Telandia Edasseril

Ansha Saeralyan PFS's page

778 posts. Organized Play character for Ansha.


Full Name

Ansha Saeralyan

Race

Elf

Classes/Levels

Wizard (Manipulator) 6/Enchanting Courtesan 4 | HP 58 AC 10 ff 10 touch 10 F+6 R+4 W+7 CMD 12 Init. +4 | Portrait

Gender

Female

Size

Medium (6 feet)

Age

120

Special Abilities

Spells, cantrips, Enchanter (manipulator) class features

Alignment

Chaotic Neutral

Deity

Calistria, Shelyn, Desna...anyone else she feels like invoking at the time

Location

One step ahead of her last mark.

Languages

Common (Taldane), Elven, Draconic, Sylvan, Abyssal, Varisian, Polyglot, Orc, (Thassilonian)

Occupation

Adventurer, hedonist, courtesan, charmer

Strength 7
Dexterity 10
Constitution 12
Intelligence 22
Wisdom 8
Charisma 20

About Ansha Saeralyan PFS

Ansha Saeralyan

Current XP 28 (Slow Track for levels 8-9)
Current Fame 49
Current Prestige 28

Chaotic Neutral
Elf female
Wizard 6/Enchanting Courtesan 4

Favored class: Wizard

Favored class bonus/stat increases:
1st level-- Wizard 1; +1 hp
2nd level-- Wizard 2; +1 hp
3rd level-- Wizard 3; +1 hp
4th level-- Wizard 4; +1 hp; +1 INT
5th level-- Wizard 5; +1 hp
6th level-- Wizard 6; +1 hp
7th level-- Enchanting Courtesan 1
8th level-- Enchanting Courtesan 2; +1 CHA
9th level-- Enchanting Courtesan 3
10th level- Enchanting Courtesan 4

Size: Medium (6 feet)
Age: 120 (birthday: Pharast 1)

Height: 6 feet
Weight: 114 lbs.
Eyes: Green
Hair: Platinum blond

Theme song: "Blank Space"

Portrait(s) (all are my own artwork):
Full-length
Bust
Choker close-up #1
Choker close-up #2

Description:
Ansha is a tall, slender elven maiden who looks to be no older than a human girl of twenty winters, with long legs and an hourglass figure. Her long, fine hair is a strikingly pale blond bordering on platinum, brushed meticulously and left unbound to cascade over her shoulders like a cloak, reaching just past her butt. Her almond eyes are a deep emerald, bright with intelligence and often twinkling with amusement. Her voice is charmingly soft and velvety, with the melodic sound common to all elven voices.

She is achingly beautiful and her features, much like her frame, are delicate, with a small nose, perfectly formed and straight; and full, slightly pouting pink lips that are quick to part into a disarming smile full of unspoken promises. Her skin is smooth porcelain, and is barren of tattoos or other markings. She walks with the grace and poise of a noble debutante, and has a confident air about her, as if she is used to getting what she wants.

She can sometimes be found in a green strapless, midriff-baring bustier top held together by a small green tourmaline, a flowing silk shawl draped over her arms. Other times, she can be found in a green underbust corset and blouse or well-tailored robes that hug her figure. When not wearing robes, she wears a matching long-slit skirt, and black fingerless opera gloves that end just beneath her elbows cover her arms; similarly-dyed leather boots end just beneath the knee. Her pointed ears are pierced with a pair of platinum studs through each arch, each holding a small jade carving of a camellia flower; and pendant earrings of gold dangle from each ear, clasping a small emerald in their raindrop-shaped frames.

She wears an intricate choker at her throat, silver chains holding in place a gold frame inset with a larger emerald; additional silver chains drape across her bare neck; dangling among the chains is a small gold disc etched with the elven rune for the first two letters of her given name, and a slender silver chain dangles from that disc into her cleavage. She wears three gold bracelets on her right arm, two of them loose hoops and the other worn tighter against her wrist, and she has a piercing in her belly button--a silver barbell with an emerald cap on the upper end and a jade cap on the lower. Several gold and platinum rings also adorn the fingers of her right hand.

Personality and motivations:

Ansha is a flirt who uses physical and magical charms to get what she wants out of life. She is flighty, impulsive, inquisitive and loves being the center of attention. A true hedonist, she is extremely open to new experiences and is willing to try almost anything at least once.

In the wake of her adoptive parents' deaths, she has slowly had her memories return, and she realizes that in addition to the fact that she can never go home again, she has been living a lie for years. Although her primary motivations are pleasure and power (and the pleasure that comes from having power over others--particularly their minds), she is also aware of the numerous enemies she has, and has found it in her best interest to surround herself with people willing and able to aid her should any of those enemies catch up to her.

Background:
Ansha is the only daughter of Lord Elroth and Lady Elizaera Saeralyan of the noble House Saeralyan, native to Iadara in Kyonin. The House was rather inconsequential in matters of politics, though it does manage to maintain a level of wealth suitable to their station, and it was precisely this inconsequentiality that lead the morally-bankrupt enchantress Elizaera to form a pact with Our Lady in Shadow, Nocticula, the patron of succubi: in return for increased powers of seduction and enchantment, Elizaera would bring the entirety of the House under the demonlord's sway. She succeeded, the whole family came to worship Nocticula secretly and the family's fortunes rose. For her part, Elizaera became the mastermind behind the family, and she was granted a measure of a succubus's power: an otherworldly beauty that could cause those around her to stare in fascination without regard for their surroundings.

