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

Game Master Balacertar

Current map

Chronicles


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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

Kivuli is actually visible to all of us at the moment thanks to Dawa's Invisibility Purge which has 7 minutes left. Though Kivuli will be invisible on the other side of the portal, at least until Dawa comes through.

So Ranalus sees the Wayang go through, and follows.

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 guards the rear as the others pass through #19. If the hounds decide to attack the "straggler"... well, he's standing in front of the doorway for a reason. One swing, and he can step backwards to join the others.

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 follow along with the others, relieved that someone knows what a "prime number" is.


Iron Gods: Iron maps;

Ranalsus quickly identifies which is the next prime number gate and the group moves forward in that direction.

But before the group can solve the puzzle jumping through, the hounds, who have been watching through the scrying sensors, teleport into the room to stop the party. As soon as they arrive into the room, their invisibility is purged but Dawa's spell!

Initiative:

Haliban: 1d20 + 14 ⇒ (14) + 14 = 28
Athelstan: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
Ranalus: 1d20 + 8 ⇒ (15) + 8 = 23
Kivuli: 1d20 + 5 ⇒ (2) + 5 = 7
Dawa Kookpa: 1d20 + 3 ⇒ (12) + 3 = 15
”Sorithar”: 1d20 + 8 + 4 ⇒ (16) + 8 + 4 = 28
Hounds: 1d20 + 11 ⇒ (14) + 11 = 25

Haliban and Sorithar are fast to react to the intrusion and do something before the hounds can perform their attacks.

They are though affected by the Ripping Gaze of the hounds.
4x Fort DC 20 or take 5d6 slashing damage (remember you can close or avert your eyes at the beginning of your round)

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, 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, smoked goggles
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, heroism 85 min, defending bone (50/50) 9 h 45 min
Round 1: Haliban, Sorithar, Hounds, Ranalus, Athelstan, Dawa, Kivuli

Haliban and Sorithar can act!
Do not consider the corridors opening in the map, this is a closed octagonal room, but the scenario only provides a map for the lower part of the tower ;)
I clustered all of you around (a) and (c) as those are the gates from which you entered and are going to.

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|

Is this a Surprise round?

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|

"Ah there they go. I wonder how many there are in total?"

Haliban will avert his eyes while studying the 2 nearest Dawa Black and Red.

save spam:
Chance I don't have to make the save vs Black by averting, High is always good for me: 1d100 ⇒ 100

Chance I don't have to make the save vs Red by averting, High is always good for me: 1d100 ⇒ 60

Chance I don't have to make the save vs Blue by averting, High is always good for me: 1d100 ⇒ 14

Fort save DC 20: 1d20 + 14 ⇒ (14) + 14 = 28

Chance I don't have to make the save vs Cyan by averting, High is always good for me: 1d100 ⇒ 66

combat spam:

Manyshot vs FF? Black including Rapid Shot, Point Blank, Deadly Aim, Flagbarer, Studied Target, Improved Precise Shot: 1d20 + 19 - 2 + 1 - 3 + 2 + 3 ⇒ (1) + 19 - 2 + 1 - 3 + 2 + 3 = 21
cold iron/piercing/magic damage: 2d8 + 6 + 2 + 6 + 4 + 6 ⇒ (2, 4) + 6 + 2 + 6 + 4 + 6 = 30
sneak attack dmg?: 3d6 ⇒ (3, 2, 4) = 9

Shot #2 vs FF? Black including Rapid Shot, Point Blank, Deadly Aim, Flagbarer, Studied Target, Improved Precise Shot: 1d20 + 19 - 2 + 1 - 3 + 2 + 3 ⇒ (5) + 19 - 2 + 1 - 3 + 2 + 3 = 25

cold iron/piercing/magic damage: 1d8 + 3 + 1 + 3 + 2 + 3 ⇒ (3) + 3 + 1 + 3 + 2 + 3 = 15

Shot #3 vs FF? Black including Rapid Shot, Point Blank, Deadly Aim, Flagbarer, Studied Target, Improved Precise Shot: 1d20 + 19 - 5 - 2 + 1 - 3 + 2 + 3 ⇒ (7) + 19 - 5 - 2 + 1 - 3 + 2 + 3 = 22

cold iron/piercing/magic damage: 1d8 + 3 + 1 + 3 + 2 + 3 ⇒ (4) + 3 + 1 + 3 + 2 + 3 = 16


Iron Gods: Iron maps;

Through an improved precise aim that let's him ignore the concealment of averting his eyes, Haliban manages to put two sneaky arrows through the most wounded hound profiting it is flatfooted. The Leng creature survives on foot, although mortally wounded.
Sneak attack damage: 3d6 ⇒ (6, 5, 4) = 15

Blue: 100 damage, mortally wounded
Red: 7 damage
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, 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, smoked goggles
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, heroism 85 min, defending bone (50/50) 9 h 45 min
Round 1: Haliban, Sorithar, Hounds, Ranalus, Athelstan, Dawa, Kivuli

Sorithar is up, with 4 gaze attacks to face!

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) |

At the sight of the hounds, having feared this might happen, Sorithar quickly averts his gaze and moves away from the nearest couple of hounds, risking their swift reaction and hoping he's acting fast enough to give himself some breathing room.

"Blasted!"

From behind some of his companions, gaze still averted, he quickly completes an incantation, conjuring a shower of golden particles to rain down on two of the beasts...

Actions:
Move: Move 10 ft. (see map), hopefully without provoking due to flat-footed.
Standard: Cast persistent glitterdust centered on corner between blue and cyan. DC 20 Will to resist, roll twice, take worst.
Immediate: Cast emergency force sphere if brought to 15 HP or less.

Rolls:
Chance I don't have to make the save vs Black by averting, High is always good for me: 1d100 ⇒ 82
Chance I don't have to make the save vs Red by averting, High is always good for me: 1d100 ⇒ 83
Chance I don't have to make the save vs Blue by averting, High is always good for me: 1d100 ⇒ 47
Chance I don't have to make the save vs Cyan by averting, High is always good for me: 1d100 ⇒ 70

Fort save DC 20: 1d20 + 8 ⇒ (18) + 8 = 26

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
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

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)
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, 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.


Iron Gods: Iron maps;

Cyan Will DC 20: 1d20 + 10 ⇒ (4) + 10 = 14
Blue Will DC 20: 1d20 + 10 ⇒ (20) + 10 = 30
Blue Will DC 20: 1d20 + 10 ⇒ (10) + 10 = 20

With a glitter shower Sorithar makes sure two of the hounds cannot hide again, and even blinds one with his spell!
There is a 2/6 chance this hound is the caster of one of the scry sensors: 1 or 2 in 1d6: 1d6 ⇒ 2

The hound locates his prey through the scrying sensor and leaps over Sorithar in revenge, air walking 5' over the ground.
bite+haste+higher ground (Vital Strike): 1d20 + 17 + 1 + 1 ⇒ (2) + 17 + 1 + 1 = 214d6 + 5 ⇒ (1, 3, 4, 4) + 5 = 17
Total concealment mischance 50%: 1d100 ⇒ 45
Blind fight reroll: 1d100 ⇒ 93
With utmost experience to fight without proper sight, the terrifying thing marks his jaws on Sorithar's leg with a vital strike.

