Eskelda Teredein

Abdara Kastner's page

192 posts. Organized Play character for Yours is mined.


Race

| HP 124/124 | AC 19, T 13, F 18 | CMB +7, CMD 20 | F +16, R +14, W +18 | Init +2 | Percep +16, Sense Motive (VP) +28

Classes/Levels

| Speed 30ft | Active Conditions: none

Gender

Female N Human Bard 11

Deity

Shelyn

About Abdara Kastner

Female human bard 11
N Medium humanoid (human)
Init +2; Senses Perception +16

XP: 32 Fame: 58 PP: 13

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Defense
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AC 19, touch 13, flat-footed 18 (+4 armor, +2 shield, +1 dex, +2 deflection)
hp 124 (11d8 +4 Con +1 Favored Class +1 Toughness)
Fort +16, Ref +14, Will +18 (+4 vs sonic, language-dependent effects)
Resist acid 2, cold 1, electricity 1, fire 2, negative energy 10
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Offense
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Speed 30 ft.
Melee club +7/+2 (1d6-1)
. . cold iron dagger +7/+2 (1d4-1/19-20)
Ranged javelin +9/+4 (1d6-1)
. . sling rock +8/+3 (1d3-1)
. . club +9/+4 (1d6-1)
. . cold iron dagger +9/+4 (1d4-1/19-20)

Bard Spells Known (CL 11th; concentration +18)

4 (3/day) – grand destiny, heroic finale, wall of sound
3 (6/day) – confusion (DC 20), dispel magic, displacement, haste
2 (6/day) – glitterdust (DC 19), cacophonous call (DC 19), gallant inspiration (DC 19), pilfering hand (CMB +18), tongues (DC 19)
1 (7/day) – grease (DC 18), hideous laughter (DC 18), ear-piercing scream (DC 18), heightened awareness, liberating command, saving finale
0 – dancing lights, detect magic, read magic, prestidigitation, unwitting ally (DC 17), open/close
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Statistics
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Str 8, Dex 12, Con 18, Int 10, Wis 14, Cha 24
Base Atk +8/+3; CMB +7; CMD 20
Feats Toughness, Skill Focus (Perform act), Deific Obedience (Shelyn), Flagbearer, Great Fortitude, Skill Focus (Perform oratory), Iron Will, Improved Iron Will, Improved Great Fortitude
Traits Maestro of the Society, Resilient, Indomitable Faith
Skills Acrobatics +7 (3), Appraise +0, Bluff +7, Climb +3 (1), Diplomacy +11 (1), Disable Device +1, Disguise +7, Escape Artist +1, Fly +1, Handle Animals +7, Heal +2, Intimidate +7, Knowledge (arcana) +9 (1), Knowledge (engineering) +9 (1), Knowledge (local) +9 (1), Knowledge (nature) +9 (1), Knowledge (planes) +13 (5), Knowledge (religion) +18 (10), Knowledge (dungeoneering, geography, history, nobility) +5, Linguistics +5 (2), Perception +16 (11), Perform (act) +28 (11), Perform (oratory) +28 (11), Perform (dance) +16 (2), Ride +1, Sense Motive +2, Sleight of Hand +1, Spellcraft +12 (9), Stealth +1, Survival +2, Swim +0 (1), UMD +16 (6)
Languages Common, Draconic, Tien
SQ focused study, bardic knowledge, lore master, bardic performance: countersong, dirge of doom, inspire greatness, distraction, fascinate, suggestion, inspire courage ; versatile performance, well-versed, jill-of-all-trades, inspire competence
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Equipment
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cold iron dagger, club, javelin, sling, acid, alchemist's fire, antitoxin, antiplague, air crystals, oil of daylight, globe of moonlight, potion of touch of the sea, potion sponge of touch of the sea (2), potion of fly (2), potion of darkvision, potion of remove blindness/deafness, potion of cure serious wounds Other Gear +1 deathless spider-silk bodysuit, +1 darkwood buckler, +2 ring of protection, +5 cloak of resistance, +4 belt of mighty constitution, +4 headband of alluring charisma, four-leaf clover, flag, wand of CLW (26/50), wand of CMW (3/11), wand of magic missile (CL 5, 4/4), wand of magic missile (10/10), wand of mirror image (12/12), snapleaf, wayfinder, cracked pale green prism ioun stone (saving throws), cracked dusty rose prism ioun stone, scroll case, scroll of lesser restoration (5), scroll of life bubble CL 7, unfettered shirt, necklace of adaptation, burglar's outfit, smoked goggles, ear plugs, handy haversack, antiplague (2), disguise kit (9/10), bedroll, flint and steel, iron pot, mess kit, soap, spell component pouch, trail rations (2), waterskin, chalk (3), inkpen, ink, waterproof bags (2), rope (silk), grappling hook; 681.94 gp; dream journal of the pallid seer
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Encumbrance
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26.5 lb; dropping backpack = 21.5 lb (light<=26; 27 < medium <= 53)
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Special Abilities
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Deathless: This armor protects its wearer from harmful negative and positive energy, including channeled energy. The armor absorbs the first 10 points of positive or negative energy damage per attack that the wearer would normally take.