When Ansha was born, she shared this same otherworldly power as her mother, but it was decided that she would not be told about the family's pact with Nocticula until she was older, for fear that she might accidentally let something slip, as only a child might. So she was raised as a master manipulator in her own right, and she grew up to be a young elven debutante who knew how to get what she wanted from most anyone. Despite this, she never quite shared the moral degeneration of her mother--probably in large part due to the friendships she formed with other more goodly aristocratic elven children, like her friend Inari Gloamingdusk. It was an idyllic existence, if only because Ansha was kept in the dark about so much.

The idyll's end came unexpectedly for the young Lady Ansha when her parents decided that she was old enough to reveal the family's dark secret and to include her in the pact with Nocticula. But Ansha stumbled upon them in the midst of a profane ritual several days before her parents were ready to reveal the family's secret to her, and she fled home. Pursued by a summoned succubus, the young Lady Saeralyan was captured and subjected to defilements that shattered her mind and left her with a form of trauma-induced amnesia called dissociative fugue.

But before she could be returned to her family, she was rescued by the married elven adventurers Baelyth and Sahtara. The married pair, for their part, took the elf in and cared for her much as if she were their own daughter. The trio travelled for years, wandering and adventuring across the continent of Avistan. Years later, Baelyth and Sahtara died on an expedition south into the lands near the Mwangi Expanse at the hands of smugglers, and Ansha herself was taken prisoner by these smugglers, who took her to Crown's End.

She found in herself a burning desire for revenge, but she had learned the value of patience from her adoptive parents. So she charmed and seduced the ringleader, taking a place at his side as his mistress. She played the part of a harmless and helpless girl well, bolstered by the fact that her memories of her childhood had slowly returned to her after her adoptive parents' deaths, and though it took years, she planned her revenge. Only at the proper time did she act.

She quietly arranged for passage to Eleder aboard a ship passing through. Then, the night that it left, Ansha murdered the ringleader, her lover, in black widow fashion, leaving a note on their bed beside his corpse that read "I stab thee with my heart," (NSFW) a Calistrian aphorism used at the culmination of a particularly satisfying act of revenge. She was gone well before anyone realized what had happened, and the power vacuum her ex-lover's death caused meant that the other smugglers were too busy vying for his place to pursue her.

The trip to Eleder was relatively uneventful. She stayed in Sargava for some months, adventuring and capitalizing on her enchantments to make waves in Sargavan society. It was in Eleder that she met and fell in with a Pathfinder field agent, who encouraged her to join the Pathfinder Society. Some time thereafter, she booked passage on a ship to Absalom, where she began her training.

Languages: Common (Taldane), Elven, Draconic, Sylvan, Gnome, Abyssal, Varisian, Polyglot, Orc, (Thassilonian)

HP 58
AC 10 Touch 10 Flat-footed 10
BAB +5 CMB +3 CMD 13
Initiative +4 Concentration +15

Fortitude 4 + 1 + 1 = 6 Reflex 3 + 0 + 1 = 4 Will 7 - 1 + 1 = 7

Abilities: Low-light vision, keen senses, elven magic, elven immunities, elven weapon familiarity, cantrips, spells, arcane bond (bonded item), Spell Focus (Enchantment) bonus feat, arcane school--enchantment (manipulator), opposition schools (necromancy, transmutation), beguiling touch, enchanting smile +3; Covert spells, enchanting touch, seducer's leverage, poison use, seductive intuition, hidden spell +1, master poisoner, contact poison wielder

School specialization and prestige class abilities:
Beguiling Touch (Sp): With a simple caress, Ansha is able to win friends--in the short term. She can affect those she touches as with Charm Monster 3 + INT modifier times per day, though it does not affect creatures with more Hit Dice than she has wizard levels. The save DC for this ability is 10 + 1/2 wizard level + INT modifier. This ability lasts for a number of rounds equal to half her wizard level, rounded down (minimum 1) and does not work on creatures that are in combat or are hostile towards her. This is a mind-affecting effect.

Enchanting Smile (Su): Possessed of an otherworldly beauty, Ansha is able to entice others to see her way. She gains a +3 enhancement bonus to Bluff, Diplomacy and Intimidate skill checks.

Covert Spells (Su): Ansha's sensuality and openness to touch is often disarming, helping her to hide her actions behind the ambiguities of flirtation and innuendo. As a result, she is capable of casting divination and enchantment spells covertly. Upon doing so, she must attempt a Bluff check, as well as a Sleight of Hand check if the spell has somatic, material, or focus components. Observers do not notice that a spell has been cast unless they succeed at both a Sense Motive check opposing Ansha's Bluff check and a Perception check opposing her Sleight of Hand check (if any). If Ansha has another ability that allows spells to be hidden in a similar fashion, she gains a +2 bonus on these checks. Casting the spell does not provoke attacks of opportunity from foes unaware of the spellcasting.

Enchanting Touch (Su): Having inherited some of the power of her mother's dark pact with the Queen of Succubi, Ansha is able to deliver a divination or enchantment spell with a touch, usually a kiss or erotic gesture, to a target that is willing to be touched by her. The target takes a -4 penalty on skill checks to notice or identify the spell being cast.

