20 + 5 ⇒ (6) + 5 = 11

Dawa has no idea what the hounds are when they first appear and his curse prevents him from understanding any shouted warnings as he is suddenly no longer able to understand anything but Celestial. Fortunately, by the time his eyes blink open to meet the foul beasts, several of them have already disappeared.

Fort DC 20 vs Yellow gaze: 1d20 + 8 ⇒ (11) + 8 = 19
Piercing dmg: 5d6 ⇒ (2, 3, 1, 6, 3) = 15 Defending bone reduces this by 5 so Dawa takes 10 dmg.
Fort DC 20: 1d20 + 8 ⇒ (14) + 8 = 22

Swiftly, Dawa strikes his singing steel buckler, calling his comrades forth to battle bravely. Swift action to Inspire Courage: +2/+2, stacks with the +2/+2 from Flagbearer.

Then Dawa lays his hand upon K'nai and invokes the favor of the Moon upon him. Standard action: cast Divine Favor on K'nai

Finally, he closes his eyes and listens calmly to the roar of battle around him. Voluntarily blind to avoid further gaze attacks. Actually, I realized I can just do this at the start of my next turn.


Large Male N Celestial Tiger | HP 55/68 | AC 26/13/22 | CMB +14 (+18 grapple), CMD 28 | F +10, R +10, W +6 (+2 morale vs fear & charm) | Init +4 | Perc +6 SM +2 | Speed 40' |Smite Evil 1/1 | Active Conditions: Inspire Courage, Life Bubble, Air Walk, SLOW | Constant: SR 14, Resist Acid/Cold/Elec 10, Flag

K'nai's INT is only 3 so I assume that he cannot avert his eyes to try to avoid the gaze attacks.

Fort DC 20 vs Yellow gaze: 1d20 + 10 ⇒ (1) + 10 = 11
Piercing dmg: 5d6 ⇒ (1, 4, 2, 3, 3) = 13 DR 5/evil reduces this by 5 to 8 dmg
Fort DC 20 vs Green gaze: 1d20 + 10 ⇒ (18) + 10 = 28

K'nai growls, swiftly enters the stance of a (tiger)dragon, and pounces upon Green.

Swift action to enter Dragon Style
Full attack action to Pounce-charge.
Once any of the attacks below has successfully grappled Green, K'nai will no longer bother with the Grab attempts

Bite, charge, inspire, flag, divine favor: 1d20 + 21 ⇒ (10) + 21 = 31
Magic & Silver dmg: 1d8 + 14 ⇒ (4) + 14 = 18
Grab?: 1d20 + 25 ⇒ (13) + 25 = 38

Claw, charge, inspire, flag, divine favor: 1d20 + 21 ⇒ (19) + 21 = 40
Magic & Silver dmg: 1d6 + 14 ⇒ (5) + 14 = 19
Grab?: 1d20 + 25 ⇒ (4) + 25 = 29

Claw, charge, inspire, flag, divine favor: 1d20 + 21 ⇒ (15) + 21 = 36
Magic & Silver dmg: 1d6 + 14 ⇒ (1) + 14 = 15
Grab?: 1d20 + 25 ⇒ (11) + 25 = 36

Rake, charge, inspire, flag, divine favor: 1d20 + 21 ⇒ (12) + 21 = 33
Magic & Silver dmg: 1d6 + 14 ⇒ (4) + 14 = 18
Grab?: 1d20 + 25 ⇒ (19) + 25 = 44

Rake, charge, inspire, flag, divine favor: 1d20 + 21 ⇒ (11) + 21 = 32
Magic & Silver dmg: 1d6 + 14 ⇒ (3) + 14 = 17
Grab?: 1d20 + 25 ⇒ (12) + 25 = 37

K'nai's current AC (due to charging) is 24


Iron Gods: Iron maps;

Ranalus looks for a better position on the hall and protects himself on a mantle of faith.

Suddenly not understanding the language around, Dawa calls the powers of the divine to give their favor on his tiger companion.

K'nai strides through the hall, using his dragon style to charge through allies, and leaping over the hound as it is recovering from its stun and pushing it down with the strength of his paws. With the hound held down, the tiger crushes the skull with its jaws and rakes the body with its rear claws, only leaving a mass of crushed bones and blood after it.

You ready your attacks and wait expectant for the other hounds to leap back over you, but after ten seconds of waiting, it seems that is not going to happen. At least now.

Combat is over!

Blue: 45 damage, considerably wounded
Red: 7 damage
Green: 125 damage, dead
Party buffs: life bubble 1 h 47 min (some more time), resist energy (20 fire/cold/electricity/sonic) 8 min, flagbearer (+2), inspire courage (+2)
Athelstan: honeyed tongue 27 min, heightened awareness 8 min, comprehend languages 8 min
Dawa: 65/75 hp; ant haul 15 h 47 min, defending bone (40/40) 7 h 47 min, air walk 78 min
K'nai: 60/68 hp
Haliban: studied target (blue and black)
Ranalus: 90/102 hp; magic vestment (armor and shield) 11 h 47 min, freedom of movement 108 min, feyskinned (DR 10/cold iron) r8, summon monster r9, shield of faith 11 min
Sorithar: +19 hp, investigative mind (9/10) 87 min, heightened awareness 87 min, heroism 87 min, defending bone (50/50) 9 h 47 min

Athelstan has no gaze to face when his turn comes up

Dark Archive

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M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

"DUNCAN!" There's no question in anyone's mind - the horse is dead.

Athelstan rushes to Dawa's side, ready to swing if the hounds surrounded him... but nothing attacks. On the one hand, that means the rest of the party is safe, but on the other, he doesn't get to introduce the dogs to his steel.

Kneeling at Duncan's side, Athelstan speaks a short prayer in Azlanti, then the body disappears.

"You may need to get in line behind me, Ranalus. But..." Athelstan takes a deep breath, then lets it out slowly. "We still have a duty. Duncan did his, and I'm sure I can find someone back at the lodge able to resurrect him."

