Alain

Arcturus of Shelyn's page

293 posts. Organized Play character for roll4initiative.


Full Name

Arcturus

Race

| HP 137/137 | AC 22, t 13, ff 20 | CMB +15, CMD 25 | F +15, R +11, W +18 (+2 evil spells) | Init: +2 | Perc: +20 (darkvision), SM: +14

Classes/Levels

 | Speed 30' | channel 8d6 (7/day) | Resist: acid, cold, elec. 5; Neg Energy 10 | Active conditions: barkskin, +5 AC

Gender

NG male Aasimar | Cleric of Shelyn 15

Size

m

Age

20

Alignment

NG

Deity

Shelyn

Strength 20
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 22
Charisma 18

About Arcturus of Shelyn

PFS #17148-7
Experience: 42
Faction: Silver Crusade
Prestige/Fame: 60 PP; 71 Fame

----------------------------

Cleric of Shelyn 15
NG Outsider (Native)
Init: +2
Senses: Darkvision 60'

[dice=Perception]1d20+20[/dice]

--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20
(+9 armor, +2 dex, +0 natural, +0 shield, +1 deflection; Deathless)

HP 107 (6+1fcb/level)

[dice=Fortitude]1d20+15[/dice]
(Base +9, Con +3, Domain +3)
[dice=Reflex]1d20+11[/dice]
(Base +5, Dex +2, Domain +3, Trait +1)
[dice=Will]1d20+18[/dice]
(Base +9, Wis +6, Domain +3)

Celestial Resistance: Resist: acid 5, cold 5, & electricity 5.
Protection (defense) Domain Power: +1 resistance bonus on saving throws. +1/5 levels.
Birthmark (trait): +2 saves vs. charm and compulsion effects.
Light of Redemption: Whenever receive more than one save to overcome compulsion effect, gain +1 bonus on Will save.
Experience with Dark Dreams: Before attempting save vs. spell or ability with mind-affecting & evil descriptors, or against any outsider with evil subtype, gain +4 bonus on save. One time use.

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Offense
--------------------
Speed: 30 ft., Jaunt Boots 15' (3x/day)

Base Atk: +11/+6/+1
CMB +15; CMD 27
(+1 vs. disarm & sunder [chronicle #25])

Melee:
[dice=+3 corrosive glaive]1d20+20[/dice]
[dice=slashing]1d10+8[/dice]
[dice=acid]1d6[/dice]
(crit x3, reach, power attack, furious focus, holy lance).

[dice=+1 adamantine morningstar]1d20+17[/dice]
[dice=bonk & poke]1d8+6[/dice]

Ranged:
[dice=mwk sling]1d20+14[/dice]
[dice=bonk!]1d4+5[/dice]

Full Attack, Power Attack, Furious Focus:
[dice=+3 corrosive glaive]1d20+20[/dice]
[dice=slashing]1d10+20[/dice]
[dice=acid]1d6[/dice]
[dice=+3 corrosive glaive]1d20+12[/dice]
[dice=slashing]1d10+20[/dice]
[dice=acid]1d6[/dice]
[dice=+3 corrosive glaive]1d20+7[/dice]
[dice=slashing]1d10+20[/dice]
[dice=acid]1d6[/dice]

--------------------
STATISTICS
--------------------
Str: 20, Dex: 14, Con: 16
Int: 12, Wis: 22, Cha: 18

Ability Increases:

+1 Int @ 4th, +1 Wis @ 8th, +1 Wis @ 12th;
Belt/Phys. Perf. (Str, Dex, Con) +4
Headband/Ment. Prow. (Wis & Cha) +4

Feats:
1. Selective Channeling (5 targets)
2. Combat Casting (+18 concentration)
3. Weapon Focus (glaive)
4. Power Attack (-4/+8; +50% two-handed)
5. Furious Focus (no penalty w/first power atk)
6. Quick Channel (move action, takes 2 uses).
7. Divine Interference (Immed. action, 30', sacrifice spell to force creature to reroll attack.)
8. Choose Feat!