The wearer has a 25% chance to ignore negative levels from any attack.

Deathless armor does not block healing of any kind and does not protect against positive or negative energy effects that do not deal damage or bestow negative levels. The deathless ability can be applied to armor of any sort, but not shields.

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Bardic Knowledge (Ex) A bard adds half her class level (+5) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Lore Master (Ex) (2/day) At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that she has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally.

In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 5th, to a maximum of three times per day at 17th level.

Bardic Performance (34 rounds/day) A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that she has mastered, as indicated by her level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If she fails this check, the attempt still counts against her daily limit. Blind creatures are immune to bardic performances with visual components.

Inspire Courage (Su) (+3) A 1st-level bard can use her performance to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting her performance.

Inspire Competence (Su) (+4) A bard of 3rd level or higher can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance.

This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in herself. Inspire competence relies on audible components.

Dirge of Doom (Su) A bard of 8th level or higher can use her performance to foster a sense of growing dread in his enemies, causing them to become shaken.

To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance.

This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.

Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su) A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level).

To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.

Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Suggestion (Sp) A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Versatile Performance (Ex) At 2nd level, a bard can choose one type of Perform skill (Act: Bluff, Disguise). She can use her bonus in that skill in place of her bonus in associated skills. At 6th level (Oratory: Diplomacy, Sense Motive), and every 4 levels thereafter (Dance: Acrobatics, Fly), the bard can select an additional type of Perform to substitute.

Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Jill-of-All-Trades (Ex) At 10th level, the bard can use any skill, even if the skill normally requires her to be trained.

At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

boons:

Faction Pin (Sovereign Court): Once per session, while wearing a faction pin matching your character's faction, you may add 1 to any skill check.

If you apply this benefit to one of your faction's favored skills, Bluff, Disguise, and Knowledge (nobility) you instead roll 1d4 and add the result. For this roll you also treat the faction's favored skill as if you were trained, even if you don't have a rank in it.

Practiced Diplomat (S10 Faction Card): Embolden one of the following skills: Bluff, Diplomacy, Disguise, or Knowledge (nobility). When you attempt a check using your chosen skill, you always receive a final result of at least 10 + the number of goals (5) you have completed.

Well-Connected (S10 Faction Card): Your network of contacts is vast.

Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court’s goals, you can call upon the assistance of a contact to gain a +4 bonus on the check.

[ ] [ ] [ ] [ ] Chef’s Secret Recipes (In the Grandmaster’s Name): You have found Chef’s fiercely protected secret book of recipes, which includes techniques for using spices to draw out the maximum flavor and benefits of almost any drink or dish.

Whenever you drink a potion or extract of 3rd level or lower with a variable numeric effect, you can check a box next to this boon as a swift action to maximize the benefit received (for example, when drinking a potion of cure light wounds that would normally restore 1d8+1 hit points, you could check a box next to this boon to heal the maximum possible amount of 9).

Alternatively, you can check a box next to this boon when stopping to eat to grant you and up to five allies a +1 alchemical bonus on Fortitude saves for the next 24 hours.

Society Inflitrator (In the Grandmaster’s Name): Your expert infiltration of Amynta’s estate has impressed the Society, which provides you with a special dispensation to aid you in similar endeavors in the future.

Characters with this boon can purchase disguise kits at half price.

This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase disguise kits, and disguise kits obtained in this manner cannot be sold for more than was spent to acquire them under any circumstances.