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus casts Fly and ascends into the mist.
Ascending is half speed, and moving at a greater than 45-degree angle would require a skill check.
So he can move 30', and will go up 20' and south 20' (which is 30' by diagonal movement rules).

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

Hopefully Ranalus knew what he was doing. Athelstan steps up next to Dawa and looks around.

"Where are Sorithar and Kivuli?"

He looks over to Dawa and asks "Can K'nai make sure those things are dead?"

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

"I'm here. I am sorry for your loss Athelstan and I will also share in the costs of a revival when we are back to civilization.

For now, best we get moving while we can and it may also be wise to stick close together for safety if there are more of those hounds about..."

As he speaks, Sorithar looks pointedly up towards Ranalus. If still invisible…

"I get that you're out for revenge and are angry, but those hounds are not what we're here for and who knows how many more of them there are. We cannot all fly up there with you. May I suggest it would be more productive to move on and find those tablets..?!"


Iron Gods: Iron maps;

Ranalus starts to fly and disappears up into the mist.

Ranalus and anyone coming up into the mist:

You cannot see further away than 5 feet, but you have the feeling of someone being there, not too far away.

Those on the group looking to move on, can see another room walking a bit to the east.

B3. The Path of the Primes
Four corridors converge orthogonally upon an octagonal space roughly thirty feet across in the tower’s center. In the place of more bronze panels stand eight open, rectangular doorframes adorned with metal studs, each doorway’s contents obscured by cool, gray mist. Embedded into the floor in the center of the room is a large numeral one crafted of red marble. A small niche in the southeast wall houses a hand-sized, polished granite statuette of a muscular dwarf wearing robes and hefting a hammer.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus casts Divine Favor and moves 20' north and 20' up again.

He calls back to Sorithar, "Can these things understand Common?"

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

"Writings suggest they can only speak one of the tongues of the Darklands, though they are supposedly quite intelligent and might understand other tongues.

They are gifted with quite an array of innate arcane abilities meant to help them track their prey. They can walk upon air as if solid ground and turn invisible at will. As well as teleport about at a thought, as you witnessed. They can also limit other's capacity to do so in a manner similar to a dimensional lock!
They can produce fogs like the one above us and have the ability to use powerful divinations to watch and track their chosen targets, though I do not believe they possess any innate enhanced senses other than keen sight and darkvision.
You've seen what they're capable of physically and they can hasten their own movements or slow those of their chosen victims.

Not knowing how many there are, I would strongly urge some wisdom in moving on before they exhaust our limited resources, and keeping eyes open in the backs of our head while we're at it!"

Other Actions & Effects:

Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
Can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
life bubble
resist energy 20 to fire, cold, electricity, and sonic
light
invisibility

Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)

Current Appearance:

A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Stat Block:

Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 58/58, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 18, Fort 6, Ref 7, Will 9, CMB +6, Base Attack Bonus 4
Bonded Item Staff of the Overwatched +7 or +5/+3 (1d6+2 or 1d6+3, 20x2)
Dagger +5/+5 (1d4+2, 19-20/x2)
Silver (10), Adamantine (2), Adamantine Weapon Blanch (10 bolts) Crossbow, Light (20 Bolts) +5 (1d8+2, 20x2)
(+2 Dex)
Abilities Str 14, Dex 14, Con 12, Int 24, Wis 10, Cha 10
Condition
extended mage armor (9:49 hours), defending bone (9:49 hours), false life (9:49 hours), heightened awareness (89 minutes), heroism (89 minutes), investigative mind (89 minutes), resist energy [fire, cold, electricity, sonic] (10 minutes), life bubble (1:49 hours), light (100 minutes), invisibility (10 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: potion of CMW [], pearl of power (4th)[], rod of silent spell []
Boons:

* Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Gloomspire Explorer []: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

* Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

* You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

New Recruit (J. Dacilane) []: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Ally of the Green [][][]: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

* Archaeological Expert []: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus to Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Apprise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + 2*character level). If you succeed, you make a small but significant archaeological discovery that allows you, and only you, to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

Imperium Initiate []: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

* Delvehaven Star []: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

* Eye for Traitors (Dark Archive faction) []: You gain a permanent +2 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.

Precious Vindication []: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.

* Elemental Conquest: [] You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.
While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

Ranginori’s Debt: [][] You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Tome of First Contact [X][][][][]: You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature’s name, type, and subtypes.
Once you check the last box, you’ve expended the tome’s greatest secrets. It remains a curious keepsake.

Ectoplasmic Enhancement []: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

Aid of the Overwatched [][]: You returned Ralzeros the Overwatched to Golarion and convinced him to lend his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her essence and knowledge to assist you.
Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check.
If you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.

Blessing of Nivi [X][X][][]: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race. If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language; this has no further effect for characters who already speak Gnome.

Gnomes of the North [][][]: You have befriended the gnomes of Kalsgard and found a home away from home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check. If you already have the ability to use one of these skills to make a Day Job check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your Day Job check.)

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Elixir of Renewal: [][] You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfnder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

[STRIKE]Righteous Redemption: [X] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfnders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.[/STRIKE]

Worthy Foe: [][][] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Duskwarden’s Favor: [] Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon of your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

What Ambush? (Scout Mission): [][] Your experience in Gallowspire has sharpened your senses against
hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that
precedes this boon to act on 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.

Unravel Magic (Spellcaster Mission): [][] You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.

Timely Delivery (Muscle Mission): [][] No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

Tactical Strike (Guard Mission): [] You can rally your allies to make a coordinated strike. Check the box
that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you
and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are
considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of
your actual positioning.

Restorative Burst (Medic Mission): [] A spark of divine grace from your medic allies protects you. When
you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically
trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel
energy ability of a cleric of your level.

Necromantic Surge: [][][][] You can check a box that precedes this boon to strike foes with the Whispering
Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon.
Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation,
false life, fear, or vampiric touch.

Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two
boxes to use these spells.

Echoing Paradox: [] A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once.

Aggressive Researcher: [] You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Impossible Feat: [] The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Recruiter of Badru: You have convinced the soulbound construct Badru to contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in future scenarios.

Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon of your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

* Boon Grants Permanent Bonus.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

"Let's stay together. Revenge later if you have to."

Once everybody who's coming is ready Haliban will start heading back down the corridor keeping an eye out for traps.

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

Before continuing on, Dawa takes a moment to tap himself and his tiger with a wand for healing, and also offer the same to any who may need it.

Healing Dawa:
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Dawa is fully healed

Healing K'nai:
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
K'nai is fully healed

Given that the rest of the hounds are likely still somewhere about, Dawa does *not* take the requisite ten minutes to polish his singing steel buckler.

Recovering his ability to speak in Common, Dawa asks Sorithar and the others, "Invisible, you say? I can make all visible, at least for a few minutes, though it will affect our hidden comrades as well. What say you?"

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Kivuli drinks an extract as hde moves back into the main chamber with the others.

Dawa wrote:
I can make all visible, at least for a few minutes, though it will affect our hidden comrades as well. What say you?"

"If it must be done for the safety of us all, so be it."

I vote YES for Invisibility Purge.

Drinking a potion of Long Arm. Duration: 3 minutes

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus is not going to get into a lengthy conversation, as a round only lasts six seconds.

"If they can possibly understand us, best to not strategize verbally. Sorry I can't explain. Do what you will."

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

"Don't be alarmed" says Athelstan, concentrating.

Seconds later, his form expands and grows coarse fur. When the process is over, you have a bugbear in full plate standing by.

Use racial SLA for Alter Self, to turn into a bugbear. Which has scent 30'. Duration 10 minutes, keep darkvision, +2 Strength.

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner
Ranalus wrote:
Ranalus is not going to get into a lengthy conversation, as a round only lasts six seconds.

Are we still in initiative? If so, Dawa can only speak or understand Celestial. I assumed we were out of init.

I hear one vote for invis purge and one abstention. I'll hold off - barring some reason to think that the hounds may still be present but invisible - unless there is a clearer sense that the party wants me to cast it.


Large Male N Celestial Tiger | HP 55/68 | AC 26/13/22 | CMB +14 (+18 grapple), CMD 28 | F +10, R +10, W +6 (+2 morale vs fear & charm) | Init +4 | Perc +6 SM +2 | Speed 40' |Smite Evil 1/1 | Active Conditions: Inspire Courage, Life Bubble, Air Walk, SLOW | Constant: SR 14, Resist Acid/Cold/Elec 10, Flag

K'nai also has scent

The celestial tiger sniffs around to see if the hounds may still be present.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

However, it appears that he is a bit congested at present.


Iron Gods: Iron maps;

Ranalsus, away from the sight of others, asks for the favor of his god and adjust his position in the mist.

Dawa spends half a minute healing himself and K'nai with a wand.

Kivuli's arms become long after drinking an extract.

Athelstan becomes more hairy, his nose turning to a dark snout.

He and K'nai sniff in the air. Among the many scents they catch up, they clearly feel the scent to hound both from the fallen bodies in the east and up from the ceiling, although a bit thin because probably away of the 30' range.

Party buffs: life bubble 1 h 47 min (some more time), resist energy (20 fire/cold/electricity/sonic) 8 min, flagbearer (+2), inspire courage (+2)
Athelstan: honeyed tongue 27 min, heightened awareness 8 min, comprehend languages 8 min, alter self (bugbear - scent) 10 min
Dawa: 75/75 hp; ant haul 15 h 47 min, defending bone (40/40) 7 h 47 min, air walk 78 min
K'nai: 60 (68 after a couple more rounds)/68 hp
Haliban: studied target (blue and black)
Kivuli: invisibility 7 r, long arm 3 min
Ranalus: 90/102 hp; magic vestment (armor and shield) 11 h 47 min, freedom of movement 108 min, feyskinned (DR 10/cold iron) 5 r, summon monster 6 r, shield of faith 11 min, divine favor 1 min
Sorithar: +19 hp, investigative mind (9/10) 87 min, heightened awareness 87 min, heroism 87 min, defending bone (50/50) 9 h 47 min

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

Athelstan refreshes his Heightened Awareness, then gestures forwards. "Lead on, Haliban" he growls.

As they proceed, he makes sure to stay either beside or directly behind Haliban. Every 20-30 seconds, he takes a moment to consider the hound-scent's direction.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus casts Cure Light Wounds on himself, giving up Protection from Evil.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10

He tries to listen for the Hounds' breathing, hoping to get an idea of how far the nearest one might be.
Perception: 1d20 + 30 ⇒ (19) + 30 = 49

He calls out in Sylvan.

Sylvan:
"I am protected and I am bait. If I do not thin their numbers, they will ambush and kill you. Stick around if you want, or move on."

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

K'nai growls up at the ceiling, at which point Dawa casts Invisibility Purge to see if the hounds are lurking up above.

Invis Purge - 40' radius around Dawa for 8 minutes.


Iron Gods: Iron maps;

6 rounds total have passed since the combat finished, for Dawa to have time to ready his wand, heal and cast Invisibility Purge.

Athelstan saves his sword, then brings his wand and uses it, storing it back and drawing his sword once more. He feels the scent of the hounds in the same directions as before.

Ranalus uses a spell to heal up himself, up in the mist. Then, he listens attentively around. He can feel there is something to his left and to his right, but he cannot pin-point the exact location, neither he can tell if it is a hound or some companion who decided to join in the heights of the mist.

Dawa raises his hand and both Kivuli and Sorithar become suddenly visible. There is no trace of the hounds though, they are either farther away or lost inside the fog clouds in the ceiling.

Perception DC 24:

As Dawa completes his spells, two strange tiny spheres become perfectly visible, one over the Aasimar's head, and the other over his tiger companion.

K. arcana DC 24

Spoiler:

You understand these are scrying sensors, and were the reason the hounds knew where and when to attack as they allow them to see everything around.

You could use a dispel magic spell or a similar effect to remove one of the sensors.


