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361 posts. Organized Play character for Yours is mined.


Race

| HP 128/128 | AC 20, T 13, F 18 | CMB +7, CMD 20 | F +18, R +11, W +23 (+2 vs enchantments, +4 vs one spell) | Init. +3 | Percep +27, Sense Motive +8

Classes/Levels

| Speed 30ft | Active Conditions: none

Gender

Female NG Half-elf Druid (Saurian Shaman) 11

Deity

Ketephys

Occupation

Anti-Hunting Activist

About Aeliah

Female half-elf druid (saurian shaman) 11
NG Medium humanoid (elf, human)
Init +3; Senses Perception +27

XP: 32 Fame: 61 PP: 5

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Defense
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AC 20, touch 13, flat-footed 18 (+4 armor, +3 shield, +2 dex, +1 deflection)
hp 128 (11d8 +4 Con +1 Favored Class +1 Toughness Retrain 4 hp)
Fort +18, Ref +11, Will +23 (+2 vs enchantments, +4 vs one spell)
Resist negative energy 10
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Offense
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Speed 30 ft.
Melee cold iron dagger +7/+2 (1d4-1/19-20)
Ranged sling rock +9/+4 (1d3-1)
. . cold iron dagger +10/+5 (1d4-1/19-20)
Domain Spell-Like Abilities (CL 11th; concentration +18)
Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Druid Spells Prepared (CL 11th; concentration +18)

6 – greater dispel magic, sirocco (DC 23), fly, mass D
5 – call lightning storm (DC 22), death ward, stoneskin, beast shape III (animals) D
4 – dispel magic, dispel magic, life bubble, freedom of movement, summon nature's ally IV D
3 – call lightning (DC 20), call lightning (DC 20), cure moderate wounds, cure moderate wounds, cure moderate wounds, cure moderate wounds, fly D
2 – bull's strength, burst of radiance (DC 19), burst of radiance (DC 19), burst of radiance (DC 19), burst of radiance (DC 19), burst of radiance (DC 19), feather fall D
1 – cure light wounds, cure light wounds, longstrider, longstrider, liberating command, liberating command, calm animals (DC 18) D
0 – stabilize, create water, detect magic, guidance

D Domain Spell; Domain Animal (Feather)
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Statistics
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Str 8, Dex 14, Con 18, Int 10, Wis 24, Cha 12
Base Atk +8/+3; CMB +7; CMD 20
Feats Spell Focus (conjuration), Augment Summoning, Toughness, Superior Summoning, Boon Companion, Vital Strike, Natural Spell
Traits Indomitable Faith, Genie-Caller, Resilient
Skills Acrobatics +2, Appraise +0, Bluff +1, Climb -1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +6 (1), Handle Animal +14 (10), Heal +7, Intimidate +1, Knowledge (nature) +9 (4), Perception +27 (11+i), Perform +1, Ride +2, Sense Motive +8 (i), Spellcraft +15 (11+1), Stealth +2, Survival +15 (3), Swim +3 (1), UMD +7 (3)
Languages Common, Druidic, Elven
SQ elf blood, spontaneous casting, nature bond (Feather subdomain), nature sense, resist nature's lure, totem transformation, wild empathy, wild shape (3 or 5/day), woodland stride
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Equipment
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cold iron dagger, club, antitoxin, antiplague, air crystals, acid (2), alchemist's fire (2), potion of touch of the sea, potion sponge of touch of the sea, oil of bless weapon (3), oil of daylight, potion of fly (2), potion of darkvision, globe of moonlight, potion of remove blindness/deafness Other Gear +1 deathless spider-silk bodysuit, +2 darkwood buckler, +1 ring of protection, +5 cloak of resistance, +4 belt of mighty constitution, +4 headband of inspired wisdom, unfettered shirt, necklace of adaptation, wayfinder, snapleaf, four-leaf clover, spring-loaded wrist sheath, wand of CLW (45/50), wand of endure elements (18/20), scroll cases (2), scroll of life bubble, scroll of freedom of movement, scroll of lesser restoration (3), scroll of fly (2), scroll of carry companion (2), cracked dusty rose prism ioun stone, cracked pale green prism (saving throws) ioun stone, cracked dark blue rhomboid ioun stone, cracked scarlet and blue sphere (spellcraft) ioun stone, burglar's outfit, smoked goggles, handy haversack, blanket, flint and steel, holly and mistletoe, iron pot, mess kit, soap, spell component pouch, disguise kit (9/10), trail rations (5), waterskin, ear plugs, chalk (3), waterproof bags (2), alchemical grease, rope (silk), grappling hook; 457.44 gp; noble's outfit (lodge), jewelery + signet ring (lodge)
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Encumbrance
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24.5 lb; dropping backpack = 19.5 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.

Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature's Lure (Ex) Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Totem Transformation (Su) At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple).

While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.

Totemic Summons (Su) At 5th level, a saurian shaman may cast summon nature's ally as a standard action when summoning reptiles or dinosaurs, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman's totemic summons ability.

Trackless Step (Ex) Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Wild Empathy (Ex) A druid can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills).

The druid rolls 1d20 and adds her druid level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use Wild Empathy, the druid and animal must be within 30 feet of one another. Generally, influencing an animal in this way takes one minute. However, as with influencing people, it may take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

A saurian shaman can use Wild Empathy with dinosaurs and reptiles as a full round action with a +4 bonus.

Wild Shape (Su) At 6th level, a saurian shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a reptile or a dinosaur, she instead uses her druid level +2.

At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form.

A druid can use this ability an additional time per day at 6th level and every two levels thereafter. At 20th level, a druid can use wild shape at will.

At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.

At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.

At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.

Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Eyes of the hawk (Ex) You gain a racial bonus on Perception checks equal to half your druid level (minimum of +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus to your initiative check.

Dual Minded Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces adaptability.

boons:

Faction Pin (Dark Archive): 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, Knowledge (arcana), Linguistics, and UMD 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.

Enduring Scholar (S10 Faction Card): Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals (6) you have completed.

Magical Tinkerer (S10 Faction Card): UMD is a class skill for you. Once per adventure, you can use a bonus equal to 5 + twice the number of goals you have completed to a UMD check. If your own skill bonus is higher, you instead gain a +2 bonus on that check.

Extra Trait: You gain an extra trait from any legal source. This trait can not belong to the same type as one you already possess. (Resilient)

Hunting Lodge Vanity (2 PP): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild.

You can use Survival to make Day Job rolls.

Dralneen’s Deception (Cheliax Faction - Fate of the Fiend): As a reward for keeping the door to Rachikan open, Zarta Dralneen has offered to open previously inaccessible doors for you. Choose one faction-specific prestige award available to another active faction; this award must cost 2 Prestige Points or less.

You can purchase that award as though you were a member of the respective faction. When you purchase the award, record it on the line below.

Noble Title (Fame 20, 1 PP, Taldor): You gain one of the following noble titles: baron, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, and viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself.

You become specialized in Knowledge (nobility).

[ ] [ ] [ ] Experienced Explorer: When attempting a Knowledge (dungeoneering), Knowledge (nature), or Survival check, or a Fortitude saving throw, you can check one box that precedes this boon to roll an additional 1d4 and add the result to your check or save.

If the check pertains to aberrations, creatures with the aquatic subtype, environmental hazards, or Survival checks made in caves or coastal areas, instead roll 1d8 and add the result to your check or saving throw.

[ ] [ ] [ ] Skum Slasher: You may check one of the boxes preceding this boon as a standard action to gain a +2 bonus on all damage rolls made against aberrations and monstrous humanoids for the next 8 hours.

Effects that target multiple creatures or allow for multiple damage rolls, such as a magic missile spell, only gain this bonus on the first damage roll.

[✓][✓][✓][✓][✓][✓] Seasoned Archivist (Dark Archive Faction): Your experience in the Grand Lodge’s Vault makes you a skilled researcher of magic or other esoterica. You gain a +2 bonus on Research checks as well as skill checks made to gain access to libraries and research facilities.