Seducer's Leverage (Ex): Over time, Ansha has developed a vast network of informants, comprised of those whom she has seduced or who have purchased her services (as a courtesan or otherwise), or whose secrets and goals she learned in turn from other informants. Ansha can determine the influence any one individual has with any one organization or other individual once per day by consulting her network for 1 hour. Doing so also reveals the attitudes of the two parties in question toward each other, unless their particular relationship is a well-kept secret. Ansha also gains 1 edge per 3 class levels that can be used in any verbal duel involving or regarding one or more of the characters or group members in question. (See Chapters 3 and 4 of Pathfinder RPG Ultimate Intrigue for more information on influence and verbal duels, respectively.)

Poison Use (Ex): Ansha is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Seductive Intuition (Su): Ansha knows how to distract with her appearance and body language, and she has learned to capitalize on this in social interactions. As a result, she adds a competence bonus equal to half her Enchanting Courtesan class level on Bluff, Diplomacy, Sense Motive, and Sleight of Hand checks. She can also use her total Sense Motive modifier in place of her total modifiers on Diplomacy and Sleight of Hand checks against targets who could be sexually attracted to her.

Hidden Spell +1 (Su): Ansha is able to undermine foes' mental defenses with surprise. She gains a +1 circumstance bonus to the DC of her spells against foes who are unaware of her presence or consider her an ally. In these circumstances, Ansha also gains a +1 circumstance bonus on caster level checks to overcome targets' spell resistance and to penetrate abjurations such as nondetection.

Master Poisoner (Ex): Ansha can use Craft (alchemy) to change a poison's type. This requires 1 hour of work with an alchemist's lab and a Craft (alchemy) skill check (DC = the poison's save DC). If Ansha is successful, the poison's type changes to contact, ingested, inhaled, or injury. If she fails her check, the poison is ruined. Ansha gains a bonus equal to 1/2 her class level on Craft (alchemy) skill checks when working with poison.

Contact Poison Wielder (Ex): Ansha can wield a dose of contact poison as a melee weapon. Delivering the poison requires a touch attack. She can prevent foes from noticing she is armed with a successful Sleight of Hand check opposed by observers’ Perception checks. The enchanting courtesan gains a +2 bonus on this Sleight of Hand check. The enchanting courtesan can draw and open a dose of contact poison as a swift action. If Ansha has the Quick Draw feat, she gains the ability to draw and open a dose of contact poison as part of rolling initiative if her hands are free and the dose of poison is not hidden.

Traits:
Charming: Ansha was taught the value of suggestion from a young age, and knows how to use her appearance, words and body language to her advantage. She gains a +1 trait bonus to Bluff, Diplomacy and language-dependent spell DCs against those that are (or could be) sexually attracted to her.

Domineering: When she was younger, Ansha was the center of her social world, and the experience inspired in her a powerful self-assurance and air of superiority that remained with her even when her memories did not. Her confidence is so strong that others feel naturally compelled to follow her commands. As a result, the DC of Charm Person spells she casts is increased by 1.

Feats: Spell Focus: Enchantment (bonus), Greater Spell Focus: Enchantment, Improved Initiative, Deceitful, Persistent Spell (bonus), Subtle Enchantments, Eschew Material Components

Subtle Enchantments: Whether a trait taught her by her mother or a consequence of her mother's pact, Ansha's enchantments influence targets in more subtle ways than most and are harder to notice. As a result, when Ansha casts an enchantment spell or uses an enchantment spell-like ability to influence a creature’s attitude or actions and the foe negates the spell with a successful Will save, the target has a 50% chance not to notice that s/he just succeeded at a saving throw (the target can still attempt to identify Ansha's spell or spell-like ability as normal). If the foe fails the saving throw or is otherwise affected by the spell, the Sense Motive DC to notice s/he is under the effects of an enchantment increases by 5.

Skills:
Appraise +6 (0 ranks, +6 INT)
Bluff +27 (10 ranks, +3 class, +5 CHA, +3 enhancement, +3 competence, +2 Deceitful; +1 trait vs those who are or could be sexually attracted to her)
Craft (alchemy) +12 (1 rank, +3 class, +6 INT; +2 bonus when working with poison)
Diplomacy +27 (10 ranks, +3 class, +5 CHA, +3 enhancement, +3 competence; +1 trait vs those who are or could be sexually attracted to her; +2 circumstance bonus when ring of austere majesty is visible on her hand; +4 bonus vs Pathfinder agents due to Fame 30+; +2 circumstance bonus to gather information from Information Brokerage vanity)
Disguise +15 (2 ranks, +3 class, +5 CHA, +3 competence, +2 Deceitful)
Intimidate +17 (1 ranks, +3 class, +5 CHA, +3 enhancement, +3 competence; +2 circumstance bonus when ring of austere majesty is visible on her hand)
Knowledge (arcana) +19 (10 ranks, +3 class, +6 INT)
Knowledge (dungeoneering) +10 (1 rank, +3 class, +6 INT)
Knowledge (engineering) +10 (1 rank, +3 class, +6 INT)
Knowledge (geography)* +19 (10 ranks from headband of mental prowess, +3 class, +6 INT)
Knowledge (history) +10 (1 rank, +3 class, +6 INT)
Knowledge (local) +15 (6 ranks, +3 class, +6 INT; +2 Day Job)
Knowledge (nature) +10 (1 rank, +3 class, +6 INT)
Knowledge (nobility) +10 (1 rank, +3 class, +6 INT)
Knowledge (planes) +12 (3 ranks, +3 class, +6 INT)
Knowledge (religion) +10 (1 rank, +3 class, +6 INT)
Linguistics +10 (1 rank, +3 class, +6 INT)
Perception +1 (0 ranks, -1 WIS, +2 racial)
Perform (act) +12 (1 rank, +3 class, +5 CHA, +3 competence)
Perform (dance) +13 (2 ranks, +3 class, +5 CHA, +3 competence)
Profession (courtesan): +9 (7 ranks, +3 class, -1 WIS; +2 Day Job)
Sense Motive +7 (3 ranks, +3 class, -1 WIS, +2 competence)
Sleight of Hand +12 (7 ranks, +3 class, 0 DEX, +2 competence)
Spellcraft +19 (10 ranks, +3 class, +6 INT)
Use Magic Device +10 (2 ranks, +3 class skill from Magical Tinkerer faction goal, +5 CHA)

