About Anat FisfelondFemale half-elf paladin (hospitaler) 6 / oracle 5
XP: 31 Fame: 51 PP: 15 --------------------
Special Attacks smite evil (1/day), oracle channel positive energy 6/day (DC 17, 5d6+1 [+10 self]), paladin channel positive energy 8/day (DC 16, 4d6+1 [+8 self]), lay on hands 10/day (5d6+1d6GM+1 [+10+2GM self]) Paladin Spell-Like Abilities (CL 3rd; concentration +8)
Oracle Spells Known (CL 7th; concentration +12)
Mystery Life
For every 3 levels beyond 5th, she restores 1 additional hit point with those abilities, up to a maximum of 5 + her Charisma modifier at 20th level. The paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, up to a total of four times per day at 17th level. Aura of Good (Ex): The power of a paladin's aura of good is equal to her paladin level. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins. This replaces the standard paladin’s channel positive energy ability. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws. Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Dual Minded: Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Fey Foundling: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Lay on Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Legalistic (Ex):
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first.
However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours. Magical Knack: Pick a class when you gain this trait (oracle) — your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. Multitalented: Half-elves choose two favored classes (oracle, paladin) at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. Smite Evil (Su): As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus to her attack rolls and adds her paladin level to all damage rolls made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. Wadjet Code of Conduct:
Paladins of Wadjet are stoic yet gentle defenders of the people, devoted especially to those living near rivers and other bodies of water. They are relentless in their crusade against Apep, the evil god of snakes and darkness. Their tenets include the following affirmations. • The just and innocent are my wards. I will keep them safe and protected from evil to my last breath.
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): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals (5) you have completed. Magical Tinkerer (S10 Faction Card): You have a knack for analyzing and activating magic items. Use Magic Device 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 (5) to a Use Magic Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check. Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score (Charisma). Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1 (+2). You may not benefit from more than one Mantle of the Black Rider boon at a time. Mantle of the Black Rider II (Unleashing the Hut): When you freed Baba Yaga’s hut, the Mantle of the Black Rider grew in power. Once per day before rolling initiative you may gain a +1 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1 (+2). Battler of Giants (Curse of the Riven Sky): You may, as an immediate action, gain a +4 competence bonus to your AC or Combat Maneuver Defense, or on attack rolls until the end of your next turn against all opponents at least one size category larger than you. Once this ability has been used, cross it off the Chronicle. [ ] Heaven’s Redemption (Shores of Heaven): Your experiences in Heaven have inspired you to change your philosophy. When you receive this Chronicle sheet, you can check the box that precedes this boon to change your patron deity to any legal lawful good deity, in the process changing your alignment to lawful good, lawful neutral, or neutral good. When you do so, you receive the benefits of an atonement spell without paying any associated costs. Additionally, you may freely retrain any class abilities, feats, or other features that no longer function with your new deity, as well as character abilities that are directly tied to your old deity’s favored weapon, such as the Weapon Focus feat. This boon does not affect your character’s items. [ ] [ ] Heavenly Scholar (Shores of Heaven): Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check. House Thrune's Favor (The Disappeared): Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token is on your person, and the token imparts its bonus only to you. Darklands Study (Overflow Archives, Dark Archive): Zarta Dralneen has perused a cursed tome that you recovered known as The Darklands Precepts, and she has shared some of her findings with you. You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures. Upstanding Archivist (Overflow Archives, Dark Archive): You have demonstrated excellence in the Grand Lodge’s vaults and improved the Dark Archive faction’s reputation. As a result, Zarta Dralneen has provided you a choice pick from among the treasures rescued from the flooded library. You can cross this boon off your Chronicle sheet when purchasing one of the items found below to purchase that item at 75% of its listed price. Secrets of the Grave (Library of the Lion, Dark Archive): 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. Cartographer Unburied (Daughters of Fury): Jerem is still shaken from his experiences and unwilling to engage in combat, but he agrees to accompany you for one adventure. Jerem provides you a +2 bonus on all Knowledge (geography) checks as well as on Survival checks to avoid getting lost. Additionally, Jerem provides you with a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained (this bonus does not stack with the +2 bonus on Knowledge [geography] checks). Once you use this boon, cross it off your Chronicle sheet.