The blue hound steps back and casts slow on the whole party.
Will DC 18 or be staggered for the time being
Concentration cast defensively DC 21: 1d20 + 15 ⇒ (10) + 15 = 25

The other two hounds concede to Ranalus' desires, focusing their attacks on him.
bite+haste: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 362d6 + 5 ⇒ (3, 2) + 5 = 10
claw 1+haste: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 301d8 + 5 ⇒ (6) + 5 = 11
claw 2+haste: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 301d8 + 5 ⇒ (8) + 5 = 13

haste bite: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 272d6 + 5 ⇒ (1, 6) + 5 = 12

bite+haste: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 222d6 + 5 ⇒ (3, 5) + 5 = 13
claw 1+haste: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 211d8 + 5 ⇒ (7) + 5 = 12
claw 2+haste: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 191d8 + 5 ⇒ (1) + 5 = 6
haste bite: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 352d6 + 5 ⇒ (4, 2) + 5 = 11
The hounds bite and tear on the feyman, but barely scratch him as they find his skin amazingly hard for a humanoid.

Cyan Will vs glitterdust DC 20: 1d20 + 10 ⇒ (3) + 10 = 13
The blinded hound remains blinded by the glitter.

Cyan: blinded r11
Blue: 100 damage, mortally wounded
Red: 7 damage
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, 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, smoked goggles
K'nai: 68/68 hp
Haliban: studied target (blue and black)
Kivuli: long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) r9, shield of faith 9 min
Sorithar: +2/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (50/50) 9 h 45 min
Round 1: Ranalus, Athelstan, Dawa, Kivuli Round 2: Haliban, Sorithar, Hounds

Everyone is up!
You all have 4 gaze attacks to face Fort DC 20 or take 5d6 slashing damage. If later someone that acts before you in initiative removes a hound, we will ignore that gaze damage.
Note the Will save against slow happens before the gaze attack saves.

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

Will vs Slow: 1d20 + 15 ⇒ (19) + 15 = 34
Ranalus has made saves against Blue and Cyan, so does not need to save against them again.
Fort vs Red Gaze: 1d20 + 11 ⇒ (18) + 11 = 29
Fort vs Black Gaze: 1d20 + 11 ⇒ (18) + 11 = 29

Ranalus continues to shrug off nearly everything the abominations can throw at him.
"Is that it?" he hisses.

He stabs at Red with his rapier, dealing it two solid hits.
+1 Rapier, Flagbearer +2: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Crit Confirm?: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Crit Damage: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Iterative: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Crit Confirm?: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7

He flicks his rapier. "I said I would kill you all. It might not be quick, though."

Not going to bother with Dismissal, as I imagine between Haliban and K'nai raw damage may take them all out.

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

Saves:

Will vs Slow: 1d20 + 10 ⇒ (7) + 10 = 17

Averting gaze. High is good for me.

Gaze avoidance:
Red: 1d100 ⇒ 13
Black: 1d100 ⇒ 89
Blue: 1d100 ⇒ 5
Cyan: 1d100 ⇒ 10

Fort vs. gazes:
Red: 1d20 + 13 ⇒ (10) + 13 = 23
Blue: 1d20 + 13 ⇒ (15) + 13 = 28
Cyan: 1d20 + 13 ⇒ (19) + 13 = 32

Athelstan keeps his eyes high, to avoid the hounds' gaze - and immediately looks straight at the one attacking Sorithar. Two others were also a little higher in the air than he would have expected. Still, he manages to fight off their piercing gazes. Now if only he could have fought off the slowing effect.

The far hound looked near death, though, and just close enough to reach. Sorithar could survive for a little longer, and removing one hound would help everyone else.

Athelstan charges the hound on the far side of the chamber. Unknowingly, his form also begins to blur. Sadly, his efforts to avoid the gazes left him swinging at the air.

Actions:

Standard action:
Partial charge, since restricted to standard action. Moving at half speed still gets close enough.
Targeting Blue.
Miss chance (high is good for me): 1d100 ⇒ 17
Attack: 1d20 + 16 + 2 + 1 - 1 + 2 ⇒ (11) + 16 + 2 + 1 - 1 + 2 = 31, damage: 1d8 + 5 + 1 + 2 ⇒ (8) + 5 + 1 + 2 = 16 and holy damage: 2d6 ⇒ (2, 6) = 8
Includes charge bonus, alter self, slow penalty, and flagbearer

Swift action:
Activate boon from chronicle #24 to get the effects of CL10 Blur.


Iron Gods: Iron maps;

Ranalsus stabs his rapier deep inside the hound's neck, then recovers to stab again on its chest perforating the lungs!

Athelstan, retained by the hound's magic, fights with the magical bounds by charging valiantly into fight to engage the Tindalo's creature. But trying to not look at the hound eyes, his swing goes wide and cuts through the air.

Cyan: blinded r11
Blue: 100 damage, mortally wounded
Red: 41 damage, considerably wounded
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, comprehend languages 6 min, alter self (bugbear - scent) 8 min, charge penalty r2
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, smoked goggles
K'nai: 68/68 hp
Haliban: studied target (blue and black)
Kivuli: long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) r9, shield of faith 9 min
Sorithar: +2/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (50/50) 9 h 45 min
Round 1: Ranalus, Athelstan, Dawa, Kivuli Round 2: Haliban, Sorithar, Hounds

Dawa, Kivuli, Haliban and Sorithar to go!
Still 4 gaze attacks on place.

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'

Will vs DC 18 (Slow)+Inspire: 1d20 + 7 + 1d6 ⇒ (9) + 7 + (4) = 20

Fort DC 20 (RED): 1d20 + 4 + 8 ⇒ (13) + 4 + 8 = 25
Fort DC 20 (BLACK): 1d20 + 4 + 8 ⇒ (2) + 4 + 8 = 14
Damage: 5d6 ⇒ (4, 6, 4, 4, 3) = 21
Fort DC 20 (BLUE): 1d20 + 4 + 8 ⇒ (16) + 4 + 8 = 28
Fort DC 20 (CYAN): 1d20 + 4 + 8 ⇒ (5) + 4 + 8 = 17
Damage: 5d6 ⇒ (1, 5, 1, 3, 1) = 11
{-32 hp}

Keen Estoc vs RED (PA): 1d20 + 13 ⇒ (12) + 13 = 25
Miss (High good): 1d100 ⇒ 15 (MISS)
Damage: 1d6 + 14 ⇒ (6) + 14 = 20

Keen Estoc vs RED (PA): 1d20 + 8 ⇒ (5) + 8 = 13
Miss (High good): 1d100 ⇒ 81
Damage: 1d6 + 14 ⇒ (6) + 14 = 20

Even with occular protection, the wayang cannot resist looking into the horrible gaze of the hounds. Learning his lesson, he readjusts the lenses, but that only serves to foul his balance.

What a cruddy round.