Spells Known:
0--all known
1--Charm Person, Sleep, Magic Missile, Burning Hands, Mage Armor, Color Spray, Identify, Protection from Evil, Hypnotism, Feather Fall, Shield, Hold Portal, Grease, Expeditious Retreat, Alarm, Disguise Self, Ant Haul, Vocal Alteration, Air Bubble, Floating Disk, Hydraulic Push, Liberating Command, Snowball, Infernal Healing, Heightened Awareness, Keep Watch, Floating Disk, Discern Next of Kin, Illusion of Calm, Monkey Fish, Blend, Mount, True Strike, Enlarge Person

2--See Invisibility, Hideous Laughter, Mirror Image, Acid Arrow, Hidden Presence, Scorching Ray, Knock, Invisibility, Arcane Lock, Flaming Sphere, Glitterdust, Resist Energy, Adoration, Unnatural Lust, Detect Thoughts, Demand Offering, Oppressive Boredom, Passing Fancy, Seducer's Eyes, False Life, Euphoric Cloud, Investigative Mind, Twilight Haze, Web, Protection from Arrows, Summon Swarm, Summon Monster II, Locate Object, Defending Bone, Spectral Hand, Lipstitch, Spider Climb, Bull's Strength, Rope Trick, Fox's Cunning, Levitate, Accelerate Poison, Share Language, Spontaneous Immolation, Cat's Grace, Buoyancy

3--Suggestion, Fireball, Deflect Blame, Hold Person, Fly, Haste, Slow, Dispel Magic, Displacement, Stinking Cloud, Tongues, Aversion, Calistria's Guardian Wasps, Lover's Vengeance, Reckless Infatuation, Unadulterated Loathing, Summon Monster III, Pugwampi's Grace, Slave to Sin, Harrowing, Magic Circle against Evil, Communal Resist Energy, Spiked Pit, Clairaudience/Clairvoyance, Seek Thoughts, Heroism, Lightning Bolt, Daylight, Channel the Gift, Invisibility Sphere, Fractions of Heal and Harm, Water Breathing, Shrink Item, Blink, Gust of Wind

4--Dimension Door, Dimensional Anchor, Greater Invisibility, Solid Fog, Confusion, Stoneskin, Wall of Ice, Ice Storm, Phantasmal Killer, Black Tentacles, Aura of the Unremarkable, Charm Monster, Crushing Despair, Terrible Remorse, Inveigle Person, Lesser Geas, Summon Monster IV, Remove Curse, Secure Shelter, Triggered Suggestion, Emergency Force Sphere, Wall of Fire, Arcane Eye, Lesser Globe of Invulnerability, Seeds of Influence

5--Feeblemind, Dismissal, Dominate Person, Teleport, Overland Flight, Fabricate, Mind Fog, Cone of Cold

Spells Prepared (CL9): 0--4; 1--4; 2--4; 3--3; 4--2; 5--1
0--Detect Magic, Prestidigitation, Acid Splash, Read Magic
1--Shield, Mage Armor, Charm Person, Disguise Self, Magic Missile x2, Protection from Evil
2--Mirror Image, Hideous Laughter x2, Acid Arrow, Flaming Sphere, Unnatural Lust
3--Suggestion, Fireball, Deflect Blame, Persistent Charm Person, Reckless Infatuation
4--Confusion, Lesser Geas, Terrible Remorse, Greater Invisibility
5--Dominate Person x2, Teleport

Equipment: Exquisitely-crafted choker (bonded item, counts as an amulet), spellbook, explorer's outfit, courtesan's outfit, elven noble's outfit (green evening gown), House Saeralyan signet ring, jewelry (various gold and platinum piercings, studs, earrings, rings and bracelets worth 140gp), handy haversack, wizard's kit (a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, 500gp worth of granite and diamond dust, torches [10], trail rations [5 days], a waterskin), scroll case, courtesan's kit, longsword, dagger, staff, wand of burning hands (CL3, 1 charges), pearl of power I, wayfinder, wand of cure light wounds (CL 3, 8 charges), wand of infernal healing (41 charges), cloak of resistance +1, circlet of persuasion, headband of mental prowess +2 (INT/CHA, Knowledge [geography], Thassilonian), belt of mighty constitution +2, ring of austere majesty, 29014gp

Scrolls: Obscuring Mist (1), Glitterdust x1/Dispel Magic x0 (1), Glitterdust x2/Dispel Magic x0 (1), Dispel Magic x1 (1), Tongues (1), See Invisibility x1/Hidden Presence x1 (1), Fly (3), Disguise Self (3)

Encumbrance:
Str 7
Light load -- 23 lbs. or less
Medium load -- 24-46 lbs.
Heavy load -- 47-70 lbs.

