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About Alexus CousbroMale Gnome
Knacks (4 known)::
Prestidigitation Performs minor tricks. Detect Poison Detects poison in one creature or object or 5ft cube at 25 ft range. Detect Magic Detects spells and magic items within 60 ft. Mage Hand 5-pound telekinesis. Psychic 1 lvl spells(2 known, 2 uses)::
1 lvl extracts(7 uses)::
Crafter's Fortune Subject gains +5 on next Craft check. Shield Invisible disc gives +4 to AC, blocks magic missiles for 1 min/lvl Cure Light Wounds Ant Haulx3 carrying capasity for 2 hours/lvl READIED Identify Gives +10 bonus to identify magic items. Detect Undead Reveals undead within 60 ft. Detect Secret doors Reveals hidden doors within 60 ft. Jump Subject gets bonus +10 (20 at 5th lvl)on Acrobatics checks for 1min/lvl Detect Metal You detect any metal objects or creatures within a 60-foot cone Reduce person READIED X2 Endure elements Enlarge Comprehend languages Disguise self Heightened awareness READIED Illusion of calm Monkey fish Blend Polyperpus panacea Touch of the sea True strike Detect Secret Doors Divination You can detect secret doors, compartments, caches, and so forth.
2 lvl extracts(6 uses)::
Lesser Restoration Delay poison Acute Senses[/i]Subject gains a +10(20 at 5th lvl) bonus on Perception checks for 1min/lvl Air Step Tread unsteadily on air, with limitations Alchemical Allocation Gain potion's benefits without consuming it. Barkskin Grants +2 (or higher) enhancement to natural armor. READIED Bear's Endurance Subject gains +4 to Con for 1 min./level. Blood Armor Your blood hardens when you are wounded, increasing your AC. Blur Attacks miss subject 20% of the time Bull's Strength Subject gains +4 to Str for 1 min./level. Cat's Grace Subject gains +4 to Dex for 1 min./level. Darkvision See 60 ft. in total darkness. Delay Disease Gain immunity to disease for 24h. Delay Poison Stops poison from harming target for 1 hour/level Eagle's Splendor Subject gains +4 to Cha for 1 min./level. False Life Gain 1d10 temporary hp + 1/level (max +10) for 1hr/lvl READIED Focused Scrutiny Gain skill bonuses when interacting with the target. Fox's Cunning Subject gains +4 to Int for 1 min./level. Invisibility Subject is invisible for 1 min./level or until it attacks. READIED Owl's Wisdom Subject gains +4 to Wis for 1 min./level. Resist Energy Ignores first 10 (or more) points of damage per attack from specified energy type. See Invisibility Reveals invisible creatures or objects. Spider Climb Grants ability to walk on walls and ceilings. See invisibility 10 mon/lvl READIED Bear's Endurance Transmutation The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
3 lvl extracts(6 uses)::
Heroism READIED Remove deafness/blindness Remove Curse Remove disease Displacement READIED Haste [Urlhttps://www.d20pfsrd.com/magic/all-spells/a/amplify-elixir/[/url] Fly Transmutation, AirSchool The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
4 lvl extracts (3 uses):
Acid Pit Conjuration, EarthSchool Creates a pit with a layer of acid on the bottom. Black Tentacles Conjuration This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Confusion Enchantment This spell causes confusion in the targets, making them unable to determine their actions. Dimensional Anchor Abjuration A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Dimension Door Conjuration You instantly transfer yourself from your current location to any other spot within range. Emergency Force Sphere Evocation Creates a hemispherical dome of force similar to Wall of Force. Invisibility (Greater) Illusion This spell functions like invisibility, except that it doesn't end if the subject attacks. Magic Aura (Greater) Illusion Works as magic aura, but including willing creatures Master's Escape Conjuration You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell. Phantasmal Killer Illusion You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. Ride the Waves Transmutation Target can breathe water and swim. Stoneskin Abjuration, EarthSchool The warded creature gains resistance to blows, cuts, stabs, and slashes. Summon Monster IV Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list. Wall of Ice Evocation, WaterSchool 5 lvl extracts (0 uses):