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 is glad to be wearing the smoked goggles that Athelstan so kindly loaned him.

Dawa's saves vs gaze attacks:

BLACK 50% chance to ignore the gaze attack for this round from averting eyes from goggles, high is always good for me: 1d100 ⇒ 28
Fort DC 20 vs gaze, goggles: 1d20 + 8 + 8 ⇒ (2) + 8 + 8 = 18
Slashing dmg: 5d6 ⇒ (1, 5, 2, 2, 1) = 11 5 of this is absorbed by Defending Bone so Dawa takes 6 dmg.

RED 50% chance to ignore the gaze attack for this round from averting eyes from goggles, high is always good for me: 1d100 ⇒ 87

BLUE 50% chance to ignore the gaze attack for this round from averting eyes from goggles, high is always good for me: 1d100 ⇒ 5
Fort DC 20 vs gaze, goggles: 1d20 + 8 + 8 ⇒ (8) + 8 + 8 = 24

CYAN 50% chance to ignore the gaze attack for this round from averting eyes from goggles, high is always good for me: 1d100 ⇒ 10
Fort DC 20 vs gaze, goggles: 1d20 + 8 + 8 ⇒ (15) + 8 + 8 = 31

Dawa takes 6 dmg and is now immune to Blue and Cyan's gaze attacks going forward.

Will DC 18 vs Slow: 1d20 + 13 ⇒ (19) + 13 = 32

Dawa resists the slowing power of the creature's spell and takes only minor damage from one of their gaze attacks.

Though the tiger may have been sent from heaven itself, he is not smart enough to know to avert his gaze...

K'nai saves vs gaze attacks:

BLACK Fort DC 20 vs gaze: 1d20 + 10 ⇒ (18) + 10 = 28
RED Fort DC 20 vs gaze: 1d20 + 10 ⇒ (8) + 10 = 18
S dmg: 5d6 ⇒ (3, 3, 3, 4, 5) = 18 5 of this is absorbed by his DR, so K'nai takes 13 dmg
BLUE Fort DC 20 vs gaze: 1d20 + 10 ⇒ (13) + 10 = 23
CYAN Fort DC 20 vs gaze: 1d20 + 10 ⇒ (19) + 10 = 29
K'nai is now immune to Black, Blue, and Cyan's gaze attacks.

Will DC 18 vs Slow: 1d20 + 6 ⇒ (8) + 6 = 14

K'nai avoids most of the creature's gaze attacks, taking damage from only one of them, which is in turn reduced by his innate celestial resistance; however he is unable to avoid the slowing power of the creature's spell. K'nai is Slowed.

The tiger slowly steps forward and upward 5' in order to attack the creatures from above his comrades' heads. K'nai is airwalking so I believe he can 5' step to the squares shown - GM, let me know if that's not the case. (This movement is shown on the map with a white arrow)

Meanwhile, Dawa steps backward (beneath the tiger) and once again calls his comrades to courageous battle. Move action to Inspire Courage (move action rather than a swift action because Dawa didn't take 10 minutes to polish his buckler after the first fight). Between Inspire Courage and Flagbearer, Dawa is now giving +4/+4 (morale/competence) to everyone in the party. Bardic Performance 2/28.

Then he once again calls upon the moon to lend her divine favor to K'nai. Standard action to cast Divine Favor on K'nai.

Finally, K'nai attempts to bite the Black hound. Only one attack as a standard action due to Slow.

bite, inspire, flag, divine favor, slow, higher ground?: 1d20 + 19 ⇒ (5) + 19 = 24
Magical Silver dmg: 1d8 + 14 ⇒ (5) + 14 = 19
Grab vs CMD, inspire, flag, divine favor, slow, higher ground?: 1d20 + 24 ⇒ (17) + 24 = 41


Iron Gods: Iron maps;

Kivuli's glasses chance to not see 50%: 1d100 ⇒ 69
Kivuli's glasses chance to not see 50%: 1d100 ⇒ 86
Kivuli's smoked goggles really go bad for him as they do not protect him but make him fail his best attack.

Slow CL vs Exalted Resistance SR 14: 1d20 + 10 ⇒ (18) + 10 = 28
Slow CL vs K'nai SR 14: 1d20 + 10 ⇒ (1) + 10 = 11
Dawa's glasses work much better though, as they block three of the gazes, brings favor on his tiger who steps in the air biting on the black hound thanks to the tiger not being slowed!

Cyan: blinded r11
Blue: 100 damage, mortally wounded
Red: 41 damage, considerably wounded
Black: 19 damage, grabbed
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, comprehend languages 6 min, alter self (bugbear - scent) 8 min, charge penalty r2
Dawa: 69/75 hp; ant haul 15 h 45 min, defending bone (35/40) 7 h 45 min, air walk 76 min, invisibility purge 7 min, smoked goggles
K'nai: 55/68 hp
Haliban: studied target (blue and black)
Kivuli: 22/54 hp; long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) r9, shield of faith 9 min
Sorithar: +2/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (50/50) 9 h 45 min
Round 1: Ranalus, Athelstan, Dawa, Kivuli Round 2: Haliban, Sorithar, Hounds

Haliban and Sorithar please you are still up!
K'nai can complete the full attack


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 suddenly feels the sluggishness drop away from him and he continues mauling the black hound that he has grabbed.

claw 1, inspire, flag, divine favor, higher ground?: 1d20 + 20 ⇒ (10) + 20 = 30
Magical Silver dmg: 1d6 + 14 ⇒ (1) + 14 = 15

claw 2, inspire, flag, divine favor, higher ground?: 1d20 + 20 ⇒ (4) + 20 = 24
Magical Silver dmg: 1d6 + 14 ⇒ (1) + 14 = 15

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 continues his rain of arrows while averting his eyes.

save spam:

50% chance of not having to save vs black, I guess now low is supposed to be good for me: 1d100 ⇒ 55
high so Fort save DC 20: 1d20 + 14 ⇒ (10) + 14 = 24

50% chance of not having to save vs red: 1d100 ⇒ 63
high so Fort save DC 20: 1d20 + 14 ⇒ (15) + 14 = 29

50% chance of not having to save vs blue: 1d100 ⇒ 96
high so Fort save DC 20: 1d20 + 14 ⇒ (20) + 14 = 34

50% chance of not having to save vs teal: 1d100 ⇒ 83
high so Fort save DC 20: 1d20 + 14 ⇒ (8) + 14 = 22

combat spam:

Attacking blue then red. If by some chance they both drop before my last attack Haliban will study 2 new targets.