Party buffs: life bubble 1 h 47 min (some more time), resist energy (20 fire/cold/electricity/sonic) 8 min, flagbearer (+2)
Athelstan: honeyed tongue 27 min, heightened awareness 10 min, comprehend languages 8 min, alter self (bugbear - scent) 10 min
Dawa: 75/75 hp; ant haul 15 h 47 min, defending bone (40/40) 7 h 47 min, air walk 78 min, invisibility purge 9 min
K'nai: 68/68 hp
Haliban: studied target (blue and black)
Kivuli: long arm 3 min
Ranalus: 100/102 hp; magic vestment (armor and shield) 11 h 47 min, freedom of movement 108 min, feyskinned (DR 10/cold iron) 2 r, summon monster 3 r, shield of faith 11 min, divine favor 7 r
Sorithar: +19 hp, investigative mind (9/10) 87 min, heightened awareness 87 min, heroism 87 min, defending bone (50/50) 9 h 47 min

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Perception: 1d20 + 21 ⇒ (17) + 21 = 38
Arcana: 1d20 + 12 + 1d6 ⇒ (2) + 12 + (3) = 17

Killing points to a pair of now visible magic spheres. "What am those?

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Sorithar frowns, clearly somewhat flustered. He rolls his eyes as Ranalus' voice sounds from the fog above.

"Of all the arrogant, short sighted..."

Before he can finish his thoughts Dawa completes a supplication and Sorithar suddenly appears back in sight. He glowers at Dawa for a moment and then sighs audibly.

"Ranalus wants to play hero. So be it. Gather around me please, if you will. I suspect I'm the most vulnerable here to those claws. Haliban, come back, we stay together and leave no Pathfinder behind, right?

They'll pick us off one by one if we split up and if that holynose Ranalus' plan fails, he'll need us to pick up his falling corpse. Stay sharp."

When Kivuli draws their attention to the tiny spheres above Dawa and his companion's heads, Sorithar grunts.

"Scrying sensors. Must be the tug I felt earlier. Those must be the reason the hounds knew where and when to attack. I could dispel them, but they could create more. Aside, it looks like we're making a stand."

Ready Action: Cast persistent glitterdust on hounds that appear, if Sorithar can catch two or more in the area without catching any Pathfinders in the area.

Other Actions & Effects:

Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
Can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
life bubble
resist energy 20 to fire, cold, electricity, and sonic
light
invisibility

Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)

Current Appearance:

A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Stat Block:

Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 58/58, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 18, Fort 6, Ref 7, Will 9, CMB +6, Base Attack Bonus 4
Bonded Item Staff of the Overwatched +7 or +5/+3 (1d6+2 or 1d6+3, 20x2)
Dagger +5/+5 (1d4+2, 19-20/x2)
Silver (10), Adamantine (2), Adamantine Weapon Blanch (10 bolts) Crossbow, Light (20 Bolts) +5 (1d8+2, 20x2)
(+2 Dex)
Abilities Str 14, Dex 14, Con 12, Int 24, Wis 10, Cha 10
Condition
extended mage armor (9:47 hours), defending bone (9:47 hours), false life (9:47 hours), heightened awareness (87 minutes), heroism (89 minutes), investigative mind (87 minutes), resist energy [fire, cold, electricity, sonic] (10 minutes), life bubble (1:47 hours), light (98 minutes), invisibility (9 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: potion of CMW [], pearl of power (4th)[], rod of silent spell []
Boons:

* Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Gloomspire Explorer []: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

* Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

* You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

New Recruit (J. Dacilane) []: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Ally of the Green [][][]: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

* Archaeological Expert []: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus to Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Apprise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + 2*character level). If you succeed, you make a small but significant archaeological discovery that allows you, and only you, to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

Imperium Initiate []: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

* Delvehaven Star []: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

* Eye for Traitors (Dark Archive faction) []: You gain a permanent +2 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.

Precious Vindication []: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.

* Elemental Conquest: [] You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.
While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

Ranginori’s Debt: [][] You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Tome of First Contact [X][][][][]: You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature’s name, type, and subtypes.
Once you check the last box, you’ve expended the tome’s greatest secrets. It remains a curious keepsake.

Ectoplasmic Enhancement []: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

Aid of the Overwatched [][]: You returned Ralzeros the Overwatched to Golarion and convinced him to lend his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her essence and knowledge to assist you.
Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check.
If you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.

Blessing of Nivi [X][X][][]: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race. If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language; this has no further effect for characters who already speak Gnome.

Gnomes of the North [][][]: You have befriended the gnomes of Kalsgard and found a home away from home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check. If you already have the ability to use one of these skills to make a Day Job check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your Day Job check.)

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Elixir of Renewal: [][] You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfnder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

[STRIKE]Righteous Redemption: [X] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfnders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.[/STRIKE]

Worthy Foe: [][][] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Duskwarden’s Favor: [] Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon of your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

What Ambush? (Scout Mission): [][] Your experience in Gallowspire has sharpened your senses against
hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that
precedes this boon to act on 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.

Unravel Magic (Spellcaster Mission): [][] You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.

Timely Delivery (Muscle Mission): [][] No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

Tactical Strike (Guard Mission): [] You can rally your allies to make a coordinated strike. Check the box
that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you
and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are
considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of
your actual positioning.

Restorative Burst (Medic Mission): [] A spark of divine grace from your medic allies protects you. When
you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically
trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel
energy ability of a cleric of your level.

Necromantic Surge: [][][][] You can check a box that precedes this boon to strike foes with the Whispering
Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon.
Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation,
false life, fear, or vampiric touch.

Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two
boxes to use these spells.

Echoing Paradox: [] A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once.

Aggressive Researcher: [] You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Impossible Feat: [] The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Recruiter of Badru: You have convinced the soulbound construct Badru to contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in future scenarios.

Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon of your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

* Boon Grants Permanent Bonus.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Haliban never left. He plans to move on when everyone is ready. Clearly that isn't the case yet.

Haliban will stand close to Sorithar.

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

Dawa and K'nai gather around Sorithar, hoping that the hounds don't also know how to cast fireball. (jk)

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

Athelstan turns his back to Dawa and crouches slightly. "Take the goggles in my pack" he says.