If you have at least 20 Fame, you may spend 1 Prestige Point to become a Senior Archivist, gaining research assistants to help in your personal experiments. You may work with your assistants and forgo your Downtime between adventures to check a box that precedes this boon.

Once you have checked all 6 boxes, select one of the benefits below, crossing off the other one.

[ ] [ ] Magical Marvel: You gain a +2 bonus on Spellcraft and Knowledge (arcana) checks to identify ongoing magical effects, such as rituals and lingering magic auras (but not magic items).

Additionally, you have produced two vials of magical ink that can enhance a scroll that you activate.

Check a box that precedes this boon to use your character level in place of the scroll's caster level for determining the spell's effects.

Timelost Chronicler (Sky Key Solution): 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.

Azlanti Wonders (Sky Key Solution): While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia of tragedy and looting.

When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks.

For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

[ ] [ ] [ ] Ally of the Exchange (Ghol-Gan Heresy): Whenever you purchase an item whose total price is less than or equal to 1,000 gp × your character level, you can check a box next to this boon to receive a 10% discount on that purchase.

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

Cyclops Stonecrafting (Ghol-Gan Heresy): Characters with this boon can purchase primarily metal weapons and armor made out of specially treated hematite, which is as strong as iron and doesn’t have the fragile quality.

These stone items cost the same amount as base items of their type, but they weigh only 75% of a base items of their type and are immune to rust effects such as the rusting grasp spell or a rust monster’s rust ability.

Incantation Infused (Hands of the Muted God): Choose one charged magic item in your possession that has 10 or more maximum charges.

You restore d10+5 charges to that item. Note the item’s starting and ending charges on this Chronicle sheet.

Mantra of the Muted God (Hands of the Muted God): You can use this boon to cast silence as a spell-like ability, using your character level as your caster level.

Alternatively, you can use this boon to cast a spell without verbal components as though using the Silent Spell feat. When you use this boon, cross it off your Chronicle sheet.

Valais’s Wisdom (Thralls of the Shattered God): You helped Valais overcome Laktharis’s control. In return, she taught you some of her tricks for resisting demonic influence.

When you fail a saving throw against a demon’s compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.

Secrets of the Grave (Dark Archive - Library of the Lion): Zarta has studied the Grave Revelations text and excitedly shared several of her revelations with you.

When you would fail a saving throws against a necromancy spell or the supernatural or spell-like ability of an undead creature, you may use this boon to retroactively add 2 to the result. If this would result in a success, you successfully save against the effect.

Alternatively, you may use this boon when casting a necromancy spell to increase its caster level by 2. When you use either of these benefits, cross the entire boon off your Chronicle sheet.

[ ] [ ] Wary of Space (Call of the Copper Gate): You can check a box that precedes this boon to add a +2 bonus on a saving throw against an effect created by an aberration or a creature from the Dark Tapestry.

You can add this bonus after rolling but before learning the result.

[ ] [ ] [ ] Thassilonian Archivist (Wrath of the Fleshwarped Queen): Although the goblins thoroughly ransacked the Wrathwarped Halls, a few documents survived their fires and knives. Before you attempt a Knowledge check, you can check a box before this boon to add 1d4 to the result.

If the Knowledge check is related to Thassilon, sin magic, fleshwarping, or similar topics (at the GM’s discretion), add 1d8 instead.

You Be Goblin Whelp (We B4 Goblins!): Choose one of the badges below, and cross the others off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost.

Furthermore, the badges’ rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.

[ ] Squirmtongue: Before attempting a saving throw, you can check this badge’s box to roll the saving throw twice and take the better result.

Great Goblin Relics (We B4 Goblins!): Choose one of the objects below, and cross the others off your Chronicle sheet.

When you use the item, you must check the box that precedes it; afterward the object is a mundane keepsake with no further powers.