Manyshot including rapid shot, deadly aim, point blank shot, flagbarer, inspired, studied target, improved precise shot: 1d20 + 19 - 2 - 3 + 1 + 2 + 2 + 3 ⇒ (10) + 19 - 2 - 3 + 1 + 2 + 2 + 3 = 32
piercing/cold iron/magic damage: 2d8 + 6 + 2 + 4 + 4 + 6 ⇒ (2, 5) + 6 + 2 + 4 + 4 + 6 = 29

Attack #2 including rapid shot, deadly aim, point blank shot, flagbarer, inspired, studied target, improved precise shot: 1d20 + 19 - 2 - 3 + 1 + 2 + 2 + 3 ⇒ (1) + 19 - 2 - 3 + 1 + 2 + 2 + 3 = 23
piercing/cold iron/magic damage: 1d8 + 3 + 1 + 2 + 2 + 3 ⇒ (8) + 3 + 1 + 2 + 2 + 3 = 19

Attack #3 including rapid shot, deadly aim, point blank shot, flagbarer, inspired, studied target, improved precise shot: 1d20 + 19 - 5 - 2 - 3 + 1 + 2 + 2 + 3 ⇒ (7) + 19 - 5 - 2 - 3 + 1 + 2 + 2 + 3 = 24
piercing/cold iron/magic damage: 1d8 + 3 + 1 + 2 + 2 + 3 ⇒ (2) + 3 + 1 + 2 + 2 + 3 = 13

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) |

Will Save: 1d20 + 11 ⇒ (6) + 11 = 17

Feeling suddenly sluggish, Sorithar grunts and attempts best he can to complete an incantation, while keeping his gaze averted, sending five glowing bolts of azure energy pummeling into one of the nearest hounds even as he reels from meeting the gaze of one of the beasts!

50% chance of not having to save vs black: 1d100 ⇒ 7
50% chance of not having to save vs red: 1d100 ⇒ 87
50% chance of not having to save vs blue: 1d100 ⇒ 21
50% chance of not having to save vs teal: 1d100 ⇒ 93

Fort save DC 20 vs red gaze: 1d20 + 8 ⇒ (14) + 8 = 22
Fort save DC 20 vs teal gaze: 1d20 + 8 ⇒ (8) + 8 = 16

Concentration Check: 1d20 + 18 ⇒ (6) + 18 = 24
Magic Missile Damage: 5d4 + 5 ⇒ (4, 1, 4, 3, 1) + 5 = 18

Cast magic missile defensively at the weakest looking hound.

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 (33/50)
Temp Hit Points: 2/19
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

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 (9:45 hours), false life (9:47 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 (98 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility
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.


Iron Gods: Iron maps;

K'nai manages one more slash with its claws, tearing a piece of skin from the hound.

Will vs slow DC 18: 1d20 + 9 ⇒ (3) + 9 = 12
Haliban falls to the slowing magics despite he endures the bad stare of the hounds, and puts a single arrow into the air. Thanks to his incredibly precise aim, the Garundi sends the blue hound to the ground with his arrow flying over Athelstan's shoulder.

Slashing damage: 5d6 ⇒ (6, 2, 1, 2, 4) = 15
Slashing wounds appear on Sorithar as one of the gazes cuts through his false life and Pharasmite bone. Despite slowed, he manages to blast the red hound, leaving it even in a worse condition.

The blinded hound keeps his attacks on Sorithar, walking in the air 5' over his head.
bite+haste+higher ground: 1d20 + 17 + 1 + 1 ⇒ (1) + 17 + 1 + 1 = 202d6 + 5 ⇒ (3, 1) + 5 = 9 Blind mischance 50%: 1d100 ⇒ 49 Blind fight: 1d100 ⇒ 60
claw 1+haste+higher ground: 1d20 + 17 + 1 + 1 ⇒ (4) + 17 + 1 + 1 = 231d8 + 5 ⇒ (6) + 5 = 11Blind mischance 50%: 1d100 ⇒ 94
claw 2+haste+higher ground: 1d20 + 17 + 1 + 1 ⇒ (18) + 17 + 1 + 1 = 371d8 + 5 ⇒ (4) + 5 = 9Blind mischance 50%: 1d100 ⇒ 77
haste bite+higher ground: 1d20 + 17 + 1 + 1 ⇒ (19) + 17 + 1 + 1 = 382d6 + 5 ⇒ (2, 1) + 5 = 8Blind mischance 50%: 1d100 ⇒ 57

With a howl the quadruped bites and claws the Taldan, leaving him blood covered, his attacks bypassing the Pharasma's bone.

Will vs glitterdust DC 20: 1d20 + 10 ⇒ (16) + 10 = 26
Persistent spell save DC 20: 1d20 + 10 ⇒ (2) + 10 = 12
Although the glitter continues falling down, Sorithar's persistent dust keeps the creature blind.

Seeing their little effect on Ranalus, the other two hounds focus on K'nai.
bite+haste: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 282d6 + 5 ⇒ (6, 4) + 5 = 15
claw 1+haste: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 231d8 + 5 ⇒ (6) + 5 = 11
claw 2+haste: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 211d8 + 5 ⇒ (2) + 5 = 7
haste bite: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 222d6 + 5 ⇒ (1, 4) + 5 = 10

bite+haste: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 382d6 + 5 ⇒ (6, 1) + 5 = 12
claw 1+haste: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 221d8 + 5 ⇒ (7) + 5 = 12
claw 2+haste: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 371d8 + 5 ⇒ (3) + 5 = 8
haste bite: 1d20 + 17 + 1 ⇒ (18) + 17 + 1 = 362d6 + 5 ⇒ (5, 4) + 5 = 14

Crit?: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 202d6 + 5 ⇒ (1, 2) + 5 = 8
The hounds get more success with the tiger, one of them even managing to clasp his jaws around the tiger's neck. Their evil attacks bypass K'nai's celestial resistance.

Then, on a swift, they teleport at the back of the tiger and next to Sorithar. Called by the blood of both, they appear through the edges of the room's western wall.

Cyan: blind r11
Blue: 113 damage, unconscious, dying
Red: 59 damage, considerably wounded
Black: 34 damage
Party buffs: life bubble 1 h 45 min (some more time), resist energy (20 fire/cold/electricity/sonic) 6 min, flagbearer (+2), inspire courage (+2)
Athelstan: honeyed tongue 25 min, comprehend languages 6 min, alter self (bugbear - scent) 8 min, charge penalty r2
Dawa: 69/75 hp; ant haul 15 h 45 min, defending bone (35/40) 7 h 45 min, air walk 76 min, invisibility purge 7 min, smoked goggles
K'nai: 6/68 hp
Haliban: studied target (blue and black), slow r11
Kivuli: 22/54 hp; long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) r9, shield of faith 9 min
Sorithar: 22/58+0/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (45/50) 9 h 45 min, slow r11
Round 2: Ranalus, Athelstan, Dawa, Kivuli Round 3: Haliban, Sorithar, Hounds

Everyone can act!
Only 3 gaze attacks remaining (Fort DC 20)

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

Too far away to get a full attack, Ranalus moves to defend Sorithar and casts Admonishing Ray on Red. Not worried about an AOO from Cyan because it is Blinded and Blind-Fight doesn't circumvent that aspect.

"Sorithar, step back! Athelstan, take his place!"
@Sorithar, just so they can't 5' step and full attack you. Taking a single attack from them, even a Vital Strike, is way better than taking four attacks.