[ ] [ ] [ ] Sommelier’s Private Selection (In the Grandmaster’s Name): Despite your discretion, at least one of Amynta’s business rivals appears to have learned of your raid on her estate. You have received three bottles of a rare and potent vintage as congratulations.

As a standard action, you may check one of the boxes next to this boon to draw and drink a bottle of this refined beverage, healing yourself for 1d8 hit points per 2 levels you have (maximum 5d8).

The effects of this beverage may be maximized using the Chef’s Secret Recipes boon.

Strange Bedfellows (Seers of the Drowned City II): Your efforts against the Stormreaders forced you to form alliances with a number of unusual creatures, all of which whom had also been wronged by the depredations of the foul hag coven.

[✔] Aeassra the Thunderbird: You can check the box that precedes this boon as a standard action to cast lightning bolt as a spell-like ability (CL 7th, Reflex DC 17).

[ ] Eryssala the Oceanid: You can check the box that precedes this boon as a standard action to gain the benefits of a water breathing spell until the end of the adventure.

[✔] Kaijong the Brine Dragon: You can check the box that precedes this boon as a standard action to cast dragon’s breath as a spell like ability (CL 7th, Reflex DC 17), treating the spell as if you had used a copper dragon’s scale as the material component.

[ ] Ketheero the Locathah: You can check the box that precedes this boon as a standard action to gain cold resistance equal to your level until the end of the adventure.

[ ] [ ] [ ] [ ] [ ] Master of Storms (Seers of the Drowned City III): You can check a box next to this boon to gain resistance to either cold or electricity equal to your class level for 10 minutes. You must choose which element to gain resistance to each time you check one of the boxes next to this boon and cannot change the chosen resistance type until the next time you check a box.

[ ] [ ] [ ] [ ] Orb of a Distant World (Doom comes to Dustpawn): You have recovered one of the spheres from the orrery of distant worlds.

The sphere is a use-activated item that can expend a number of charges to cast a spell-like ability as a standard action (CL 11th). The sphere has 4 charges and cannot be recharged.

Choose one of the spheres when you gain this boon: Bretheda (restoration, 2 charges).

Elemental Awakening (Through the Maelstrom Rift): The Society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards.

[✔] [ ] [ ] [ ] Air Affinity (Through the Maelstrom Rift): You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked.

You can cross this entry of your Chronicle sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223).

[✔] [✔] [ ] [ ] Earth Affinity (Refugees of the Weary Sky): You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked.

You can cross this entry of your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide 149) as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can cast either stone to flesh or stoneskin.

[✔] [✔] [ ] [ ] Fire Affinity (Forged in Flame I + II): You gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked.

You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can instead cast either fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide 222, DC 20).

[✔] [ ] [ ] [ ] Water Affinity (Torrent's Last Will): You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked.

You can cross this entry of your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide 250) as a spell-like ability. If you have two or more boxes checked, you can instead cast quench (DC 18) or water breathing. If you have all four boxes checked, you can instead cast either cone of cold (DC 20) or solid fog.

Confirmed Field Agent (The Confirmation): Kreighton Shaine has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation (10 Calistril, 4721). You may acquire it by spending 1 Prestige Point.

Explore, Report, Cooperate (The Confirmation): As a free or immediate action, you may consider whether a particular action you name — such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item — would help realize the goals of the Pathfinder Society.

The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition).

If none of these three options accurately reflects the action’s impact on the PC’s fulfilment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix (The Confirmation): The field agent who oversaw your Confirmation helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

[✔] [ ] [ ] Cleaning House (Treason’s Chains): Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds.

If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

[ ] [ ] [ ] [ ] [ ] Well-Connected (Treason’s Chains): Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network.

[✔] [ ] [ ] Whispers of Evil (Shattered Shield): Chasing the ghoul witch Zaashakar throughout the city of Azir has left you with more questions than answers. A previously hidden evil has begun to stir, but now you’re aware of its movements.

You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure.

[ ] Vaultkeeper (Shattered Shield): When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the witch class. Those that already have retraining synergy with the witch class instead reduce the number of days required to retrain any class level into a witch level by 1. A witch retraining a witch class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.