[ ] Kettlehelm of Glory: Wearing this absurd helmet made from a kettle provides you an unlikely defensive advantage. You can use the kettlehelm as an immediate action to gain the benefits of the light fortification armor enchantment against a single attack. If this fails to prevent a critical hit or sneak attack, the helm’s power is not expended and can be used again.

Impressive Find (Fallen Family, Broken Name): Once you earn 12 or more Fame, your superiors award you an additional Prestige Point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your Chronicle Sheet.

[ ] Infernal True Name (Fallen Family, Broken Name): Check the box that precedes this boon as a swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute.

Once the box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios.

[✓] [✓] [ ] Champion of the Farheavens (Breath of the Dragonskull): You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).

[ ] [ ] Firebreaker (Breath of the Dragonskull): When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check.

Impressive Find (What the Helms Hide): Once you earn 12 or more Fame, your superiors award you 1 additional Prestige Point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your Chronicle Sheet.

[ ] [ ] [ ] Piercing the Veil (What the Helms Hide): At the start of any adventure, you may check a box next to this boon to gain a +1 bonus to all Perception and Sense Motive checks, as well as Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.

[ ] [ ] [ ] [ ] Gremlin’s Token (Bones of Biting Ants): Bujune has given you a small charm to commemorate your friendship; you may activate this charm by checking a box next to this boon as an immediate action, granting you a +2 bonus on saving throws against curse effects for 1 hour.

[ ] [ ] [ ] [ ] [ ] Ulfen Ally (Bones of Biting Ants): At the start of any adventure, you may gain a single scroll of any 3rd-level or lower bard spell without paying its purchase price, though you must check a number of boxes that precede this boon equal to the spell’s level.

These scrolls are custom-made for you and cannot be sold for profit, but you (and only you) gain a +5 circumstance bonus on UMD checks to activate a scroll acquired from this boon.

[ ] [ ] Whispers of the amberhollow (Bones of Biting Ants): You may check a box next to this boon as a standard action to gain the benefits of a sanctuary spell (DC 15) against all creatures with the vermin type with a duration of 1 hour.

Guest of Dralkard Manor (Blood at Dralkard Manor): Venture-Captain Juberto Savarre, who restores Dralkard Manor to its former glory and retires there, grants you a permanent invitation to stay at the manor when you’re in the area. You gain the Country Estate vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62), granting you a +2 bonus on Knowledge (geography) and Survival checks in Andoran.

If you already have this vanity in Andoran, the bonuses stack. If you do not yet have such a vanity, you cannot select Andoran as the site of a future Country Estate.

“… If it weren’t for you meddling Pathfinders!” (Blood at Dralkard Manor): Your encounter with the haunt-mimicking illusions in Dralkard Manor has improved your abilities to disbelieve such magical effects in the future. You gain a +2 competence bonus on Sense Motive checks to get a hunch.

Additionally, when an ally communicates to you that an object or effect is an illusion, you may attempt a saving throw to disbelieve the illusion with a +6 bonus instead of the normal +4 bonus granted in such situations.

[ ] [ ] [ ] Student of the Void (Dark Archive - Call of the Copper Gate): Your studies of the beacon and the copper gate have connected your mind to a mysterious presence that promises you power. Check a box before this boon to cast one of the following as a spell-like ability with a caster level equal to your character level. Instead of a material component cost, each spell-like ability comes with an alternative price. Ask other players for their permission before activating these abilities on them. Do not cross this boon off your Chronicle sheet; it might play a role in future adventures.

Divination: Incomprehensible forces bring the answers you seek, but their stark revelations leave your mind fragile. The next time you are in combat, you are subject to a lesser confusion spell (Will DC 15 negates). You can choose to raise your effective caster level to 20th for this effect, at the cost of being subject to confusion instead (Will DC 24 negates).

Stoneskin: The target’s skin turns scaly and weeps a pungent black liquid. The unsettling aroma grants the target a –4 penalty on saving throws against effects that would sicken or nauseate her for 24 hours.

Restoration: The target’s mind is haunted with cryptic visions, rendering her immune to morale bonuses for 24 hours. If you use the version of this spell with a typical material component cost of 1,000 gp, then the target is overcome by the sensation that precious memories are disappearing from her mind. She cannot access her fondest memories for 24 hours—a distressing development that renders her immune to all beneficial mind-affecting effects during this time.