Admonishing Ray #1, Ranged Touch, Flagbearer +2, IC +2: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
NL damage: 4d6 + 2 + 2 ⇒ (3, 2, 3, 5) + 2 + 2 = 17

Admonishing Ray #2, Ranged Touch, Flagbearer +2, IC +2: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21
NL damage: 4d6 + 2 + 2 ⇒ (6, 1, 4, 2) + 2 + 2 = 17

Admonishing Ray #3, Ranged Touch, Flagbearer +2, IC +2: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
NL damage: 4d6 + 2 + 2 ⇒ (5, 2, 4, 2) + 2 + 2 = 17

This FAQ clarifies that effects that boost 'weapon damage' do apply to rays. So 51 NL damage to Red.

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

Saves:

Not averting eyes.

Already saved against Red and Cyan.

Fort vs Black: 1d20 + 13 ⇒ (20) + 13 = 33

"Sorithar, take cover!"

Fighting through the slowing effect, Athelstan steps towards the flying hound. He chooses to accept the remaining hound's gaze - and fights through it.

"In the name of Aroden, FALL!" he shouts, as he smites the nearest hound with his holy sword.

Actions:

5' step
Swift-action smitery
Attack: 1d20 + 16 - 1 + 1 + 4 ⇒ (12) + 16 - 1 + 1 + 4 = 32, damage: 1d8 + 5 + 1 + 4 + 10 ⇒ (2) + 5 + 1 + 4 + 10 = 22, and holy: 2d6 ⇒ (5, 5) = 10


Iron Gods: Iron maps;

Ranalus looks for the teleporting hounds, giving good advise and launching powerful rays of force that knock the red hound unconscious.

Athelstan steps back enduring the black's gaze, and fighting the numbness in his muscles, castigates the blind hound with a mighty strike on its back!

Cyan: 32 damage, blind r11
Blue: 113 damage, unconscious, dying
Red: 59 damage (51 NL), unconscious, stable

Black: 34 damage
Party buffs: life bubble 1 h 45 min (some more time), resist energy (20 fire/cold/electricity/sonic) 6 min, flagbearer (+2), inspire courage (+2)
Athelstan: honeyed tongue 25 min, comprehend languages 6 min, alter self (bugbear - scent) 8 min, charge penalty r2
Dawa: 69/75 hp; ant haul 15 h 45 min, defending bone (35/40) 7 h 45 min, air walk 76 min, invisibility purge 7 min, smoked goggles
K'nai: 6/68 hp
Haliban: studied target (blue and black), slow r11
Kivuli: 22/54 hp; long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) r9, shield of faith 9 min
Sorithar: 22/58+0/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (45/50) 9 h 45 min, slow r11
Round 2: Ranalus, Athelstan, Dawa, Kivuli Round 3: Haliban, Sorithar, Hounds

Dawa, Kivuli, Haliban and Sorithar to go!
Only 2 gaze attacks to face: cyan and black Fort DC 20

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'

Smoked Goggles BLACK: 1d100 ⇒ 3 {No save needed}
Smoked Goggles CYAN: 1d100 ⇒ 60
Fort vs DC 20: 1d20 + 4 ⇒ (17) + 4 = 21

With his goggles properly set, the rogue races across the room. His estoc darts out at the surrounded hound.
Keen Estoc vs CYAN {PA/Flank/IC/FB}: 1d20 + 13 + 2 + 2 + 2 ⇒ (12) + 13 + 2 + 2 + 2 = 31
Miss?: 1d100 ⇒ 78
Damage {IC/FB}: 1d6 + 14 + 2 + 2 ⇒ (4) + 14 + 2 + 2 = 22

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 was already immune to Black, Blue, and Cyan's gaze attacks from last round. I'm not sure if he needs to save vs Red now or if it's rendered moot by the fact that Ranalus knocked him out of the fight before K'nai acts. Making the save here just in case - since it will likely drop him if he fails...

K'nai save vs Red gaze if still needed:

Fort DC 20: 1d20 + 10 ⇒ (19) + 10 = 29
Ok, so it's moot regardless. K'nai is now immune to Black, Blue, Cyan, and Red gaze attacks.

Dawa was already immune to Blue and Cyan's gaze attacks so he has to save vs Black (and possibly Red if still needed)
BLACK 50% chance of not having to make a save, low is good for Dawa: 1d100 ⇒ 81
BLACK Fort DC 20, goggles: 1d20 + 8 + 8 ⇒ (6) + 8 + 8 = 22

RED (IF STILL NEEDED) 50% chance of not having to make a save, low is good for Dawa: 1d100 ⇒ 72
BLACK Fort DC 20, goggles: 1d20 + 8 + 8 ⇒ (11) + 8 + 8 = 27
No damage and Dawa is now immune to all four hounds' gaze attacks.

The brave celestial tiger reels from the savagery of the hounds attacks and then responds in kind, determined to give as good as he has received!

Bite, inspire, flag, divine favor, higher ground?: 1d20 + 20 ⇒ (2) + 20 = 22
magical silver dmg: 1d8 + 14 ⇒ (6) + 14 = 20

Claw 1, inspire, flag, divine favor, higher ground?: 1d20 + 20 ⇒ (18) + 20 = 38
magical silver dmg: 1d6 + 14 ⇒ (5) + 14 = 19

Claw 2, inspire, flag, divine favor, higher ground?: 1d20 + 20 ⇒ (20) + 20 = 40
magical silver dmg: 1d6 + 14 ⇒ (6) + 14 = 20
CRIT CONFIRM? Claw 2, inspire, flag, divine favor, higher ground?: 1d20 + 20 ⇒ (7) + 20 = 27
EXTRA CRIT DMG? magical silver dmg: 1d6 + 14 ⇒ (3) + 14 = 17

If Black is still standing:

Seeing the foe still standing after K'nai's relentless attacks, Dawa reaches out and touches his companion with a hand, bestowing further grace of the moon upon him.

Casting Sanctuary on K'nai - DC 19 Will for any foe to attack him.

If Black is down:
With only the Blind Cyan still presenting a threat, Dawa focusses on trying to heal his tiger companion. Retrieve scroll of Cure Critical Wounds. Due to Haunted Curse, this is a standard action.

Dawa also continues to all his comrades forth to courageous valor. Free action to maintain Inspire Courage 25/28


Iron Gods: Iron maps;

Kivuli darts through the room delivering a good solid whack to the blinded hound who barks on pain.

K'nai bravely resolves to die killing and claws the black hound opening a terrible gash on the head that let's see the creature's skull!