Baleful Polymorph Transmutation As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD. Cloudkill Conjuration, WaterSchool This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. Feeblemind Enchantment Target creature's Intelligence and Charisma scores each drop to 1. Hold Monster Enchantment This spell functions like hold person, except that it affects any living creature that fails its Will save. Hungry Pit Conjuration, EarthSchool As create pit, but dealing 4d6 damage to those in it as it closes. Icy Prison Evocation Thick ice holds and damages the target. Lightning Arc Evocation Targets in a line take (min(CASTERLEVEL,15))d6 electricity damage. Overland Flight Transmutation, AirSchool This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load). Passwall Transmutation, EarthSchool You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. Summon Monster V Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. Telekinesis Transmutation You move objects or creatures by concentrating on them. Teleport Conjuration, VoidElementalSchool This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Wall of Force Evocation A wall of force creates an invisible wall of pure force. 6 lvl extracts (0 uses):
Antimagic Field Abjuration An invisible barrier impervious to most magical effects surrounds you and moves with you. Chain Lightning Evocation, AirSchool This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Disintegrate Transmutation A thin, green ray springs from your pointing finger dealing (min(40,CASTERLEVEL*2))d6 points of damage. Stone to Flesh Transmutation, EarthSchool This spell restores a petrified creature to its normal state, restoring life and goods. Tar Pool Transmutation Converts the top layer of the ground into hot tar. Bombs 25, 6d6 Init +5(+7) | Perc 20/22(traps) |
BAB
2WF
Rapid+2WF
Skills:
* - class skills, Ranks (4 + Int)x11 (6 + int) 134 (21) Concentration// Int 11 + 7 = 18 Acrobatics//Dex = 3
Languages:
Common, Gnome, Sylvan(race), Draconic, Dwarven, Elven, Giant, Goblin, Orc(int), Azlanti(faction), Tekritanin(faction), Infernal(3-06), Abyssal, Thassilonian, Ancient Osirian, Celestial, Aklo, Tien, Ignan, Jistka, Aquan, Undercommon, Auran, Terran, Cyclops, Necril, Sphynx, Hallit, Kelish, Varisian,
lips, D’ziriak (linguistics), Skald, Shoanti, Polyglot, Osiriani, Gnoll, Halfling, Dark Folk, Aboleth, Treant(ZX), Protean , Vegepygmy, Tengu, Grippli, Boggard Racial traits:
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses. Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Traits:
Alchemical Prodigy [Regional]: If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts. Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Firebug [Combat]: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs. Indomitable Faith [Faith]: You gain a +1 trait bonus on Will saves. Class stuff and Feats (respectively):
Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Throw Anything: All alchemists gain the Throw Anything (no penalty for improvised ranged wep., +1 to attack with splash and bombs) feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
Skill focus - Linguistics (1st lvl): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Orator (3d lvl): You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands. Precise Bombs (discovery alch. 2): Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect. Iron WIll (5th lvl): +2 bonus on all Will Trumor Familiar (discovery alch 4) Familiar bond (7th lvl): You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
Tanglefoot bomb* (discovery alch 6): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled (moves at half speed, cannot run or charge, –2 penalty on attack rolls and a –4 penalty to Dexterity, concentration DC of 15 + the spell’s level to cast) and glued to the floor for 2d4 rnds and can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll.
Extra discovery (force bomb*) (4-12): When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. Improved Familiar (9th lvl) Fast Bombs (alch 8) 2WF (11 lvl) Lingering Spirit (Ex)(alch 10}: The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks). Point-Blank Shot [Combat]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special Abilities:
Inspiration : An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his x1.5class level(favore class) + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Cognatogen :At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell (climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.), which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen.
Psychic and Alchemy:
Spells