Traits:
Birthmark: +2 saves vs. charm and compulsion effects, divine focus for spells.
Deft Dodger: +1 Reflex Saves.

Languages: Common, celestial, abyssal, osiriani.

Vanities:

Beacon of Good (Fame 5, 2 PP):

The Shining Crusade gives you a shining wayfinder emblazoned with the emblem of a silver dragon.
If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP.
Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.

Temple (4 PP):
Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring.
You can use Heal to make Day Job rolls.
Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.

Special Qualities:
Darkvision 60'
daylight 2/day (racial & wayfinder)
Resist acid, cold, electricity 5
Channel Energy 7d6 (7/day, DC 20)
Deflection Aura (1/day, 12 rounds).
Aura of Protection (12 rnds/day)
Touch of Good: +7 attacks, skills, ability checks, & saves (1 round, 9/day).
Holy Lance: +2d6 vs. evil, 7 rounds, 2/day.

-----------------------------------
Skills:
(3/level, class skills are bold)

[dice=Acrobatics]1d20+1[/dice]
(Rank +0, Class +0, Dex +2, ACP -1)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Climb]1d20+6[/dice]
(Rank +1, Class +0, Str +5, ACP +0)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+15[/dice]
(Rank +6, Class +3, Cha +4, Racial +2)
[dice=Disable Device]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Disguise]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Escape Artist]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Handle Animal]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Heal]1d20+14[/dice]
(Rank +5, Class +3, Wis +6, Heal Kit +2)
[dice=Intimidate]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Know: Arcana]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Dungeon]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Engineering]1d20+1[/dice]
(Rank +0 Class +0, Int +1)
[dice=Know: Geography]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: History]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Know: Local]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nature]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nobility]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Planes]1d20+8[/dice]
(Rank +4, Class +3, Int +1) 
[dice=Know: Religion]1d20+11[/dice]
(Rank +7, Class +3, Int +1)
[dice=Linguistics]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Perception]1d20+20[/dice]
(Rank +9, Class +3, Wis +6, Racial +2)
[dice=Perform]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Profession]1d20+6[/dice]
(Rank +0, Class +0, Wis +6)
[dice=Ride]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Sense Motive]1d20+14[/dice]
(Rank +5, Class +3, Wis +6)
[dice=Sleight of Hand]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Spellcraft]1d20+8[/dice]
(Rank +4, Class +3, Int +1)
[dice=Stealth]1d20+1[/dice]
(Rank +0, Class +0, Dex +2, ACP -1)
[dice=Survival]1d20+6[/dice]
(Rank +0, Class +0, Wis +6)
[dice=Swim]1d20+4[/dice]
(Rank +0, Class +0, Str +5, ACP -1)
[dice=Use Magic Device]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)

ACP: -1, 0 when jumping.

Non-standard Skill Modifiers:
Prince of Wolves: +2 Diplo & Intim vs. Lycanthropes, Intim DC for lycan to demoralize is 2 higher.
Demonic Scholar: +1 bonus on Knowledge (planes) checks when making checks regarding demons.
Scholar of The Gates Ajar: +2 bonus on Knowledge (planes or religion) regarding daemons, demons, and devils.
Masterful Performance: +1 CL & DC of one enchantment or illusion spell. One time use.
Mendevian Commendation x2: +2 Cha-based skill checks on crusaders of Mendev.
Debt of Cyphers: +2 Knowledge (arcana) and Linguistics in Riddleport and +2 diplomacy to gather information.
Riddleport Respect: +2 intimidate in Riddleport.
Expanding Trade Network: +2 Day Job checks.
Crystalcrag Savior: Grant allied NPC 5+ level temp hp, +3 AC, and +3 saves for duration of encounter. One time use.
Djinni's Admiration: Made Jairo the Djinni happy.
Blessing of Malikeen: gain endure elements in cold and treat altitude zone as one category lower for one entire scenario.
Ley Line Scholar: +1 caster level to all spells and SLAs in Amanandar, Jinin, Wanshou, & Zi Ha.
Enlightened Ambassador: Meditate for 1 hour. Gain +4 insight bonus on save vs. mind-affecting effect, increase speed by 10' for 1 round, or ignore concealment when making attacks for 1 round. One time use.
Ectoplasmic Enhancement: Swift action to treat all attacks as having ghost touch property for 1 round. One time use.
Argent Allies of the Burning Sun: +2 Diplomacy with orcs of Burning Sun tribe, +1 Intimidate all other orcs.
Reaver of Reavers: Can secure common quality lodging, meals, and stable services for free.
Lissalan Library: +2 bonus on Knowledge (religion) regarding Lissala and her cult.