Equipment
Wizard's kit minus backpack -- 19 lbs.
Handy Haversack -- 5 lbs.
Explorer's outfit -- 8 lbs.
Noble's outfit-- 10 lbs.
Courtesan's outfit-- 4 lbs.
Courtesan's kit-- 5 lbs.
Longsword -- 4 lbs.
Staff -- 4 lbs.
Spellbook -- 3 lbs.
Dagger -- 1 lb.
Scroll case -- 0.5 lb.
Headband of mental prowess -- 1 lb.
Belt of mighty constitution -- 1 lb.
Cloak of resistance -- 1 lb.

Total 66.5 lbs, but 44 lbs. is stored in Handy Haversack, resulting in effective weight being 25.5 lbs. She can drop her staff as a free action to reduce her weight to 21.5 lbs.

Elven Naming Practices:
"Most elves have four names: a personal or given name, a hidden or intimate name (usually known only to close family), an everyday name chosen by the elf, and a family name...An elf rarely bothers mentioning more than his or her everyday name at informal introductions."--Elves of Golarion

Ansha's personal or given name is Ansha, her hidden or intimate name is Anwë, and her family name is Saeralyan. Given circumstances in her life, she has never chosen an everyday name, in effect using her given name, Ansha, as her everyday name.

PFS:
Boons and Vanities: Confirmed Field Agent- Having successfully completed and documented her Confirmation, one of the Three Masters has formally recognized Ansha as a field agent and given her a wayfinder engraved with her name and the date of her graduation. Ansha receives a wayfinder for free.
Explore, Report, Cooperate- Ansha has an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, she may consider whether a particular action named--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs the player 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 reflect the action's impact on Ansha's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once used, cross this boon off your Chronicle sheet.
Friend of Janira Gavix- The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
You Be Goblin!- You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
Yagevna Family's Favor- The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all Diplomacy rolls when you mention the Yagevna family and how you assisted them.
Prized Find- You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure. (Used with Frozen Fingers of Midnight.)
Mendevian Commendation- You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3)
Cartographer Unburied- You rescued the guard and cartographer Jerem from his hiding place in Arwyll Stead's catacombs. 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 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.
Gift from Arwyll Manor- You returned to Arwyll Stead with Wate's body and turned his gear over to his family's manor rather than taking it for yourself. Wate's best friend Terrin sends you a gift to thank you for respecting Wate's memory. 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- 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- 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- You put an end to the plots of the erinyes Shayle and her infernal children. 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- 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 RPG 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.
Hero of Arwyll Stead- When you earn this Chronicle sheet, you may choose whether or not to receive XP, Prestige Point, and gold rewards; you may instead choose to gain no XP and gold, but you instead earn 2 Prestige Points and still qualify for all of the boons and items on this sheet. If you elect to earn the full rewards, you gain 3 XP, 6 Prestige Points, and 8712gp (4356gp for characters using the slow track method of advancement).
[X] [X] [X] Vegazi's Ally- 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.
(Vegazi's Skills and Spells:
-Handle Animal +11
-Heal +11
-Survival +10
-Vegazi casts animal messenger (CL 6th, Concentration +8)
-Vegazi assists the PC in combat for one round, making a full attack on the PC's initiative against a target of the PC's choice with her +1 composite longbow; +10/+5 (1d8+2/x3). She has the feats Deadly Aim (-2 to hit, +4 damage), Point Blank Shot, and Precise Shot, and gains a +2 bonus on attack and damage rolls against orcs.

Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modiied by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it of your Chronicle sheet.
Magnimarian Debt: The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively bid against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving--or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.
Formidable Renown: Word of your defeat of the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshiper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
Blight Bane: As a swift action, you can challenge an animal, plant, or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to your Wisdom modifier (minimum 1 round). You gain a +1 bonus on attack rolls against that foe, and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon, cross it off your Chronicle sheet.
[ ] Fangwood Purifier: You have vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. You can spend 2 Prestige Points to learn Sylvan as a bonus language. In addition, you can check the box that precedes this boon to attempt a wild empathy check (Pathfinder Core Rulebook 50) to influence an animal or magical beast, treating your character level as your druid level for this purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box to roll the check twice and take the higher result.
[ ] Martyr's Shard 3: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis's favor, you have secured that empyreal lord's assistance in a time of need--particularly when battling evil.
If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon's existing enhancement bonus, if any (but not with similar additional enhanacements, such as that granted by a paladin's divine bond ability), and grant it the ability to overcome damage reduction of undead creatures for 1 minute. During this time, the weapon also grants you a +2 bonus on caster level checks to overcome the spell resistance of evil creatures.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of damage reduction possessed by undead creaetures.
Future Martyr's Shard boons may unlock additional benefits.
Any character with this boon can purchase an avenging dagger (120,604gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr's Shard boons, reduce the cost of an avenging dagger to 110,604gp, 100,604gp, 90 or 90,604gp respectively. If you purchase an avenging dagger and later gain additional Martyr's Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).
[ ] Fossilblight's Savior: By retrieving the artifact known as Fossilblight, you've given the Pathfinder Society a chance at opening the Untouchable Opal. While the magical pick is integral to the Society's plans to open Ranginori's prison, the Decemvirate can be convinced to allow the weapon's use in extreme circumstances. At the start of an adventure, you can requisition use of Fossilblight for the remainder of the adventure. If you requisition the use of this powerful artifact, check the box on this boon. Only one character per adventure can use this boon to requisition Fossilblight, and only if the box on her boon is unchecked.
[ ] Graveknight's Gratitude: You returned the cursed helmet Grimgrin to the Pathfinder Society. Since the item's internment within the vaults of the Grand Lodge, there have been rumors of items randomly disappearing and reappearing. You can check the box on this boon at the start of an adventure to gain the temporary use of one non-consumable magic item for the duration of the adventure. This item must have a value of 3000gp or less, and it must be returned at the end of the scenario--the return is met with several questions from Grand Lodge staff on how the PC obtained the supposedly secure item. This boon can be used only if its box is unchecked.
Darklands Delver: Your experience navigating the treacherous tunnels of Nar-Voth has taught you much about its hazards and denizens. You gain a +2 bonus on all Knowledge checks related to dangers you encounter in the Darklands and can make those checks untrained. This bonus increases to +4 for checks relating to duergar. Before making a Knowledge check related to duergar, you can decide to take 20 on the check. When you do, cross this boon off your Chronicle sheet.
[ ] [ ] History of the Sunsu Godae: Your successful negotiations with the Sunsu Godae have given the Society access to a trove of cultural lore that would be all but impossible to obtain outside the Hao Jin Tapestry. You can check a box that precedes this boon before rolling Knowledge (history) and Knowledge (local) checks related to Tian Xia to gain a +5 bonus on the check.
Meditations of the Sacred Flower: The sacred flower of the Sunsu Godae is rumored to have many powers: the ability to connect a believer to their deity, to compel action, and even to return the dead to life. You can cross this boon off this Chronicle sheet to use one of the following spells as a spell-like ability with a caster level equal to your character level: commune, mark of justice, or raise dead. The casting time for the spell-like ability is 10 minutes. To use raise dead, you must first infuse the flower with diamond dust worth 5,000gp.
Lesser Lithomancy Stones (6,000gp; Slot none; Aura moderate divination; CL 7th; Weight 2 lbs.) This set of 15 semi-precious stones allows its wielder to gain visions of the future. It functions as a set of lithomancy stones (Pathfinder RPG Occult Adventures 260), except that it can only be used to ask questions regarding the next 30 minutes. If you played this scenario in Subtier 8-9 and located the lithomancy stones, you can purchase this lesser version instead.
Efreeti Unchained (Legacy): You unleashed an efreeti from his captor. What might this portend for the Pathfinder Society and its members? Keep this Chronicle sheet as it may affect the ongoing story in the new edition of the Pathfinder Society organized play campaign.
Sendeli Foxglove's Favor: You earned the favor of prominent Ivy District businesswoman Sendeli Foxglove. Whether this favor develops into a close friendship, a strategic business relationship, or a romantic tryst is up to you, but Sendeli's favor may well open doors for you both in Absalom and abroad as long as you remain in her good graces.
Greenheart's Blessing: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This component once belonged to Naldak, who founded the settlement of Naldak's Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.
Tanbaru's Respect: You have helped the spirit oni known as Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. If you do not take Tanbaru as a familiar, he gifts you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.
Subtier 5-6: You may cast dispel magic, fog cloud, or invisibility.
Subtier 8-9: You mast cast dispel magic, fog cloud, invisibility, mirage arcana, or stone shape. (Was played in 8-9 subtier.)
Wayang's Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters with wayang-related options.
Friend of Kasadei: Kasadei is impressed by your restraint in dealing with the Aspis 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.
Recovered Treasures: 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.
--Amulet of armored fists (28,000gp; neck slot) This barbed amulet allows its wearer to take advantage of his enemies' weaknesses and protects its wearer from harm. It functions simultaneously as a cruel menacing amulet of mighty fists and an amulet of natural armor +2.
--Amulet of the god caller (gills, swim); 6,000gp; 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 (16,000gp; 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, discerns 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.
Aggressive Researcher: You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.
Impossible Feat: The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.
322’s Foe: You have pursued the elusive elf known as 322 and uncovered an amulet imbued with her occult energy. You gain access to the following unique magic item at the listed discount.
Heartstone of the Wronged (Aura moderate evocation and transmutation; CL 8th; Slot neck; Discounted
Price 8,000 gp): One larger glassy talisman that resembles a night hag’s heartstone hangs from this amulet of obsidian beads. Its wearer gains immunity to disease. Once per day as an immediate action when she fails a saving throw against an effect that would cause confusion, she can activate the amulet to attempt a second saving throw with a +2 insight bonus and use the second result. Finally, if the wearer is an oracle
with the dark tapestry mystery, she treats her effective oracle level as 2 higher when determining the effects of the many forms revelation.