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score. At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast. A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level. Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower. 1st—Detect chaos, detect evil, detect good, detect law, find traps. 3rd—Calm spirit*, daylight. 4th—Modify memory. 6th—Banishment, moment of prescience, scrying (greater). This ability replaces alchemy. Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Equipment:
Combat Gear Armor Celestial armor, acp -2, 20 lbs Shoulders Cloak of resistance +4 Belt|Gloves belt of dexterity +2 Neck talisman of freedom (when movement impared gain 3 rnds of FoM), lesser talisman of benefical winds (feather fall when falling) Ring 1 Feet boots of speed Head Headband Headband of Vast Intelligence +2 Eyes Chest Body Wrists Hands Ring 2 Handy haversack 5 lb blood-boiling pill х4 +2 alch to init and save vs cold, but x1.5 bleed dmg fro 8 hours clear ear x2 +2 perc and knowl, -2 cha-based skills for 6 hours alch. fire x0 Liquid Ice x9 acid x0 tanglefoot bag x1 holy water x1 repellent, vermin x3 antitoxin x3 antiplague x3 Hound's Blood x3 If you apply the thick, red paste known as hound's blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 alchemical bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 alchemical bonus on Perception checks for an additional 1 hour. Scroll of breath of life Scroll of lesser restoration x2 wand of infernal healing 5/50 wand of CLW 36/50 wand of shield 47/50 wand of HA 42/50 Scroll of glitterdust x3 essence of independence x10 new save vs minf-effect with +4 alch bonus, 1/day meditation tea (+2 alch vs mind affect + reroll) x10 silence dust x5 splash with 15ft radius silence, all sound through -10 perc to hear or as standart +5 to stealth for 1 min jade inherited messenger wayfinder 1 lb page of spell knowledge (vanish) ring of spell knowledge (shield of faith) page of spell knowledge (reduce person) Orange Prism(Ioun Stone (detect magic) Orange Prism(Ioun Stone (guidance) key wand ring(breath of life) Other Gear
Journal, Inkpen, Pencil Carrying capasity / cognatogen, lbs
Chronicles and Currency:
Creating carachter: 150 gp / 0 PP / 0 Fame / 0 XP / 1 lvl #5–08 The Confirmation (GM): 150 + 430 = 580 gp / 0 + 2 = 2 PP / 0 + 2 = 2 Fame / 0 + 1 = 1 XP / 1 lvl #0-23 Tide of morning: 580 + 546 + 100 = 1226 gp / 2 + 2 = 4 PP / 2 + 2 = 4 Fame / 1 + 1 = 2 XP / 1 lvl #7-21 Sun orchid scheme (GM): 1226 + 519(=1745) - 650 = 1095 gp / 4 + 2 - 5 = 1 PP / 4 + 2 = 6 Fame / 2 + 1 = 3 XP / 1 lvl
#3-01 The Frostfur Captives: 1095 + 502 + 75(=1672) - 525 = 1147 gp / 1 + 2 = 3 PP / 6 + 2 = 8 Fame / 0 + 1 = 1 XP / 2 lvl
#3-18 The God's Market Gamble: 1147 + 517 + 100(=1764) - 1325 = 439 gp / 3 + 2 = 5 PP / 8 + 2 = 10 Fame / 1 + 1 = 2 XP / 2 lvl
#0-13 The Prince of Augustana: 439 + 462 + 100 = 1001 gp / 5 + 2 = 7 PP / 10 + 2 = 12 Fame / 2 + 1 = 3 + 0 XP / 3 lvl #8-06 Reaping What We Sow: 1001 + 1197 + 150(=2348) - 2000 = 348 gp / 7 + 2 = 9 PP / 12 + 2 = 14 Fame / 0 + 1 = 1 XP / 3 lvl
#6-01 Trial By Machine:348 + 1178 + 100 = 1626 gp / 9 + 2 = 11 PP / 14 + 2 = 16 Fame / 1 + 1 = 2 XP / 3 lvl #5-11 Library of the Lion: 1626 + 1200 + 75 = 2901 gp / 11 + 1 = 12 PP / 16 + 1 = 17 Fame / 2 + 1 = 3 + 0 XP / 4 lvl #6-00 Legacy of the Stonelords: 2901 + 1250 + 150 = 4301 gp / 12 + 2 = 14 PP / 17 + 2 = 19 Fame / 0 + 1 = 1 XP / 4 lvl AP #55 The Wormwood Mutiny: 4301 + 3711 + 150 = 8162 gp / 14 + 4 = 18 PP / 19 + 4 = 23 Fame / 1 + 3 = 3 + 1 XP / 5 lvl #6-06 Hall of the Flesh Eaters: [/b]8162 + 1861 + 100 - 10005 = 118 gp / 18 + 2 - 2 = 18 PP / 23 + 2 = 25 Fame / 1 + 1 = 2 XP / 5 lvl
#7-05 School of Spirits: [/b]118 + 1900 + 150 = 2168 gp / 18 + 2 = 20 PP / 25 + 2 = 27 Fame / 2 + 1 = 3 + 0 XP / 6 lvl #3-06: Song of the Sea Witch: [/b]2168 + 3382 + 150 = 5700 gp / 20 + 2 - 1 = 21 PP / 27 + 2 = 29 Fame / 0 + 1 = 1 XP / 6 lvl
#4-05 Sanos Abduction: [/b]5700 + 3215 + 150 = 9065 gp / 21 + 2 = 23 PP / 29 + 2 = 31 Fame / 1 + 1 = 2 XP / 6 lvl Tome of Roghteous Repost [/b]9065 + 3230 + 150 = 12445 gp / 23 + 2 = 25 PP / 31 + 2 = 33 Fame / 2 + 1 = 3 + 0 XP / 7 lvl
#2-01 Before the Dawn p. I: The Bloodcove Disguise: 12445 + 3234 = 15679 gp / 25 + 2 = 27 PP / 33 + 2 = 35 Fame / 0 + 1 = 1 XP / 7 lvl #4-12 Refuge of Time 15679 + 4347 + 150 = 20176 gp / 27 + 2 - 2 = 27 PP / 35 + 2 = 37 Fame / 1 + 1 = 2 XP / 7 lvl
Silver Mount Collection 20176 + 2271 + 150 + 1000 = 23597 gp / 27 + 2 = 29 PP / 37 + 2 = 39 Fame / 2 + 1 = 3 + 0 XP / 8 lvl