-----------------------
Spell-Like Abilities:
-----------------------
Daylight (1/day, Caster Level=PC level)
Beacon of Good Wayfinder: light, detect evil, protection from evil.

-----------------------
SPELLS
-----------------------

Domains: Defense¹ & Good².

Deflection Aura (Su):
Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and Combat Maneuver Defense.

Aura of Protection (Su):
At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Touch of Good (Sp):
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su):
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Orisons: (4/day) [ ][ ][ ][ ]: create water*, detect magic*, detect poison, guidance*, mending, read magic, stabilize*.

1st (6+1/day) [ ][ ][ ][ ][ ][ ]: bless*, cure light wounds, detect demon, detect undead, divine favor*, liberating command*, longstrider, magic weapon, murderous command, obscuring mist, protection/evil (DC 16)²*, remove fear, remove sickness, sanctuary (DC 16)¹*, shield of faith*.

2nd (6+1/day) [ ][ ][ ][ ][ ][ ]: aid, align weapon², barkskin¹*, cure moderate wounds, delay poison, grace, hold person, locate object, Protection From Outsiders, remove paralysis*, resist energy, restoration, (lesser)*, shield other, silence (DC 17)*, spiritual weapon*.

3rd (5+1/day) [ ][ ][ ][ ][ ][ ]: align weapon (communal)*, bestow curse (DC 18), cure serious wounds, dispel magic (DC 18)*, invisibility purge, life shield, magic circle/evil², magic vestment, prayer, protection/energy¹*, remove blindness/deafness, remove curse, remove disease, searing light, speak w/dead (DC 17), stone shape, summon monster III.

4th (5+1/day) [ ][ ][ ][ ][ ]: air walk,
blessing of fervor*, death ward, divination,
divine power*, freedom of movement*, hallucinogenic smoke, holy smite²*, magic weapon (greater), neutralize poison, protection/energy (communal)¹*, purify body, restoration, spell immunity¹*, spiritual ally, thaumaturgic circle, warp metal

5th (5+1/day) [ ][ ][ ][ ]:
air walk (communal)*, breath of life*, command (greater), dispel evil², flame strike, forbid action (greater), holy ice*, plane shift, respectful quiet, righteous might, spell resistance¹*, true seeing.

6th (4+1/day) [ ][ ][ ][ ]:
anti-life shell, antimagic field¹*, banishment, blade barrier², dust form*, geas/quest, summon genie (greater)*, (Shaitan Link), heal, inspiring recovery, truespeak.

7th (2+1/day) [ ][ ][ ]:
Archon's Trumpet, cure serious wounds, mass, Deflection¹*, Destruction, Holy Word², Repulsion, Waves of Ecstasy*

8th (1+1/day) [ ][ ]:
earthquake, euphoric tranquility, fire storm, frightful aspect, Holy Aura²*, Mind Blank¹, nine lives, stormbolts*

-------------------------
EQUIPMENT
-------------------------
Combat Gear:
+3 Deathless mithril agile breastplate, +3 corrosive glaive, +1 adamantine morningstar, mwk sling, explorer's outfit, swarmbane clasp, Belt/Phys. Perfection (Str, Dex, Con) +4, Headband/Mental Prowess (Wis & Cha) +4, ring/protection +1, ring/feather falling, healer's kit, rod of extend spell (6th & lower), Jaunt Boots, Periapt of Wound Closure.