He'd like to use them himself, but... priorities. He could fight off the gazes better than Dawa, probably. Also his hands were full, and he wasn't about to put the sword down when Ranalus was up there trying to provoke the dogs. Aaaand they might not even fit his face at the moment without some serious adjustment.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"Missing" two rounds: cast Dispel Evil, reactivate Feyskinned.

Ranalus moves southwest 15'.
If he sees a Hound adjacent at any point, he will use Alien Mind as a swift action (3 rounds used today) and cast Blindness on it (Fort DC 20). He auto-succeeds on the check to cast defensively.
"Darkness take you."

If Ranalus does not see a Hound at any point during his movement, then he will finish his movement by descending, ending up just inside the north corridor (the ghost image), and use Total Defense as his standard action.
"You guys are way too close."

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Kivuli digs out a pair of his own smoked goggles. He wipes away some lint and dust from disuse and ties slides them into place.

Nearly forgot I had these. It has been literal years since I bought them.


Iron Gods: Iron maps;

Ranalus moves around the mist casting more magic and renewing her otherworldly skin, but finds no hound nearby, and finally descends.

Sorithar K. arcana: 1d20 + 20 ⇒ (8) + 20 = 28
Sorithar identifies the two tiny spheres hovering over Dawa and his tiger friend as scrying sensors.

Kivuli dresses very cool goggles for Golarion's sunny days.

The party packs together, defending one each other against any immediate ambush, except for Ranalus who moves to the north corridor.

How much time do you wait in this position?

Party buffs: life bubble 1 h 47 min (some more time), resist energy (20 fire/cold/electricity/sonic) 8 min, flagbearer (+2)
Athelstan: honeyed tongue 27 min, heightened awareness 10 min, comprehend languages 8 min, alter self (bugbear - scent) 10 min
Dawa: 75/75 hp; ant haul 15 h 47 min, defending bone (40/40) 7 h 47 min, air walk 78 min, invisibility purge 9 min
K'nai: 68/68 hp
Haliban: studied target (blue and black)
Kivuli: long arm 3 min, smoked goggles
Ranalus: 100/102 hp; magic vestment (armor and shield) 11 h 47 min, freedom of movement 108 min, feyskinned (DR 10/cold iron) 10 r, summon monster 3 r, shield of faith 11 min, divine favor 7 r, dispel evil 10 r
Sorithar: +19 hp, investigative mind (9/10) 87 min, heightened awareness 87 min, heroism 87 min, defending bone (50/50) 9 h 47 min

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

My hope is 7 rounds, with the party not in the room. But that could change if anyone can remove the mist.

Ranalus looks to his comrades.
"I am not trying to play the hero. Just trying to survive. If these things catch me off-guard, I am dead. Prepared, I have a slight chance.
I want to live.
I cannot draw them out with all of you standing here.
If nobody can remove the fog with a Gust of Wind or Fireball, then please get out of here. To the next room."

Bonded item casting, maybe, Sorithar?

Dark Archive

1 person marked this as a favorite.
Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

"I don't see how the remaining hounds catch us off-guard if we know they're coming and stick together. But more importantly, they're smart. Wicked smart.
They may not understand us, may, but they surely understand all the casting and preparation going on here... I hope I'm wrong, but my coin is firmly on them waiting for a better opportunity. We ought not give them one.

I'll cast a fireball into the mists if that's what everyone wishes me to do. It'll take my one ace in the hole to do so however.

Otherwise, happy to oblige and have us all move into that large chamber over there, with the red numeral on the floor, but not going to hold my breath those hounds will come bounding after you Ranalus."

Sorithar looks around at the others.

"Preferences..?"

DM, no need to wait for me to post again. If two or more people respond with one of the options stated, please feel free to DMPC Sorithar's action if I don't get to it first.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Haliban shrugs.

"If you are sure they are there feel free. Let's hope they don't understand us."

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"Never mind. Let's just go. I will follow."

Fine, I give up. If this is not what we are 'supposed' to do and I am fighting the scenario, then I am just making things harder. Also seems like the Fireball is uncertain to work, so why bother.

Ranalus will move to room B3 a round after the rest of the party is in there.

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

Text doesn't convey Tone. Haliban is truly fine with whatever the rest of the party decides to do. He has no buffs running down and no resources to expend beyond arrows really. He just wants everyone to feel as safe as they can before we move on. Clearly the scenario does not want us to feel safe.

"Stick to the corridors to restrict enemy access. Unless they can fly or stick to walls."

Haliban continues to lead and keep an eye out for traps and oozes. He will stick to the walls when entering a room. At first.


Iron Gods: Iron maps;

With only mild encouragement from Haliban, Sorithar finally gives up on the idea of using his bond for a fireball and the group moves on to the next room. The two scrying sensors move on with the party.

B3. The Path of the Primes
Four corridors converge orthogonally upon an octagonal space roughly thirty feet across in the tower’s center. In the place of more bronze panels stand eight open, rectangular doorframes adorned with metal studs, each doorway’s contents obscured by cool, gray mist. Embedded into the floor in the center of the room is a large numeral one crafted of red marble. A small niche in the southeast wall houses a hand-sized, polished granite statuette of a muscular dwarf wearing robes and hefting a hammer.

The mist in the doorframes gives the impression one can go inside the frame.

The number of studs in the doorframes vary. Starting from the first doorframe to the northwest a and going around to the last one to the southwest h, they have 1, 7, 8, 12, 16, 25, 40 and 64 studs respectively adorning them.

I have labeled the doorframes from a to h in the map for convenience, but there is no such labeling on them.

Written above each door is a phrase in Thassilonian, which Sorithar understands and Athelstan comprehends through magic. They can translate the different sentences for you:
a) Hidden now by factors few
b) A century I wait in night
c) Product of the fewest steps
d) Rise again the runelord’s might
e) Twice I strode, the lord of sloth
f) Walk these doors to tower’s height
g) I the lord of multiple
h) Obscure the one from primal sight

In the center of the room there is a marble inlay depicting a big 1st sign.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus is still deeply terrified that the Hounds will re-emerge, and that sticking together will provide insufficient protection against their abilities.