Dawa comes to assist his companion by casting a spell after taking a 5-feet step to avoid the hound attacks.
GMPC adjusted Dawa's position in map

in the nose of the hound who retaliates with an attack.
AoO: bite+haste: 1d20 + 17 + 1 ⇒ (4) + 17 + 1 = 222d6 + 5 ⇒ (6, 3) + 5 = 14
The hound marks his teeth on the aasimar's arm making it difficult for him to cast his spell.
Dawa needs to succeed at a Concentration 10 + damage + spell level (DC 25 I guess) for the sanctuary to happen

Cyan: 54 damage, blind r11
Black: 90 damage
Party buffs: life bubble 1 h 45 min (some more time), resist energy (20 fire/cold/electricity/sonic) 6 min, flagbearer (+2), inspire courage (+2)
Athelstan: honeyed tongue 25 min, comprehend languages 6 min, alter self (bugbear - scent) 8 min, charge penalty r2
Dawa: 69/75 hp; ant haul 15 h 45 min, defending bone (35/40) 7 h 45 min, air walk 76 min, invisibility purge 7 min, smoked goggles
K'nai: 6/68 hp
Haliban: studied target (blue and black), slow r11
Kivuli: 22/54 hp; long arm 1 min, invisibility 1 min, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) r9, shield of faith 9 min
Sorithar: 22/58+0/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (45/50) 9 h 45 min, slow r11
Round 2: Ranalus, Athelstan, Dawa, Kivuli Round 3: Haliban, Sorithar, Hounds

Haliban and Sorithar to go!

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 grunts with pain, almost keeling over. He spits some blood on the floor as he tries desperately to evade the glaring massive eyes of the three remaining hounds even as he struggles to complete a complex incantation and focus it on one of the beasts.

50% chance of not having to save vs black: 1d100 ⇒ 19
50% chance of not having to save vs cyan: 1d100 ⇒ 48

Immedate: Cast emergency force sphere on self if brought below 16 HP.
Free: Move 5 ft.
Standard: Cast (defensively: 1d20 + 18 ⇒ (17) + 18 = 35 if threatened) dismissal on cyan hound. DC 22 Will to negate.

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 (45/50)
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

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 22/58, 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 (9:45 hours), false life (9:45 hours), heroism (89 minutes), investigative mind (85 minutes), resist energy [fire, cold, electricity, sonic] (10 minutes), life bubble (1:45 hours), light (96 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility
emergency force sphere
dismissal (x2)
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.

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

”Haliban, try to finish Black before it kills K’nai!”

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|

On Haliban's turn Spirits watch over him. Returning Home boon. I checked a box allowing me to reroll a will or reflex save as an immediate action. Will reroll vs Slow.

will save: 1d20 + 9 ⇒ (11) + 9 = 20

That would mean no swift action last turn so could not study new targets. This turn I will study new targets if/when black falls. Averting my eyes again. Starting on black.

"Got it."

save spam:

Chance I don't have to save vs black, Low is good now: 1d100 ⇒ 74
fort save dc 20: 1d20 + 14 ⇒ (3) + 14 = 17
damage to Haliban: 5d6 ⇒ (4, 3, 2, 4, 5) = 18

chance I don't have to save vs Cyan low is good now: 1d100 ⇒ 97
fort save DC 20: 1d20 + 14 ⇒ (6) + 14 = 20

combat spam:
Manyshot including rapid shot, deadly aim, point blank shot, flagbarer, inspired, studied target, improved precise shot: 1d20 + 19 - 2 - 3 + 1 + 2 + 2 + 3 ⇒ (6) + 19 - 2 - 3 + 1 + 2 + 2 + 3 = 28
piercing/cold iron/magic damage: 2d8 + 6 + 6 + 2 + 4 + 4 + 6 ⇒ (3, 5) + 6 + 6 + 2 + 4 + 4 + 6 = 36

Attack #2 including rapid shot, deadly aim, point blank shot, flagbarer, inspired, studied target, improved precise shot: 1d20 + 19 - 2 - 3 + 1 + 2 + 2 + 3 ⇒ (7) + 19 - 2 - 3 + 1 + 2 + 2 + 3 = 29
piercing/cold iron/magic damage: 1d8 + 3 + 3 + 1 + 2 + 2 + 3 ⇒ (7) + 3 + 3 + 1 + 2 + 2 + 3 = 21

Attack #3 including rapid shot, deadly aim, point blank shot, flagbarer, inspired, studied target, improved precise shot: 1d20 + 19 - 5 - 2 - 3 + 1 + 2 + 2 + 3 ⇒ (12) + 19 - 5 - 2 - 3 + 1 + 2 + 2 + 3 = 29
piercing/cold iron/magic damage: 1d8 + 3 + 3 + 1 + 2 + 2 + 3 ⇒ (6) + 3 + 3 + 1 + 2 + 2 + 3 = 20


Iron Gods: Iron maps;

Looking only at its shadow, Sorithar utters a powerful word of dismissal and the blinded hound folds over itself and suddenly disappears from this plane of existence!
Will DC 22: 1d20 + 10 ⇒ (9) + 10 = 19

Haliban steps aside, to avoid sharing space with Sorithar, the spirits that watch on him granting him a favor to break the slowing magics, and then putting many arrows on the air all of them landing hard on the remaining hound.

The black one falls to the ground like a dead pin-cushion!

Combat is over!

Cyan: 54 damage, blind r11, traveling back to Leng
Black: 167 damage, very dead

Party buffs: life bubble 1 h 45 min (some more time), resist energy (20 fire/cold/electricity/sonic) 6 min, flagbearer (+2), inspire courage (+2)
Athelstan: honeyed tongue 25 min, comprehend languages 6 min, alter self (bugbear - scent) 8 min
Dawa: 69/75 hp; ant haul 15 h 45 min, defending bone (35/40) 7 h 45 min, air walk 76 min, invisibility purge 7 min, smoked goggles
K'nai: 6/68 hp
Haliban: 70/88 hp; studied target (black)
Kivuli: 22/54 hp; long arm 7 rds, invisibility 7 rds, smoked goggles
Ranalus: 95/102 hp; magic vestment (armor and shield) 11 h 45 min, freedom of movement 106 min, feyskinned (DR 10/cold iron) 6 rds, shield of faith 9 min
Sorithar: 22/58+0/19 hp, investigative mind (9/10) 85 min, heroism 85 min, defending bone (45/50) 9 h 45 min, slow 8 rds

With all the hounds of Tindalos dealt with, the tower comes back to a quite silence.

The same frames you were trying to cross when the hounds interrupted you remain open patiently for you, their eerie mists offering entrance to a new level of the tower. That is, if you chose the right door.

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

"That could have gone much worse," the cleric notes.

He goes over to the unconscious hound (Red) and runs his rapier through its eye.

CdG damage: 2d6 + 10 ⇒ (4, 5) + 10 = 19
If it still lives, he will do that again - making sure it is dead before he channels to heal.

He holds his eye-and-moon holy symbol.
"The Night Restores."

Shadowy tendrils snake out, and your wounds heal somewhat.

Channel, halved for Variant Channel: 3d6 ⇒ (3, 3, 6) = 12
Channel, halved for Variant Channel: 3d6 ⇒ (4, 6, 6) = 16
Channel, halved for Variant Channel: 3d6 ⇒ (2, 4, 3) = 9

So, that is 18 HP back to everybody that is wounded. Everybody also gains Darkvision for a round each time he does this.

He also uses his Pearl of Power to regain Divine Favor, and offers to heal anyone who needs it, with his wand of CLW (19 charges) or theirs.

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 heaves a sigh of relief and pats his tiger companion.