Other Gear:
Handy Haversack, 50' rope & grapple hook, waterskin, Beacon of Good Shining Wayfinder, smoked goggles, elixir of swimming x2, holy water x1, potion/shield of faith (CL 3)*, +1 seeking bullets x3*, +1 flaming bullets x3*, clockwork spy,

Old Flotsam (feather token swan boat)*:
Old Flotsam holds a wooden chest containing a potion of cure light wounds, masterwork thieves' tools, 100 sheets of parchment, vial of ink & pen, fishing net, 20 days of trail rations, 10 gallons of cheap ale.

scroll/lesser restoration x2, scroll/shatter, scroll/resist energy (CL 7th)*,
scroll/cure moderate x10, scroll/path of glory, scroll/cure serious wounds, scroll/breath of life (wrist sheath).

wand/CLW (14/50)
wand/blessing of fervor (5/5 charges)*
wand/prot. from evil (39/50 charges)
wand/searing light (CL 5, 2/5 charges)*
wand/lesser restoration (4/7 charges)*
wand/freedom of movement (4/4 charges)*
wand/thaumaturgic circle (5/5 charges)*
*special chronicle items

------------------------------
BOONS & CHRONICLES
------------------------------

Ascendance Day Cloak:
You distinguished yourself in one or more of the competitions held in honor of Iomedae's Ascension, earning you a white cloak modeled after the goddess's own. For one scenario, while wearing this cloak or carrying it displayed prominently, you gain a +2 bonus on all saving throws made to resist compulsion spells, spell-like abilities, and effects. In addition, the cloak acts as a phylactery of faithfulness, though it only works to warn the character about actions that would adversely affect one of lawful good alignment and one's standing with Iomedae. At the end of the scenario, the magic fades from the cloak, and it becomes a mundane keepsake of Ascendance Day.

Gift of the Ghaele:
Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell like ability once, using your character level as your caster level. After using this boon cross it off your chronicle sheet.
aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability, restoration.

Purification by Sword:
As a free action, grant weapon the flaming property for 1 minute. This fire damage ignores the fire resistance and fire immunity of any outsider with the evil subtype.

Cornered Fury:
Whenever reduced to half or fewer total hit points, and have no conscious ally within 30', gain +2 morale bonus on attack, damage, & Armor Class.

-------------------------------
Wardens of the Reborn Forge

Alchemist Ally:
[ ][ ][ ] You befriended Habblegash, an outcast ratfolk alchemist who helped you to navigate Karggat Mine. He owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Habblegash’s skill modifier instead of your own as he assists you. Alternatively, Habblegash can throw an alchemist bomb as though he shares your space, though any attacks of opportunity he provokes for as a result damage 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 one or more boxes each time you ask for help. When you check the last box, Habblegash’s debt has been repaid; cross this boon off your Chronicle sheet. If you did not cure Habblegash of his crush addiction, cross off the first box when you receive this boon to represent the ratfolk’s conflicting priorities.
• Craft (alchemy) +20
• Knowledge (arcana) +18
• Use Magic Device +15
• Ranged alchemist bomb +15 (6d6+4 fire); this is a splash weapon that deals 10 fire damage to splashed creatures (Reflex DC 19 half). This ability uses a standard action and follows the rules for the alchemist bomb class feature.
• Habblegash fights alongside you for one encounter in Wardens of the Reborn Forge module. You may use this boon at the beginning of combat or at the start of a combat round. Habblegash begins combat adjacent to you or in the closest available square, and he acts on his own initiative. He has a starting attitude of helpful and follows your commands to the best of his abilities, but he is a GM-controlled NPC; a GM may grant you direct control at his or her discretion. If Habblegash dies during the encounter, cross the entire boon off your Chronicle sheet.

Clockwork Spy:
Habblegash maintains a small flock of clockwork spies (Bestiary 3, p58), and over the course of your adventures, you acquired one either through friendship or by force. The clockwork spy now serves you. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork, as though it were available on the Additional Resources page.