But, as his Feyskinned protection cannot last all day, he will reluctantly let it expire at the end of its current use (2 minutes used today). He will re-activate it before going through a door, once he figures out which door to go through.

First, however, he looks at the statue of the dwarf.
"What is that doing there? I thought it was the impact of Earthfall that led the dwarves to begin their Quest for Sky, and that destroyed Thassilon, so how would a Runelord have met a dwarf?
It must have been placed here more recently. I don't know why, though."

He looks at the puzzle.
"Kind of a word salad here. But the references to 'primal sight', 'factors few', and 'product of the fewest steps' all seem to suggest that prime numbers are the key. The only prime number here is 7.
On the other hand, a century is 100 years, and the only number here that is a factor of 100 - besides 1 - is 25.
So I would suggest either 7 or 25, leaning towards 7."

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

Once they begin moving again, Athelstan briefly sheathes his sword to pull out and adjust his own pair of smoked goggles (since Dawa apparently didn't want them.)

"Or, if "century" does refer to needing 100..." he does some quick math. "The shortest route there would be 64, 16, 12, and 8."

Silver Crusade

Male Aasimar CG Oracle 8/Bard 1 | HP 69/75 | AC 20/16/14 | CMB +8, CMD 14 | F +8, R +15, W +13 | Init +3 | Perc +10 (+2 to notice haunts) SM +1 | Speed 30' | Bardic Performance 26/28 Active Conditions: Inspire Courage, Ant Haul, Life Bubble, Defending Bone (30/40), Resist Energy 20x4 | Constant: Resist Negative 10; SR 14 vs evil descriptor & evil outsiders; Flagbearer & Banner

Dawa gratefully takes the goggles from Athelstan. He fumbles with them a bit trying to put them on - it seems like more than his usual clumsiness, almost as though he is haunted by spirits who seek to interfere - but eventually he manages. He gives a big grin and shows off his new look to K'nai, who snorts with disinterest.

When Sorithar identifies the two scrying sensors above their heads Dawa's mood momentarily darkens a bit until he recalls that every comic loves an audience. While the others work on the puzzle (which I am truly wretched at!) he pantomimes some crude jokes for whomever may be watching.

Perform (Comedy): 1d20 + 17 ⇒ (11) + 17 = 28

Liberty's Edge

CG Male Human Slayer 10| AC 21 | T 16 | FF 16 | HP: 88/88 | CMD 29 | Fort +14 | Ref +19 | Will +9 | Init +14 | Perception +19 Trap-Sense +5, Trapspotter|

"Oh. A puzzle. Is it magic?"

If anyone points out non magical areas of the room Haliban will enter and look around being sure not to touch anything.


Iron Gods: Iron maps;

The party seems to start to form a theory around the poem, the doors and the nature of numbers. Yet, who will dare proof the theory and what portal will be chosen?

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

As the potential stealthiest, Kivuli would not be opposed to entering as a scout when we are ready.

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Standing in the room's center, Sorithar studies the ancient doorways along with the others and simply nods as they verbalize their thoughts.
He casts a quickly uttered incantation and his eyes glow a soft azure once more. He studies the cool grey mist.

"Some form of powerful conjuration that enables teleportation. As one might have guessed. Does not seem trapped, that I can tell.

I second Ranalus in favoring the doorway with seven studs as our first try. I suggest we go together, following in quick succession. I see reason to believe the doors will not send us all to the same destination if we use the same doorway.

As for that strange statuette... Time is of the essence, but give me a breath."

Sorithar moves to examine the dwarf more closely, without touching it just yet.

Cast detect magic
Knowledge (Arcana): 1d20 + 24 ⇒ (3) + 24 = 27

Other Actions & Effects:

Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
Can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
life bubble
resist energy 20 to fire, cold, electricity, and sonic
light
invisibility

Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)

Current Appearance:

A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Stat Block:

Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 58/58, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 18, Fort 6, Ref 7, Will 9, CMB +6, Base Attack Bonus 4
Bonded Item Staff of the Overwatched +7 or +5/+3 (1d6+2 or 1d6+3, 20x2)
Dagger +5/+5 (1d4+2, 19-20/x2)
Silver (10), Adamantine (2), Adamantine Weapon Blanch (10 bolts) Crossbow, Light (20 Bolts) +5 (1d8+2, 20x2)
(+2 Dex)
Abilities Str 14, Dex 14, Con 12, Int 24, Wis 10, Cha 10
Condition
extended mage armor (9:47 hours), defending bone (9:47 hours), false life (9:47 hours), heightened awareness (87 minutes), heroism (89 minutes), investigative mind (87 minutes), resist energy [fire, cold, electricity, sonic] (10 minutes), life bubble (1:47 hours), light (98 minutes), invisibility (9 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: potion of CMW [], pearl of power (4th)[], rod of silent spell []
Boons:

* Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Gloomspire Explorer []: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

* Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

* You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

New Recruit (J. Dacilane) []: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Ally of the Green [][][]: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

* Archaeological Expert []: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus to Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Apprise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + 2*character level). If you succeed, you make a small but significant archaeological discovery that allows you, and only you, to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

Imperium Initiate []: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

* Delvehaven Star []: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

* Eye for Traitors (Dark Archive faction) []: You gain a permanent +2 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.

Precious Vindication []: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.

* Elemental Conquest: [] You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.
While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

Ranginori’s Debt: [][] You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Tome of First Contact [X][][][][]: You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature’s name, type, and subtypes.
Once you check the last box, you’ve expended the tome’s greatest secrets. It remains a curious keepsake.

Ectoplasmic Enhancement []: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

Aid of the Overwatched [][]: You returned Ralzeros the Overwatched to Golarion and convinced him to lend his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her essence and knowledge to assist you.
Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check.
If you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.

Blessing of Nivi [X][X][][]: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race. If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language; this has no further effect for characters who already speak Gnome.

Gnomes of the North [][][]: You have befriended the gnomes of Kalsgard and found a home away from home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check. If you already have the ability to use one of these skills to make a Day Job check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your Day Job check.)