[ ] Family Feud (Daughter’s Due [Legacy]): You can check the box that precedes this boon to gain the shadow blend ability as if you were a fetchling for one scenario.

Honored Guests of the Hall (Hall of Drunken Heroes): High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you.

Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.

Protector of Whistledown (Echoes of the Everwar III - Terror at Whistledown): You have saved the gnome community of Whistledown in distant Varisia. News of your great deed travels far in the gnome community, and you gain a +1 bonus on all Charisma-based checks with gnomes.

Crushing Victory (Countdown to Round Mountain): You gain a constant +1 competence bonus on Climb and Knowledge (engineering) checks.

When attempting such a check, after you roll but before the GM reveals the results of your check, you can cross this boon off of your Chronicle sheet to retroactively apply a +5 competence bonus on that check.

[ ] [ ] [ ] [ ] [ ] Diguo-Dashu Archaeologist (Countdown to Round Mountain): Before rolling any Knowledge check, you may check a box next to this boon to gain a +2 competence bonus on that check.

If the Knowledge check is related to constructs, ratfolk, or the Darklands, you instead gain a +5 competence bonus on that check.

Friend of Kasadei (Bronze House Reprisal): Kasadei is impressed by your restraint in dealing with the Apsis Consortium. She spreads the word that Pathfinders are upstanding individuals, and she spends some time teaching you about the city of Magnimar.

You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar.

You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.

Hero of the Day (Bronze House Reprisal): Organizations throughout Magnimar are grateful for your efforts in thwarting the Aspis Consortium’s fire attack. Magnimar’s Golemworks offers you training in fighting constructs.

You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.

Recovered Treasures (Bronze House Reprisal): When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep.

You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet. (2 PP spent)

Amulet of the god caller (gills, swim; 6,000 gp; neck slot): The wearer of this amulet grows a pair of gills, and can breathe underwater indefinitely.

She also gains a swim speed equal to her base land speed.

Mask of mental warding (16,000 gp; head slot): This intricate mask from the elves of the Mordant Spire helps its wearer combat mental influences.

The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment, as if wearing a ring of mind shielding.

In addition, once per day when the wearer fails a saving throw against a mind-affecting effect, she may attempt a new saving throw on the following round as a free action to end the effect.

Dralneen’s Gratitude (Vengeance at Sundered Crag): Paracountess Zarla Dralneen remembers your efforts in bringing Tancred Desimire to Chelish justice. Your service will be rewarded.

You may call in a one-time favor from the Paracountess, granting you a +5 circumstance bonus to Diplomacy or Intimidate checks to influence Chelish nobles, government officials, or Hellknights in good standing. This bonus lasts for the duration of one scenario.

Alternatively, you can requisition a non-expendable, non-charged magic item worth no more than 4,000 gp for one scenario (8,000 in Subtier 10–11). When you use this boon, cross it off your Chronicle sheet.

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.

Practised Artificer (Tales: City of the Fallen Sky): You gain a +1 insight bonus on Use Magic Device checks — increasing to a +4 bonus when activating an item blindly — lasting until the end of the scenario in which the boon is used. 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 he 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 he sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he 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:
Aeliah was born into an isolated grugach tribe in the Amedio jungle. Ehlenestra called to the young half-elf and once she came of age, she began training as a nature priestess. When her mother died, the matriarch appointed her elder half-brother to the position of tribal shaman. By that time, Aeliah had also become a respected and influential member of the community.

The growing influence of a nearby human city built into the caldera of an extinct volcano became of increasing concern to the tribal elders. Eventually, Aeliah’s brother convinced the matriarch Aeliah would make an ideal spy -- thereby ridding himself of his lifelong rival.

Initially distraught at having to leave her homeland for long periods, Aelaih became fascinated by human culture and society, adapting quickly to her new role.