When you would purchase an item for 1 or 2 PP, you may instead cross this boon off your Chronicle sheet to purchase the item at no cost. Cursebreaker (Daughters of Fury II): You defeated the curse devil that was wreaking havoc upon the people of Arwyll Stead. You may cross this boon off your Chronicle sheet before attempting to remove a curse with a spell that requires a caster level check (such as remove curse or break enchantment) to treat your result as if you had rolled a natural 20. Alternatively, you may cross this boon off your Chronicle sheet to reroll a saving throw against a curse. You must use this boon after rolling the initial saving throw but before the results are revealed. Linno’s Alchemical Mine (Daughters of Fury II): You helped Linno Brethun set traps to protect his property. In exchange, he gave you enough spare materials to build an alchemical mine trap of your own. Setting an alchemical mine trap requires a successful DC 15 Craft (traps) check and takes 10 minutes. You may voluntarily increase this DC to attempt a more complicated version of the trap if you provide some of your own materials. For every 5 points by which you increase the Craft (traps) DC, increase the damage dealt by 1d6+1, the Reflex save DC by 2, and the number of alchemist’s fires you must expend by one. If you fail the Craft (traps) check, the trap triggers on you, though you may attempt a Reflex save. [✔][✔][ ] Devil Slayer (Daughters of Fury III): You gain a +2 competence bonus on Perception and Sense Motive checks against devils, as well as on all Knowledge (planes) checks regarding devils. In addition, you may check off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the bane property against devils for 1 minute. If you did not kill Yvogga, check the first two boxes next to this boon immediately. Honorary Arwyll (Daughters of Fury III): You saved Vegazi from being sacrificed and ended the fiendish threats to Arwyll Stead. Other families in Lastwall provide you with training to help you face against the region’s many dangers. When you use the retraining rules presented in Pathfinder PRG Ultimate Campaign, the retraining takes 1 fewer day for every 5 days it would normally take (minimum 0 fewer days). For example, retraining hit points would still take 3 days, but retraining a racial trait, which would normally take 20 days, takes 16 days instead. [ ][ ][ ] Yvogga Redeemed (Daughters of Fury III): You spared Yvogga, and your mercy helped set her on the path to redemption. You may call in a favor when performing one of the skills below to use Yvogga’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Yvogga leaves to seek her own adventures; cross this boon off your Chronicle sheet.
[✔] [✔] [ ] Vegazi’s Ally (Daughters of Fury Bonus): The half-orc ranger Vegazi spent most of her life as an outcast, but after you helped her defeat the devil determined to take her soul, she counts you as a trusted friend. You may call in a favor when performing one of the skills below to use Vegazi’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Vegazi’s debt has been repaid; cross this boon off your Chronicle sheet.
[ ] Key to the Veil of Dreams (House on Hook Street): You have uncovered the significance of the mysterious mithral and silver key, the Clavis Somnus. You have access to this key for the rest of The House on Hook Street. Additionally, you can check off the box next to this boon to call forth the key into your hand as a free action when you are playing any adventure. The key remains in your possession until it vanishes the end of the adventure. Once the key vanishes, cross this boon off your Chronicle sheet. Clavis Somnus (CL 10th; Aura moderate transmutation and divination): This ornate key satisfies the focus component for the breach the veil of dreams occult ritual (Pathfinder RPG Occult Adventures 209) and grants a +5 competence bonus on the primary caster’s skill checks to perform the ceremony. The key also grants its wielder a +4 bonus on saving throws to resist illusion effects, as well as Charisma checks made in the Dimension of Dreams. The key imposes a –2 penalty on saving throws against sleep effects, and such effects treat the wielder as if she had 2 fewer Hit Dice. Sleep effects always choose to affect the wielder first. [ ][ ][ ] Occult Dabbler (House on Hook Street): You may purchase any item listed under occult adventuring gear (Pathfinder RPG Occult Adventures 248–251) except the kits for occult classes. You can check off one of the boxes before this boon to use a psychic skill unlock (Pathfinder RPG Occult Adventures 194). Your character must have at least one rank in the skill and must have any equipment that the skill unlock normally requires, but they do not need to be able to use psychic magic or have the Psychic Sensitivity feat (Occult Adventures 138). [ ][ ] Spider Slayer (House on Hook Street): As a free action, you can check a box before this boon to gain a +1 bonus on attack and damage rolls against vermin for one round. If you are fighting against a spider, you can grant yourself these bonuses without checking a box. You may also apply this boon without checking a box when combatting spider-like creatures that are not vermin (e.g. driders, retrievers, etc.), at the GM’s discretion. [✔][ ][ ] Master of Dreams (House on Hook Street II): You may check a box that precedes this boon as an immediate action to grant all allies within 30 feet a +2 bonus on saving throws against sleep effects for 1 round. Alternatively, you may check a box as a standard action to use one of the following spells as a spell like ability, using your character level as your caster level and your Charisma modifer to determine the spell-like ability’s saving throw DC (if any). Your access to spell-like abilities depends upon your character level.