Siege of Gallowspire Aid Mission Rewards: Your character earns a boon for each successful Aid Mission. For each boon you earn, if one of your Aid Characters participated in that mission (regardless of how successful their efforts were), write their character number in the blank after the boon. That Aid Character also gains that mission's boon. Include a copy of this Chronicle sheet with each participating Aid Character records.
[] [] What Ambush? (Scout Mission): Your experience in Gallowspire has sharpened your senses against hidden foes. When you would fail a Perception check to act on the surprise round, you can check a box that precedes this boon to act on the surprise round. You are still considered flat-footed until you take an action. Alternatively, you can check a box to reroll an initiative check.
Unravel Magic (Spellcaster Mission): You have friends who know their way around magic. Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic,with a caster level equal to your character level. If your character level is at least 13 when you activate this boon, your ally can cast greater dispel magic instead.
[] [] Timely Delivery (Muscle Mission): No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 75o gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.
[] Tactical Strike (Guard Mission): You can rally your allies to make a coordinated strike. Check the box that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of your actual positioning.
[] Restorative Burst (Medic Mission): A spark of divine grace from your medic allies protects you. When you would be reduced to less than o hit points, you can check the box that precedes this boon to automatically trigger a burst of healing around your body. This heals you and all willing allies within 3o feet, as the channel energy ability of a cleric of your level.
[] [] [] [] Necromantic Surge: You can check a box that precedes this boon to strike foes with the Whispering Tyrant's magic, using one of the following spell-Iike abfities based on your level when you activate this boon. Use your character level as your caster level, and use your Charisma modifier to determine the spell's DC. Levels 5-8; You can use 1 spell-like ability from the following list: bestow curse, command undead, enervation, false life, fear, or vampiric touch. Levels 9-12: Add eyebite, possession (Occult Adventures), and waves of fatigue to the list of spell-like abilities you can use. Levels 13-16: Add, control undead, finger of death, and greater possession (Occult Adventures) to the list of spell-like abilities you can use. Check two boxes to use these spells. Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two boxes to use these spells.

Vanity: Wizard's Tower (8PP): Ansha has acquired her own wizard's tower in Absalom where she can spend time researching new spells and formulae. When scribing a spell or formula into a spellbook or formula book from a scroll or another character, she can reduce the cost of materials involved by 10% (PFRPG Core Rulebook 219). This price reduction doesn't affect the cost of gaining access to the spell or formula to be copied.
Vanity: Information Brokerage (6PP): Ansha is connected to a network of spies and informants who keep her abreast of the goings-on in the world. This network has allowed her to capitalize on sharing or refusing to share specific information as the situation and her clients dictate. Her experience building a cache of valuable information grants her a +2 circumstance bonus on Diplomacy skill checks made to gather information. She can use Knowledge (local) to attempt Day Job rolls.

Faction: The Dark Archive
-Faction Card (7 goals)
Enduring Scholar: Ansha's exposure to dangerous magic has conditioned her to resist spells. Once per adventure before rolling a saving throw against a spell, Ansha can apply a bonus equal to 1 plus half the number of goals she has completed.
Magical Tinkerer: Ansha has a knack for analyzing and activating magical items. Use Magic Device is a class skill for her. Once per adventure, she can add a bonus equal to 5 + double the number of goals she has completed to a Use Magic Device check. If her own skill bonus is higher, she instead gains a +2 bonus on that check.
Master Librarian: Before the start of an adventure, you can requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 x your character level. You and your allies can use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

Recruited Janira and Guaril Karela to the Dark Archive.
Possess ranks equal to character level (min. 4) in Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
Identify a potion or other magic item whose caster level equals or exceeds your character level (x2).
Participate in a magical or occult ritual during the course of an adventure.
Recover a named minor or major artifact in the course of an adventure (Runecarved Key)
Participated in an adventure on a demiplane (x2)
Recovered a named text (typically listed in italics or quotes) found during the course of an adventure (History & Future of Humanity from The Confirmation, Practical Thaumaturgy In Accordance with Creation from First Steps Pt I)

Scenarios completed: The Confirmation (1 XP, 2 fame, 2 PP, 430 gp [20gp day job roll]);
-Bought
Wand of Burning Hands (CL3, 4 charges; 180gp, limit 1)
We Be Goblins (1 XP, 2 PP, 500gp);
-Bought
Frozen Fingers of Midnight (pregen credit; 1 XP, 1 fame [+1 Fame for Prized Find boon], 1 PP [+1PP for Prized Find boon], 467gp);
-Bought
First Steps, Pt I (1 XP, 2 Fame, 2 PP, 417gp [10gp day job roll])
-Bought
Cloak of Resistance +1 (1000gp)
Wand of Infernal Healing (2 PP)
Wand of Cure Light Wounds (CL 3, 8 charges; 360gp)
Pearl of Power I (1000gp)
The Wounded Wisp (1 XP, 2 PP, 430gp [10gp day job roll]);
-Bought