One evening, as she was returning to the city after delivering her latest intelligence report, an extraplanar portal opened above the caldera, raining fiends down on the population below. Still outside the city walls, Aeliah fled into the jungle being pursued by a winged, toadlike abomination. Seeking refuge in a hollow beneath a boab tree, Aeliah found herself falling ... endlessly falling ... until she was deposited in a jungle clearing, where a group of serpent-badged paramilitaries shouted racist epithets as they fought a band of tall, bronze-skinned ... elves?!?

Wild enthusiasm but little skill saw Aeliah knocked unconscious early in the battle. Curious about her strange clothing and fetishes, the elves calling themselves "Ekujae" revived her but during a tribal meeting that night, made it clear there was no place for an alien amongst them.

Marooned and alone, with even the stars in the heavens looking wrong, Aeliah screamed a heart-sick prayer to her goddess -- and received a reply from an entity calling Itself Ketephys.

Next morning, when Aeliah inquired whether there might be a neighboring tribe opposed to the 'Snake Soldiers' willing to accept her, the young elf was led to a mercenary camp whose members were advising the Ekujae in their guerrilla war.

When the druidess asked the Ekujae guide her new tribe's name, the dour archer turned and spat.

"Pathfinders."

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

Black Waters (GM)
Perils of the Pirate Pact (GM)
Ruins of Azlant – The Lost Outpost (campaign)
We B4 Goblins! (GM)

Fallen Family, Broken Name
Breath of the Dragonskull
What the Helms Hide

Bones of Biting Ants
Blood at Dralkard Manor (charity)
Wrath of the Fleshwarped Queen

Down the Verdant Path
Call of the Copper Gate
Library of the Lion

The Daughter's Due
Blakros Matrimony
Thralls of the Shattered God

Hands of the Muted God (charity)
Ghol-Gan Heresy
Among the Living
Hall of Drunken Heroes

Sky Key Solution (GM)
Slaver's End
Echoes of the Everwar III: Terror at Whistledown

Echoes of the Everwar II: The Watcher of Ages
Countdown to Round Mountain
Bronze House Reprisal

Fury of the Fiend
Fate of the Fiend
Ageless Ambitions

Encounter at the Drowning Stones
Vengeance at Sundered Crag

Tiddles
Male stegosaurus
N Large animal
Init +4; Senses low-light vision, scent; Perception +1
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Defense
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AC 28, touch 13, flat-footed 24 (+15 natural, +4 dex, -1 size)
hp 76 (9d8 +3 Con, +1 Toughness)
Fort +9, Ref +10, Will +6 (+4 vs enchantment)
Defensive Abilities devotion, evasion
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Offense
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Speed 30 ft.
Melee tail +11/+6 (3d8+7) + trip
Space 10 ft., Reach 5 ft.
Special Attacks trip, multiattack
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Statistics
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Str 21, Dex 19, Con 16, Int 2, Wis 12, Cha 10
Base Atk +6; CMB +13; CMD 26
Feats Power Attack (-2/+4), Toughness, Iron Will, Improved Natural Attack, Weapon Focus (tail), Multiattack
Tricks Attack, Attack (Any Target), Come, Defend, Down, Exclusive, Flank, Guard, Heel, Seek
Skills Acrobatics +9 (2), Escape Artist +10 (6), Swim +9 (1)
SQ link, share spells
Other Gear training harness, exotic pack saddle
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Special Abilities
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Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 30 feet by sense of smell.
Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Multiattack [Bonus Feat] An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal comes to you, even if it normally would not do so.
Defend [Trick] The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down [Trick] The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Exclusive [Trick] The animal takes directions only from the handler who taught it this trick. An animal with the exclusive trick does not take trick commands from others even if it is friendly or helpful toward them (such as through the result of a charm animal spell), though this does not prevent it from being controlled by other enchantment spells (such as dominate animal), and the animal still otherwise acts as a friendly or helpful creature when applicable.
Flank [Trick] You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal follows you closely, even to places where it normally wouldn’t go.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
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Encumbrance
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52 lb; (light<=153; 154 < medium <= 306)