[ ] [ ] Mysteries within Mysteries (House on Hook Street II): You have unraveled the complicated web of plots and betrayal that cast the area around Hook Street into a plague of nightmares. You may use this boon to activate your uncanny insights. Show this boon to your GM at the beginning of an adventure. The first time during the adventure that your character would fail a Sense Motive check, a Perception check to locate a secret door or trap, or a Will save against an illusion spell or effect, you gain a +2 bonus on the skill check or saving throw. If none of these events occur, this boon is not expended. Otherwise, the GM should check off one of the boxes next to the boon at the end of the adventure. Once both boxes have been checked off, cross this entire boon off your Chronicle sheet. Subconscious Insight (House on Hook Street II): You saved Madame Carrington from a horrible demise at the hands of the night hag Sally Scribblebones. After this ordeal, she teaches you how to search your own dreams for insights that your conscious mind overlooked. You may cross this boon off your Chronicle sheet after resting for 8 hours to reroll an Appraise, Knowledge, Perception, Sense Motive, or Spellcraft check that you attempted the previous day. You can only use this reroll for checks about knowing, understanding, or perceiving; for example, you could not use it to reroll a check to activate an object. If the result of the reroll is lower, keep your original result. [ ] Hero of Bridgefront (House on Hook Street Bonus): Whenever you visit Korvosa, one of Bridgefront’s citizens offers you free food and lodging. Additionally, you gain a +4 circumstance bonus on Diplomacy checks to gather information in Korvosa. You may check off the box next to this boon to leverage your contacts in Bridgefront to gain these benefits in any city until the end of the adventure. Well-Tethered Soul (House on Hook Street Bonus): You gain a +2 insight bonus on saving throws against effects that would remove your soul from your body, such as soul bind, and effects that would displace your soul to another vessel, such as magic jar or possession (Pathfinder RPG Occult Adventures 180). This bonus does not apply against spells that would simply kill you without directly interfering with your soul. You may cross this boon off your Chronicle sheet to negate one negative level when you are brought back to life with breath of life, raise dead, or resurrection. Infernal Capital (No Response from Deepmar): While in Cheliax, you may request 250 gp worth of precious gemstones of any type for use as spell components. Once you have used this boon, cross it off your Chronicle sheet. Stoic Spelunker (No Response from Deepmar): You gain a +1 bonus on saves against effects that inflict confusion or deal Wisdom damage. As a full-round action you may recover 1d4 points of Wisdom damage, but you must then cross the entire boon off your Chronicle sheet. If your Wisdom score was reduced to 5 or less during this module, cross this boon off your Chronicle sheet. Hero of the Five Kings (Beggar's Pearl): For helping Torvic find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks. Djinni's Admiration (Slave Master's Mirror): You have won the admiration of the captive djinni Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future. 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.
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. background:
Nat has participated in the following missions on behalf of the Society: Shores of Heaven (GM)
Glass River Rescue (GM)
Slave Master's Mirror (GM)
Overflow Archives (GM)
Reign of Winter II — The Shackled Hut (Campaign)
Daughters of Fury III — Sacrifice
The House on Hook Street — Spiders and Flies, and Darkness Falls The House on Hook Street II — Return to the House on Hook Street
Curse of the Riven Sky |