You can check the box that precedes this boon when retraining to gain the gravewalker witch archetype (Pathfinder RPG Ultimate Magic 84) for free. If any other archetypes you have modify the same class feature as the gravewalker archetype replaces, you lose those archetypes at no cost. You can instead check this box and spend 2 Prestige Points to bequeath Vaultkeeper to one of your other characters, granting that character the effects of this boon instead. This allows you to use the archetype with that character as though it were allowed by Additional Resources, and you must have a copy of Pathfinder RPG Ultimate Magic and a copy of this Chronicle sheet with you when playing a character using this archetype.

Inside Knowledge (Consortium Compact): You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained.

You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation (Consortium Compact): Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos.

You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

New Recruit, J. Dacilane (School of Spirits): Your team of Pathfinders sponsored J. to join the Pathfinder Society. 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.

[ ] Righteous Redemption (From the Tome of Righteous Repose): 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 zero gp.

[ ] [ ] [ ] Worthy Foe (From the Tome of Righteous Repose): 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.

Scoundrels: You gain the benefits above against humanoids with the human subtype.

You Be Goblin! (We Be Goblins!): You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks against goblins.

You Really Be Goblin (We Be Goblins Too!): As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.

Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.

Bouncy (Pathfinder Module: We Be Goblins Too 15)

Goblin Bravery (Pathfinder Module: We be Goblins Too 15)

Karela’s Gratitude (Trouble in Tamran): Guaril Karela remembers the valuable information you provided him. His contacts in Nirmathas offer you a selection of ammunition.

You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.

+1 keen ammunition*
+1 ammunition coated in blue whinnis poison
+1 merciful ammunition
+1 disruption ammunition* (limit 1)

*This ammunition is an exception to the standard restriction of the keen and disruption properties to melee weapons.

Exemplar of Falcon’s Hollow (Pallid Plague): You have saved the town of Falcon’s Hollow from certain death. As a result, you are now a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma-based checks with any citizen of Andoran.

Hero of the Fey (Pallid Plague): You have saved the fey of Darkmoon Vale from certain death. As a result, you may automatically succeed on one Charisma-based check when dealing with fey in the future.

Fey are chaotic and their memories tend to run short – as a result, you may use this boon only once, after which it is discarded.

Eliza’s Insight (A Case of Missing Persons): In recognition of your thorough work on the investigation, Venture-Captain Petulengro teaches you a few tricks of her own. You may cross this boon off your Chronicle sheet to roll twice and take the higher result on a skill check to notice or decipher a clue as a part of an investigation.

The Real Lofton’s Aid (A Case of Missing Persons): Lofton is a champion of those in need of legal defense, and he is more than willing to put his skills to use to help you, free of charge. If your character is sent to jail or otherwise imprisoned, you may cross this boon off your Chronicle sheet to negate the typical cost in Prestige Points or gold of securing release from imprisonment.

Defender of Time (Sky Key Solution via Aeliah): You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.

[ ] An Agent Uncovered (Heresy of Man I): You have uncovered a high-level traitor in the Shadow Lodge and earn the Decemvirate’s favor for doing so. You gain a unique wayfinder stamped with the seal of the Decemvirate.

When presented to another member of the Pathfinder Society, you receive a +2 bonus to any Bluff, Diplomacy, or Intimidate check. This boon may not be sold.

[ ] [ ] History of the Sunsu Godae (Hao Jin Hierophant): Your successful negotiations with the Sunsu Godae have given the Society access to a trove of cultural lore that would be all but impossible to obtain outside the Hao Jinn Tapestry.

You can check a box that precedes this boon before rolling Knowledge (history) and Knowledge (local) checks related to Tian Xia to gain a +5 bonus on the check.

Meditations of the Sacred Flower (Hao Jin Hierophant): The sacred flower of the Sunsu Godae is rumored to have many powers: the ability to connect a believer to their deity, to compel action, and even to return the dead to life.

You can cross this boon off this Chronicle sheet to use one of the following spells as a spell-like ability with a caster level equal to your character level: commune, mark of justice, or raise dead.

The casting time for the spell-like-ability is 10 minutes. To use raise dead, you must first infuse the flower with diamond dust worth 5,000 gp.

[ ] Cornered Fury (Rats of Round Mountain II): Your trials within Round Mountain have given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess.

Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class.

If you possess the Cornered Fury alternate racial trait (Pathfinder RPG Advanced Race Guide 150), these bonuses do not stack.

Lore of the Lotus Annals (Red Harvest): Your time transcribing or transporting the rare ancient Nagaji text known as the Lotus Annals has imparted upon you unique insight about nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati.