Scars of the Third Crusade (1 XP, 2 Fame, 2 PP, 1185gp [10gp day job roll])
-Bought
Daughters of Fury (scenario credit, part 1) (3 XP, 4 Fame, 4 PP, 3511gp [1gp day job roll])
Daughters of Fury (scenario credit, part 2) (3 XP, 4 Fame, 4 PP, 4800gp [1gp day job roll])
Daughters of Fury (scenario credit, part 3) (3 XP, 4 Fame, 4 PP, 6756gp [5gp day job roll])
Daughters of Fury (scenario credit, part 4) (3 XP, 6 Fame, 6 PP, 8712gp [10gp day job roll])
-Bought
Headband of mental prowess (+2 INT/CHA, knowledge [geography]) (10000gp)
Circlet of persuasion (4500gp)
jewelry worth 300gp
Destiny of the Sands Part III - Sanctum of the Sages (1 XP, 2 fame, 2 PP, 2255gp [50gp day job roll])
-Bought
Race for the Runecarved Key, 8-9 subtier (1 XP, 2 fame, 2 PP, 3917gp [5gp day job roll])
-Bought
Wizard's Tower vanity (8PP)
Information Brokerage vanity (6PP)
Handy haversack (2000gp)
Belt of mighty constitution +2 (4000gp)
1 scroll of obscuring mist (25gp)
1 scroll with 2 glitterdust and 1 dispel magic on it (Gift from Arwyll Manor boon)
scribe shield, hold portal, grease, expeditious retreat, alarm, arcane lock, flaming sphere, glitterdust, resist energy, slow, dispel magic, displacement, stinking cloud, dimension door, dimensional anchor, greater invisbility, solid fog, dismissal, feeblemind for 1539gp
-Sold
masterwork backpack (25gp)
200gp worth of jewelry
The Lion's Justice, 10-11 subtier (1 XP, 2 fame, 2 PP, 6169gp [5gp day job roll])
-Bought
buy one scroll each of Confusion, Stoneskin, Wall of Ice, Ice Storm, Phantasmal Killer, Black Tentacles for 4900gp
scribe Confusion, Stoneskin, Wall of Ice, Ice Storm, Phantasmal Killer, Black Tentacles for 960gp
Buy scroll of Glitterdust x2/Dispel Magic x1 for 750gp
-Sold
Solstice Scar C, 7-8 subtier slowtrack (0.5xp, 1 fame, 1 PP, 2667gp [20gp day job roll])
-Bought
-Sold
What Sleeps In Stone, 7-8 subtier slowtrack (0.5xp, 1 fame, 1 PP, 2204gp [10gp day job roll])
-Bought
Ring of Austere Majesty (3000gp)
2 scrolls of Tongues (750gp)
Scribe one Tongues (81gp for Wizard's Tower vanity)
Buy one scroll each of Disguise Self, Adoration, Unnatural Lust, Detect Thoughts, Demand Offering, Oppressive Boredom, Seducer's Eyes, False Life, Aura of the Unremarkable, Charm Monster, Crushing Despair, Terrible Remorse, Inveigle Person, Lesser Geas, Summon Monster IV, Remove Curse, Secure Shelter, Triggered Suggestion, Aversion, Calistria's Guardian Wasps, Lover's Vengeance, Reckless Infatuation, Unadulterated Loathing, Summon Monster III, Pugwampi's Grace, Slave to Sin for 4090gp
Scribe each of the above scrolls for 2385gp
Buy 500gp of granite and diamond dust (material components for 1 stoneskin spell)
-Sold
Captives of Toil, 8-9 subtier slowtrack (0.5xp, 1 fame, 1 PP, 2791gp [20gp day job roll])
-Retrain Cosmopolitan to Greater Spell Focus: Enchantment (320gp, 4PP with Honorary Arwyll boon)
Hao Jin Hierophant, 8-9 subtier slowtrack (0.5xp, 1 fame, 1 PP, 2776gp [75gp day job roll])
-Scribe ant haul, air bubble, vocal alteration, liberating command, euphoric cloud, investigative mind, twilight haze, web, harrowing for 414gp (scribed from party member's spellbook)
Slaver's End (slow track, 0.5xp, 0.5 fame, 0.5 PP, 2684gp [50gp day job roll])
-
The Golden Serpent (slow track, 0.5xp, 1 fame, 1 PP, 2734gp [50 gp day job roll])
-
Siege of Gallowspire, Soldier mode (slow track, 0.5xp, 1 fame, 1 PP, 3175gp [50gp day job roll])
Raid on Cloudborne Keep (slow track, 0.5xp, 1 fame, 1PP, 2696gp [50gp day job roll])
-Bought
1 scroll of Glitterdust x2/ Dispel Magic x1 for 750gp, 3 scrolls of Fly for 1125g, and 3 scrolls of Disguise Self for 75gp
-Scribed from Shonne's spellbook

  • *buoyancy (wiz 2) 40gp
  • *shrink item (wiz 3) 90gp
  • *water breathing (wiz 3) 90gp
  • *monkey fish (wiz 1) 10gp
  • *blink (wiz 3) 90gp
  • *blend (wiz 1) 10gp
  • *mount (wiz 1) 10gp
  • *true strike (wiz 1) 10gp
  • *cat's grace (wiz 2) 40gp
  • *enlarge person (wiz 1) 10gp
  • *share language (wiz 2) 40gp
  • *spontaneous immolation (wiz 2) 40gp
  • *gust of wind (wiz 3) 90gp
Wizard Tower boon lowers the cost of scribing to 513gp.

The Green Market (slow track, 0.5xp, 1 fame, 1 PP, 2822gp [20gp day job roll])
-Bought
Tapestry's Toil (Subtier 8-9, slow track, 0.5xp, 1 fame, 1 PP, 2708gp [10gp day job roll])
-Bought
1 scroll of Dispel Magic x1 for 375gp, 2 scrolls of Fly for 750g
The Bronze House Reprisal (slow track, subtier 8-9, 0.5xp, 1 fame, 1 PP, 2729gp [100gp day job roll])
The Blakros Connection (slow track, subtier 8-9, 0.5xp, 1 fame, 1 PP, 2741gp [100gp day job roll])
-Bought
1 scroll of hold monster (1125gp)
1 scroll of mind fog (1125gp)
1 scroll of fabricate (1125gp)
1 scroll of overland flight (1125gp)
scribe the above scrolls for 900gp (via wizard's tower vanity)

Ironbound Schism (normal track, 1 XP, 2 fame, 1 PP, 7813gp [50gp day job roll])
-Scribed cone of cold from Sorithar's spellbook for 225gp