Dawa is fully healed after Ranalus channels. K'nai is at 24/68.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

After using nine charges from his wand, K'nai is also fully healed.

He also returns the smoked goggles to Athelstan. "Many thanks - they were most useful!"

Dawa and K'nai are ready to proceed whenever everyone else is. In the interest of saving time on the buffs that we have already cast, Dawa will not use 10 minutes to polish his buckler (unless someone else has a reason why they want to sit tight for 10 minutes).

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

"Who is hurt?" Athelstan asks, looking around. "I have plenty of charges on my wand, if anyone needs it."

He accepts his goggles back from Dawa. "You are quite welcome. I'm just glad they were of some use."


Iron Gods: Iron maps;

Ranalus and Dawa quickly focus on healing taking a minute to have the tiger at full.

Some items are exchanged.

Kivuli's long arm and Ranalus' feyskin expire.

Sorithar is finally free of his slowness.

Party buffs: life bubble 1 h 44 min (some more time), resist energy (20 fire/cold/electricity/sonic) 5 min, flagbearer (+2)
Athelstan: honeyed tongue 24 min, comprehend languages 5 min, alter self (bugbear - scent) 7 min
Dawa: 78/75 hp; ant haul 15 h 44 min, defending bone (30/40) 7 h 44 min, invisibility purge 6 min
K'nai: 68/68 hp; air walk 75 min
Haliban: 88/88 hp; studied target (black)
Kivuli: 40/54 hp; smoked goggles
Ranalus: 102/102 hp; magic vestment (armor and shield) 11 h 44 min, freedom of movement 105 min, shield of faith 8 min
Sorithar: 40/58+0/19 hp, investigative mind (9/10) 84 min, heroism 84 min, defending bone (45/50) 9 h 44 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'

Kivuli also slides a wand from a wrist sheath and heals himself.

Two charges of Infernal Healing. With the channel, he is topped off.

Will use a charge off my Wand of Longstrider

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|

"Thanks."

After the channels fully heal Haliban he searches the room while more healing occurs.

Take 10 on Perception for a 29. 34 vs traps.

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 sighs an audible sigh of relief as he bends over coughing and spitting out blood. He nods slowly at Ranalus' words.

"Far too close for comfort. I hope there aren't too many more surprises like that laying in wait... My thanks for the curative energies."

As his wounds begin to knit close, he draws a wand and uses it a couple of times on himself, before grasping something in his pocket, concentrating for a breath and then recasting an incantation he'd previously cast. He stows the wand, looks around to insure everyone was ready and then points to the gateway they were about to enter.

"Best to make haste. Shall we?!"

Use 2 charges from Wand of infernal healing and Pearl of Power to regain heightened awareness. Then cast heightened awareness.

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 (45/50)
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
heightened awareness (+2 to competence to Perception and Knowledge skills)

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 (9:44 hours), defending bone (9:44 hours), heroism (84 minutes), investigative mind (84 minutes), resist energy [fire, cold, electricity, sonic] (10 minutes), life bubble (1:44 hours), light (92 minutes), heightened awareness (100 minutes)
Spells
detect magic, read magic, light, mage hand,
magic missile, grease, protection from evil
see invisibility, cat's grace
haste, fly, dispel magic
dimensional anchor, greater invisibility, emergency force sphere
dismissal (x2)
Consumables tindertwig [][][], sunrod [][], antitoxin [][][], antiplague [][], soothe syrup [][], potion of CLW [][][][], holy water [][][], pearl of power (1st) [X][], 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, 44/50 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

"If you're in a hurry, wouldn't standard curative wands work better than waiting for what you're using to finish?" Athelstan waves his wand of CLW temptingly.

When everyone's ready, he taps himself again with his wand of Heightened Awareness and guards everyone's passage through door #19.

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 shrugs and stows his wand before using it.

"I do not partake lightly of a fellow Pathfinder's resources, but if you are making the offer and it would please you, I will not object."

Sorithar was 18 HP short of a Happy Meal. Will "unuse" my wand charges of infernal healing if Athelstan uses his wand of CLW on Sorithar for that total.

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 uses his wand on Sorithar.

1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (7) + 1 = 8


Iron Gods: Iron maps;

Kivuli taps himself with multiple wands, waiting a whole minute before tapping himself with another. Because fast healing does not stack

Sorithar does similar shenanigans, drawing and sheathing wands back and forth in quick succession while the channels wash over the room and the fast healing ticks in.

Haliban searches carefully the room while the healing is triggering around, but he finds nothing of note other than the known engravings and misty frames.

Athelstan taps himself with another wand, and after some discussion about what tapping is better, he also taps Sorithar to top him up.

Once the wand-tapping ritual completes, the group jumps without delay through the selected primal number door-frame before the many magics start to expire.

You appear into a strange cave, which walls resemble the surface of an ochre-hued, artistically melted candle. Patting the walls you discover the architecture has all the strength of unworked stone despite the appearance.

K. planes DC 15:

Through basic experimentation you do recognize you are no longer in the Material Plane. You find cues that you are in a demiplane accessible only through the Thousandth Spire.

Apparently there is normal gravity, and normal magic in this demiplane. It will be difficult to tell about time until you get back to the Material Plane.

It does not seem to be any alignment or energy particularities, or at least no one seems to be experimenting punishment for them.

The plane might have some morphic traits but you will need some magic to experiment what exactly.

As about size and shape, it is difficult to tell, but given you are confined in a cave, it is likely the demiplane is limited on its size.

At your back, there is a single door frame from which you came from. There are the same mists that brought you here, so it is likely able to move you back.

Kivuli's wounds slowly keep fast healing.

Party buffs: life bubble 1 h 44 min (some more time), resist energy (20 fire/cold/electricity/sonic) 5 min, flagbearer (+2)
Athelstan: heightened awareness 10 min, honeyed tongue 24 min, comprehend languages 5 min, alter self (bugbear - scent) 7 min
Dawa: 75/75 hp; ant haul 15 h 44 min, defending bone (30/40) 7 h 44 min, invisibility purge 6 min
K'nai: 68/68 hp; air walk 75 min
Haliban: 88/88 hp; studied target (black)
Kivuli: 51/54 hp; longstrider 10 min, fast healing (1) 9 rounds, smoked goggles
Ranalus: 102/102 hp; magic vestment (armor and shield) 11 h 44 min, freedom of movement 105 min, shield of faith 8 min
Sorithar: 58/58+0/19 hp, heightened awareness 100 min, investigative mind (9/10) 84 min, heroism 84 min, defending bone (45/50) 9 h 44 min

New map is available!

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'

Planes: 1d20 + 12 + 1d6 ⇒ (11) + 12 + (1) = 24

The wayang looks slightly surprised. "A demi-plane of some sort. It seems as if whoever or whatever created it follow many of the same rules for living as we do."

Kivuli observes the area further. He then moves forward to peek around the corner.

Perception: 1d20 + 21 ⇒ (11) + 21 = 32 {+1 for traps}
Stealth: 1d20 + 25 ⇒ (3) + 25 = 28

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 follows close behind Haliban, letting Kivuli advance as he wishes - it would be much harder to track him if he becomes invisible again, so better to keep with those you can. He moves as quietly as his armor would allow.