You gain a +2 circumstance bonus on any Knowledge skill check relating to these subjects, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.

Extra Hours: You put in extra work, even when already overtaxed by existing duties.

When you apply a Chronicle sheet earned through GM credit to this character, the character is allowed to make a Day Job check.

If the character does not have a class or skill ranks due to receiving Chronicle sheets only through GM credit, you may default to rolling a Day Job check with a +5 bonus. Chronicle sheets applied to this PC that would not normally grant a Day Job check to any character (such as holiday boons, convention boons, and Pathfinder Tales boons) do not grant the PC a Day Job check.

Riftwarden Magic (Port Godless): So long as you possess this boon, ALL of your PFS characters have access to the following spells from the Pathfinder Player Companion: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders and telepathic censure.

Gnoll Tactics (Slave Master's Mirror): So long as you possess this boon, ALL of your PFS characters have access to the following feats and archetypes from the Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype and the flindbar.

Runewarden’s Teachings (Wrath of the Fleshwarped Queen): So long as you possess this boon, all of your Pathinder Society Roleplaying Guild characters have access to the Runeguard prestige class from Pathfinder Player Companion: Paths of the Righteous as if it appeared on the Additional Resources page. Refer to the Campaign Clarifications page for this prestige class.

Prince of Wolves (Tales): You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

Opportunistic Strike (Tales: Worldwound Gambit): At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.

Dragon Empires Expert (Tales: Master of Devils): You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

Temple Trained (Tales: Master of Devils): You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Lifetimes of Experience (Tales: Death's Heretic): As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.

Fugitive from Numeria (Tales: City of the Fallen Sky): When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.

Duplicitous Charm (Tales: City of the Fallen Sky): Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.

Nidalese Apostate (Tales: Nightglass): When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

True Magic of the Shadowcaster (Tales: Nightglass): As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

Insights of the Shadowless Sword (Tales: Queen of Thorns): As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds.

Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.

Attuned to the Citysong (Tales: Blood of the City): At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity (Tales: Blood of the City): As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

Five Kings Negotiatior (Tales: Song of the Serpent): Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal (Tales: Song of the Serpent): You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations.

This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Distrust of Witches (Tales: Winter Witch): You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Magical Scrivener (Tales: Winter Witch): Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.

Unwitting Spelunker (Tales: Called to Darkness): You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained.

In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.

Spiritual Guidance (Tales: Called to Darkness): Although they are sometimes slow to answer your call, the spirits of the north are insightful and eager to help. You may roll the d% dice twice and take the better of the two results when you cast augury, divination, or contact other plane. When casting commune or commune with nature, you may ask one additional question or gain one additional piece of information.

Using this boon doubles the casting time of the spell, and afterwards you must cross it off the Chronicle sheet.

dream journal of the pallid seer :
(From Pathfinder Adventure Path #27 – What Lies in Dust)
Aura no aura (or faint divination); CL 3rd
Slot none; Price 600 gp; Weight 2 lbs.

DESCRIPTION

This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which she cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein she sees her own death — though, as before, she cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment she is about to die she may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.

Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again.

The dream journal of the pallid seer is affected by a permanent magic aura that makes it appear to be nonmagical.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, guidance, magic aura; Cost 300 gp.

background:

Abdara has participated in the following missions on behalf of the Society:

We Be Goblins! (GM)
Treason's Chains
Shattered Shield (GM)

Consortium Compact
School of Spirits
The Confirmation
We Be Goblins Too!

Storming the Diamond Gate (GM)
From the Tome of Righteous Repose (GM)
Trouble in Tamran

The Pallid Plague
The Merchant’s Wake
Before the Dawn II: Rescue at Azlant Ridge

Through the Maelstrom Rift
In the Grandmaster’s Name
The Infernal Vault

Seers of the Drowned City II: Eyes in the Storm
Seers of the Drowned City III: Hunting the Storm

A Case of Missing Persons
Wonders in the Weave II: Snakes in the Fold

The Heresy of Man: The First Heresy
The Hao Jin Hierophant
Below the Silver Tarn

The Rats of Round Mountain: The Sundered Path
The Rats of Round Mountain II: Pagoda of the Rat
The Heresy of Man II: Where Dark Things Sleep

The Refuge of Time
Doom Comes to Dustpawn

Red Harvest
King Xeros of Old Azlant