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Elixir of Renewal: [][] You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfnder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

[STRIKE]Righteous Redemption: [X] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfnders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.[/STRIKE]

Worthy Foe: [][][] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Duskwarden’s Favor: [] Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon of your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

What Ambush? (Scout Mission): [][] Your experience in Gallowspire has sharpened your senses against
hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that
precedes this boon to act on 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.

Unravel Magic (Spellcaster Mission): [][] You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.

Timely Delivery (Muscle Mission): [][] No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

Tactical Strike (Guard Mission): [] You can rally your allies to make a coordinated strike. Check the box
that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you
and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are
considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of
your actual positioning.

Restorative Burst (Medic Mission): [] A spark of divine grace from your medic allies protects you. When
you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically
trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel
energy ability of a cleric of your level.

Necromantic Surge: [][][][] You can check a box that precedes this boon to strike foes with the Whispering
Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon.
Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation,
false life, fear, or vampiric touch.

Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two
boxes to use these spells.

Echoing Paradox: [] A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once.

Aggressive Researcher: [] You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Impossible Feat: [] The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Recruiter of Badru: You have convinced the soulbound construct Badru to contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in future scenarios.

Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon of your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

* Boon Grants Permanent Bonus.

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

Athelstan first tosses a piece of bread through the #7 doorway, watching for any change and checking whether the bread emerges on the other side.

If the bread is gone, he then tosses one end of a rope through, waits a few seconds, then pulls the rope back and checks for changes.

Appraise to recognize statue's historical significance: 1d20 + 2 ⇒ (3) + 2 = 5 One of my chronicle boons specifically gives a bonus to this, so why not try

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Just before the team is ready to venture forth, Kivuli activates his wayfinder for another minute of invisibility.


Iron Gods: Iron maps;

Sorithar does not find any aura in the dwarven statue other than the protective magic that typically holds Thassilion's ruins together.

Athelstan throws a piece of bread through the door frame, then a rope he properly recovers without nothing apparently happening to it.

The group spends some time understanding the sentences written in the frames, counting the number of studs in each door and analyzing auras. Fortunately they distribute tasks and soon they have a theory to go forward, so only Ranalus shorter lived magics expire before the group is ready to move.

Kivuli turns invisible and Ranalus makes his skin hard once more before going through the 7 studs door.

Kivuli jumps first, but everyone follows suit for fear to be alone with the hounds.

You appear in another octagonal room very much like the previous one, but without corridors, it is just a single room closed in all its edges except for the misty framed door.

In the center of the room there is a sign with a large 2nd engraved in it. A piece of bread lies in the floor next to it.

You start to count studs in the different doors:
a) 1
b) 4
c) 19
d) 20
e) 21
f) 24
g) 64
h) 81

The scrying sensors still follow close Dawa and his tiger.

Party buffs: life bubble 1 h 45 min (some more time), resist energy (20 fire/cold/electricity/sonic) 6 min, flagbearer (+2)
Athelstan: honeyed tongue 25 min, heightened awareness 8 min, comprehend languages 6 min, alter self (bugbear - scent) 8 min
Dawa: 75/75 hp; ant haul 15 h 45 min, defending bone (40/40) 7 h 45 min, air walk 76 min, invisibility purge 7 min
K'nai: 68/68 hp
Haliban: studied target (blue and black)
Kivuli: long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 100/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) 10 r, shield of faith 9 min
Sorithar: +19 hp, investigative mind (9/10) 85 min, heightened awareness 85 min, heroism 85 min, defending bone (50/50) 9 h 45 min

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

"This one. Only one prime number. Let's go."
Ranalus points to the door with 19 studs.

Dark Archive

M Aasimar (Angel-Blooded) Warrior of Aroden 10 | HP:84/84 | AC:27 23 T:12 FF:26 | CMB:14 CMD:25 | F:+13 R:+8 W:+10 | Init +2 | Perception +5 Sense Motive +16

"Agreed. Anyone see anything else?" Athelstan picks up and pockets the bread, looking around before they move on.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Dark Archive

Male Human (Taldan) Wizard 6/Cyphermage 4 | HP:58/58| Init:+8 | Per: +14, Spc: +22 | AC:16 T:12 FF:14 | CMB:7 CMD:21 | F:+6 R:+7 W:+9 (+2 vs. Illusions) |

Sorithar looks around, studying the doorways in this chamber before simply nodding in agreement with Ranalus.

"Agreed. Let's keep moving."

Perception: 1d20 + 18 ⇒ (12) + 18 = 30

Sorithar maintains concentration on detect magic and renews it as necessary while the troop is porting from chamber to chamber as long as there is no immediate threat.

Other Actions & Effects:

Unless we are in combat, Sorithar moves carefully and intently, studying his surroundings. Take 10 on Perception for a result of 28 and Take 10 on Knowledge (Arcana) Checks to recognize spell traps (see below) for a result of 34.
Can locate glyphs of warding, symbol spells, and similar magical spell traps that use writing as if he were a rogue. He can use Perception or Knowledge (arcana) to notice such traps, and can use Disable Device or Spellcraft to disable these types of traps.

DR 5/bludgeoning (50/50)
Temp Hit Points: 19/19
heightened awareness (+2 competence to Knowledge Skills and Perception)
heroism (+2 morale to Saves, Skills, Attacks)
investigative mind (Reroll Appraise, Knowledge, Linguistics, Spellcraft - 9/10)
life bubble
resist energy 20 to fire, cold, electricity, and sonic
light
detect magic

Ioun stone (Diplomacy, +2 competence)
Adventurer’s Chronicle (History, Arcana, Planes, Religion, Geography +2 circumstance, 1d4 rounds)

Current Appearance:

A tall man of clearly Taldan decent, Sorithar has the natural bronze toned skin and dark brown, naturally flowing hair of his ancestry. Unlike most of his descent however, his eyes bare a clear purple tint, likely a hereditary trait of ancient Azlanti blood. Like most men of Taldor, he wears his beard short and groomed. He appears to be in his late twenties or early thirties.
He is garbed in finely wrought, though slightly worn, dark explorer's garb with plenty of pockets and pouches, some of which seem quite full. A pair of dagger hilts stick out of each of his well tailored leather boots and a smaller crossbow hangs from a hook at his waist, across from a pouch of bolts. In his hands is a well worn, black basalt staff that seems almost alive, twisting into random irregular geometric patterns. On several of his fingers are gleaming rings of gold, bronze and other hues. A finely wrought, slim silvery headband sits upon his brow.
Short, tapered wands are tucked into his waist sash and one small gemstone hovers about his head, spinning around it at a distance of roughly a foot.
Stat Block:

Sorithar Ark'nroth
Male LN Human (Taldan) Wizard/Cyphermage, Level 6/4, Init 8, HP 58/58, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 18, Fort 6, Ref 7, Will 9, CMB +6, Base Attack Bonus 4
Bonded Item Staff of the Overwatched +7 or +5/+3 (1d6+2 or 1d6+3, 20x2)
Dagger +5/+5 (1d4+2, 19-20/x2)
Silver (10), Adamantine (2), Adamantine Weapon Blanch (10 bolts) Crossbow, Light (20 Bolts) +5 (1d8+2, 20x2)
(+2 Dex)
Abilities Str 14, Dex 14, Con 12, Int 24, Wis 10, Cha 10
Condition
extended mage armor (9:45 hours), defending bone (9:47 hours), false life (9:45 hours), heightened awareness (85 minutes), heroism (85 minutes), investigative mind (85 minutes), resist energy [fire, cold, electricity, sonic] (6 minutes), life bubble (1:45 hours), light (96 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile (x2), grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, persistent glitterdust, emergency force sphere
dismissal (x3)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [][], wand of water breathing (3rd, 2/2 charges), wand of magic missile (1st, 25/50 charges), wand of protection from evil (1st, 5/18), wand of magic missile (3rd, 40/50 charges), wand of shield (1st, 40/50 charges), wand of infernal healing (arcane, 1st, 46/50 charges); scroll of protection from evil [], scroll of liberating command [][], scroll of heightened awareness [][], scroll of Aram Zey’s focus [], scroll of see invisibility [], scroll of skim [] staff (9/10)
+1 morale to d20 roll/1 scenario [], +3 Knowledge Check/1 scenario [], blur as a swift action [][]
Within Chronicle: potion of CMW [], pearl of power (4th)[], rod of silent spell []
Boons:

* Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Gloomspire Explorer []: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

* Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

* You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

New Recruit (J. Dacilane) []: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Ally of the Green [][][]: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favour (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

* Archaeological Expert []: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus to Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Apprise, Knowledge (history), or Profession (archaeologist) check (DC = 10 + 2*character level). If you succeed, you make a small but significant archaeological discovery that allows you, and only you, to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

Imperium Initiate []: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

* Delvehaven Star []: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

* Eye for Traitors (Dark Archive faction) []: You gain a permanent +2 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.

Precious Vindication []: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.

* Elemental Conquest: [] You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor.
While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

Ranginori’s Debt: [][] You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Tome of First Contact [X][][][][]: You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature’s name, type, and subtypes.
Once you check the last box, you’ve expended the tome’s greatest secrets. It remains a curious keepsake.

Ectoplasmic Enhancement []: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet.

Aid of the Overwatched [][]: You returned Ralzeros the Overwatched to Golarion and convinced him to lend his aid to the Dark Archive. In thanks for your help, Ralzeros convinces his familiar Daosvaria to send a piece of her essence and knowledge to assist you.
Instead of taking Daosvaria as a familiar, you can call her forth to share fragments of Ralzeros’s knowledge. Check a box that precedes this boon to roll a single Knowledge check using a bonus of 5 plus your character level in place of your typical bonus. If your own bonus is higher, you may instead gain a +2 bonus on the Knowledge check.
If you use this benefit, cross the option to take Daosvaria as a familiar off your Chronicle sheet.

Blessing of Nivi [X][X][][]: Your efforts on behalf of Kalsgard’s gnome population have drawn the attention, and blessing of the gnome goddess Nivi Rhombodazzle. This boon has different effects depending on your race. If you are a non-gnome, you may check a box next to this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language; this has no further effect for characters who already speak Gnome.

Gnomes of the North [][][]: You have befriended the gnomes of Kalsgard and found a home away from home at the Hall of Seven Wagers. You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check. If you already have the ability to use one of these skills to make a Day Job check, checking a box instead grants you a +2 bonus on such a check, in addition to doubling the gold received as normal. This boon’s doubling effect does not stack with other benefits that would multiply the result of your Day Job check.)

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Elixir of Renewal: [][] You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfnder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

[STRIKE]Righteous Redemption: [X] Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfnders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.[/STRIKE]

Worthy Foe: [][][] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Duskwarden’s Favor: [] Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon of your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

What Ambush? (Scout Mission): [][] Your experience in Gallowspire has sharpened your senses against
hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that
precedes this boon to act on 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.

Unravel Magic (Spellcaster Mission): [][] You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.

Timely Delivery (Muscle Mission): [][] No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

Tactical Strike (Guard Mission): [] You can rally your allies to make a coordinated strike. Check the box
that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you
and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are
considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of
your actual positioning.

Restorative Burst (Medic Mission): [] A spark of divine grace from your medic allies protects you. When
you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically
trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel
energy ability of a cleric of your level.

Necromantic Surge: [][][][] You can check a box that precedes this boon to strike foes with the Whispering
Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon.
Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.
Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation,
false life, fear, or vampiric touch.

Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two
boxes to use these spells.

Echoing Paradox: [] A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once.

Aggressive Researcher: [] You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Impossible Feat: [] The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Recruiter of Badru: You have convinced the soulbound construct Badru to contact Zarta Dralneen and consult for her Dark Archive. When you use Prestige Points to purchase make whole as a spellcasting service, Badru himself casts it at CL 12th. This boon may have other uses in future scenarios.

Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon of your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

* Boon Grants Permanent Bonus.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

The tiny wayang races for the indicated portal.

Will assume Invisibility is still active.

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