Take10 Stealth: 10 - 1 = 9
Perception: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Dark Archive

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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 about, studying the strange cavern.

"I concur, a demiplane of some sort, fascinating. Is this where Krune hid his tablets, I wonder? Would make them hard to reach by any other means..."

Sorithar waits for the others to lead the way out of this chamber, keeping an eye out for any rune or sigil marked traps the ancient runelord may have left behind. Since stealth seems to be on the agenda, he remains as quiet as he can while following.

Perception: 1d20 + 18 ⇒ (6) + 18 = 24
Knowledge (Planes): 1d20 + 15 ⇒ (1) + 15 = 16
Knowledge (Arcane) to locate traps: 1d20 + 24 ⇒ (8) + 24 = 32
Stealth: 1d20 + 14 ⇒ (8) + 14 = 22

Sorithar will cast emergency force sphere if any trap including his space is sprung.


Iron Gods: Iron maps;

The group takes its time examining the new space they have been brought to by the towers magics. Then, move forward.

C1. A Riddle in Scales
The pockmarked walls of this irregularly shaped room shimmer with a sheen of water that weeps from unseen pores, and vibrant ferns and epiphytes grow from natural cavities and imperfections in the walls. The only truly dry area of the room is an extensive bookcase built into the wall. Three passages lead to the room, though each turns sharply, hiding what lies beyond from easy view.

Aside from the tunnel you came from, two other ones depart from here, one to the northwest and one to the southwest.

In the middle of the candle carved room lays lazily bored a regal, bird-winged lion with a human's head, clad in the golden raiment of a powerful pharaoh. Behind him, two similar creatures with the body of a lion and the wings of a falcon, but the head and torso of a beautiful woman yawn at your appearance.

While Kivuli and Sorithar remain unseen in the dark corners of the cave others among you do not pass as unperceived.

"We have some visit Glybweote, you have to attend" one of the women-headed lions says lazily, to which the man-headed one responds "Why me? It should be Autumiothop who welcomes them" the third one scratches her eyes and adds "Nah, you Glybweote, you should"

Finally, the man-headed lion slowly stands up visibly not in agreement but with acceptance "Well then... who are you now and what are you doing here?"

K. arcana DC 19 (man-lion):

You recognize him as an androsphinx, a magical beast with a powerful roar.

The mightiest of the common sphinxes, androsphinxes see themselves as all that is worthy and noble in the species and carry themselves as though the weight of the world rests upon their good example. They view criosphinxes with paternalistic condescension, hieracosphinxes with poorly veiled disgust, and gynosphinxes as the only other sphinxes worthy of their time.

Androsphinxes put on a gruff and cantankerous front to outsiders. They make no effort to hide annoyance when displeased. Androsphinxes tend to be territorial, though less so than other sphinxes. They almost invariably warn and bluster before attacking, and nearly always heed a call to parley. Androsphinxes barter information and conversation for safe passage, not treasure.

K. arcana DC 18 (woman-lioness):

You recognize the two in the back as gynosphinx, a wise and majestic magical beast that is nevertheless terrifying when angered.

Less moralistic than their male counterparts, sphinxes are careful and methodical in their decision-making, and pride themselves on their cold logic and impartiality.

Sphinxes love riddles and complicated dilemmas, and treasure strange facts and arcane trivia far more than gold or gems.

Party buffs: life bubble 1 h 43 min (some more time), resist energy (20 fire/cold/electricity/sonic) 4 min, flagbearer (+2)
Athelstan: heightened awareness 9 min, honeyed tongue 23 min, comprehend languages 4 min, alter self (bugbear - scent) 6 min
Dawa: 75/75 hp; ant haul 15 h 43 min, defending bone (30/40) 7 h 43 min, invisibility purge 5 min
K'nai: 68/68 hp; air walk 74 min
Haliban: 88/88 hp; studied target (black)
Kivuli: 54/54 hp; longstrider 9 min, smoked goggles
Ranalus: 102/102 hp; magic vestment (armor and shield) 11 h 43 min, freedom of movement 104 min, shield of faith 7 min
Sorithar: 58/58+0/19 hp, heightened awareness 99 min, investigative mind (9/10) 83 min, heroism 83 min, defending bone (45/50) 9 h 43 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

"We are explorers," Athelstan explains, "looking for some specific information from the tower that sent us here."

"How long have you been here?" he asks. "Were you bound here against your will?"

He's careful not to say they're here to remove anything, not until they know more about these... creatures. Wizards could force those they've bound to fight to protect stuff, right? Probably don't want to trigger any compulsions like that just yet.

Diplomacy: 1d20 + 21 ⇒ (6) + 21 = 27
Sense Motive: 1d20 + 16 ⇒ (13) + 16 = 29 +1 to detect lying

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 does not recognize the creatures, nor is he confident in his ability to persuade them.

But, it would be rude to not reply.

"My name is Ranalus, an agent of the Pathfinder Society. I seek a set of rune plates kept within this tower."

Edit: Ninja'd by Athelstan. Athelstan having spoken first, Ranalus will not jump in.

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 steps into the entrance and studies all 3 dropping our guide.

He otherwise leaves the conversation to those better suited.

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'

Arcana vs DC 19 (man-lion): 1d20 + 12 + 1d6 ⇒ (5) + 12 + (6) = 23
Arcana vs DC 18 (woman-lioness): 1d20 + 12 + 1d6 ⇒ (5) + 12 + (1) = 18

Interesting. Let's see how Athelstan fares in his negotiation. For the moment, the rogue keeps his council to himself.


Iron Gods: Iron maps;

The one that seems to be named Glybweote stretches himself while addressing Athelstan's question "I am no more than a noble sphinx bound to guard a secret treasure, though years of service have admittedly broken
my spirit.
"

"You make for a strange group, bugbears working alongside with humans and celestial beings. So now tell me, explorers" the creature snorts tiredly "...what is this information you seek? I hope it does not involve any effort on my side."

Dark Archive

2 people marked this as a favorite.
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

Did that 30 Sense Motive catch any lies from the sphinx?

"Ah, that. I'm not a bugbear; I'm mostly human, with a touch of the celestial. We were attacked by some invisible creatures earlier, and I took this form temporarily to sniff them out."

"Several rune-covered plates with activation phrases are supposed to be stored here. We seek the activation phrases."

"However..." This was most likely going to be the sticking point. "We are not entirely sure which portions of the plates we need, or if there is some kind of code hidden on them. Also, one guardian on the outside of the tower has already fought off several dangerous groups who must not get the codes. We would like to take the plates to a safe place, study them, and take over guarding them."

They seemed... a little lethargic. Contaminated by Sloth, or just bored after several millennia in this room? Perhaps he could work with that... "Transferring the guardianship to us would involve much less work on your part than fighting off intruders, should they get this far. Or you could leave with us, and I could see about finding a place for you with our organization."

Diplomacy: 1d20 + 21 ⇒ (13) + 21 = 34

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