#8-11:Forged in Flame, Part 2:Cleansed with fire 23597 + 5496 + 150 = 28243 gp / 29 + 2 = 31 PP / 39 + 2 = 41 Fame / 0 + 1 = 1 XP / 8 lvl #8-09 Forged in Flame, Part 1: The Cindersworn Pact 28243 + 4027 + 150 + 1050 + 500(=33970) - 30625 = 3345 gp / 33 + 2 = 35 PP / 43 + 2 = 45 Fame / 2 + 1 = 3 + 0 XP / 9 lvl
#7-11 Ancient's Anguish 3345 + 6095 + 150 + 1000 (=10590) - 10105 = 485 gp / 31 + 2 - 5 = 28 PP / 41 + 2 = 43 Fame / 0 + 1 = 1 XP / 9 lvl
#3-22 The Rats of Round Mountain, Part 2: Pagoda of the Rat 485 + 6178 + 150 = 6813gp / 28 + 2 = 30 PP / 43 + 2 = 45 Fame / 1 + 1 = 2 XP / 9 lvl #0-20 King Xeros of Old Azlant 6813 + 4719(=11532) - 10450 = 1082 gp / 30 + 2 = 32 PP / 45 + 2 = 47 Fame / 2 + 1 = 3 + 0 XP / 10 lvl
#2-16 The Flesh Collector 1082 + 6138 + 150 = 7370 / 32 + 2 = 34 PP / 47 + 2 = 49 Fame / 0 + 1 = 1 XP / 10 lvl #7-28 Ageless Ambitions 7370 + 7832 - 500 = 14702 / 34 + 2 - 5 = 31 PP / 49 + 2 = 51 Fame / 1 + 1 = 2 XP / 10 lvl
#8-20 Torrent's Last Will 14702 + 7778 + 150 = 22630 / 31 + 2 - 5 = 28 PP / 51 + 2 = 53 Fame / 2 + 1 = 3 + 0 XP / 11 lvl #5-00 11.1 +7667 -12k to up cloak to +4, -4.5 first aid gloves for ZX352, boots of speed -12k ????? Faction:
Journal Season 7 Awards HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed. ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. [ooc]MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value is equal to 100 times your character level or less. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. Goals
|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. #3-16 Эрудито; #7-05 J. |+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level(minimum 9). #7-14/от Леших |+| Recover a named minor artifact or major artifact during the course of an adventure. #7-11 |-| Participate in an adventure in Cheliax for which you receive the full Prestige Point award. |+| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. #2-17 |-| Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic. |-| |-| |-| |-| |-| Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards. Journal Season 8
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language. [i]MASTER LIBRARIAN (7+ goals): Before the start of an aventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure. Goals
|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. 0-13 Alsman; AP#55 Sandara Quinn |+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). #3-22 |+| Recover a named minor artifact or major artifact during the course of an adventure. #6-00 Sky Key |+| Identify a potion or other magic item whose caster level equals or exceeds your character level. 0-23 Bag of tricks (Gire) |+| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. #6-06, #8-11 |+| While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level. #8-09 |+| |+| |+| / |-| |-|Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. #5-08, #7-21; #0-20 Active boons:
Explore, Report, Cooperate (5-08): 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 fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Infiltrator (7-21): Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. Banish the Hag (8-06): +4 to save vs witch's hex or curse Leshy Token (8-06): Give this to gain +5 to social skills with plants (+10 if with leshy) Rosehaven Redemption (8-06): +craft to save, including all bonuses (2 uses left) Sky Citadel Reclaimer!!Choose one!! (6-00): скидка 2 PP на спелкастинг или как мув на 5 раунжов ДР адамантин/1+пол лвла [b]Nascent Notoriety (AP 55): +5 vs fear Gloomspire Explorer (6-06): +2 to Perception to find hidden objects (traps, secret doors, treasure) New recruit (7-05): As standart cast spiritualist spell of lvl = 1/3 ur lvl with CL = ur lvl-3, wis=17. Worthy Foe(8-07): Choose benefit vs Undead - +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Library Card (6-02): +5 to single Knowledge check Friend of the Library(6-02): Potion, scroll or elixir with 250 cost while in Cheliax. Efreeti Arcana (8-11): to cast scorching ray as a spell-like ability (CL 7th).
Passive boons:
Evenhanded Investigator (3-18): +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom. Twin Tomes (3-06): Learnt Infernal for 1 PP Faerie Dragon Improved Familiar(4-05): Got Faerie Dragon Ocher Rhomboid Ioun Stone (4-12): Got feat Friend of the familiy (6-02): +1 to Knowledge(nobility). +2 to Bluff, Diplomacy, Intimidate vs high society in Absalom. Fire Affinity (8-11) Fire Affinity (8-11) Qalkami's Disdain
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