Survivor of the Wastes:
After surviving volleys of bullets, the chaos of primal magic, the power of unconstrained clockwork, and the mutations of the Mana Wastes, little seems dangerous in comparison. You may cross this boon off your Chronicle sheet as a free action to gain one of following benefits, selected when you use the boon.
Gunslinger’s Edge: You may treat your effective gunslinger level as 2 higher than normal for the purpose of determining what deeds you can use and their effects. This effect lasts for 1 hour.
Primal Surge: If you would lose a spell due to a failed concentration check, you may re-roll the check and use the second result (even if it is worse). If the new result exceeds the concentration check DC by 10 or more, you can modify the spell with one of the following metamagic feats without increasing the spell’s spell slot or casting time: Enlarge Spell, Extend Spell, or Empower Spell. If your second result fails, the spell’s energy runs amok and deals 1d6 damage per level of the spell to you.
Quick Thinking: You gain a +4 insight bonus to your touch AC and a +2 insight bonus on Reflex saves. These bonuses last for 1 minute, but you may end the effect as an immediate action to deflect a projectile as though you had the Deflect Arrows or Missile Shield feat.

Gemstone Bounty:
A combination of rich mines and advanced refineries results in a glut of precious gems, and you can spend these in one of three ways by crossing this boon off your Chronicle sheet. First, you can receive up to 10 precious gems whose combined value is 10,000 gp; no gem can be worth less than 500 gp, and the gems have a resale value of 0 gp. Second, you can reduce the cost of any one item that appears on one of the Wardens of the Reborn Forge Chronicle sheets by 10,000 gp (minimum cost 0 gp). Finally, you can simply cash in the gems to receive 5,000 gp.
(Purchased Periapt of Wound Closure, 15,000-10,000=5000 gp)

Quake Cannon Aftershock:
Although you do not have access to the powerful quake cannon, you did collect a piece of its iron conveyance that still hums with seismic energy. You can release this energy as a standard action to create a miniature earthquake as the spell but with a 10-foot radius and maximum range of 100 feet. Alternatively, you can direct the energy at a construct within 100 feet to deal 5d6 sonic damage and stun the creature for 1 round (DC 15 Fortitude negates the stun). When you use this boon, cross it off your Chronicle sheet.

----------------------------
The Gauntlet!

Gauntlet Pin:
[x][ ][ ] You have braved the infamous Gauntlet, survived, and earned a platinum pin to commemorate your deed! Word of your exploits spread throughout the society, inspiring your comrades and giving you the confidence to overcome future challenges. You can check a box that precedes this boon to perform one of the following:

• Regain 1 expended Prestige Point
• gain the benefits of heroism for 4 hours as a standard action.
• As a move action, inspire your companions, functioning as a 7th-level bard's inspire courage bardic performance for 7 rounds.

The Wraithsoul Recovery:
[ ][ ][ ] You have recovered The Wraithsoul Stone, a powerful relic of incomprehensible blasphemy and entropy. Although the Dark Archive keeps the stone safely sealed so that it can tempt nobody else, you have the opportunity to learn how to destroy the relic and finish the deed--a process that takes both time and resources. You may expend one use of Downtime to attempt a Knowledge (arcana), Knowledge (planes), or Knowledge (religion) check. If you succeed at the check, check one of the boxes that precedes this boon; the check DC is 18 for the first box you check, 21 for the second box, and 24 for the third box.
Once you have checked all three boxes, you can expend one use of Downtime to attempt a DC 18 Will save. If you succeed, you carry the Wraithsoul Stone to a place where it can be destroyed, demolish it, and free Golarion of its otherworldly malice forever. If you fail the check, the stone possesses you, runs amok with your body, and only relinquishes control once your fellow Pathfinders track you down and suppress its control; this expends your Downtime, but you can try the check again after the next adventure.
Upon successfully destroying The Wraithsoul Stone, you attract the attention, approval, and patronage of a celestial being. Select one of the following: A bralani azata, a choral angel, a pair of hound archons, or a vulpinal agathion. Once per adventure, you can cast the spell-like ability associated with your celestial patron, using your character level as your caster level: aid (hound archon), blur (bralani), cure moderate wounds (choral angel), or invisibility (vulpinal).

------------------------------
Pathfinder Tales Boons
------------------------------
Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. 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:
Your work is never done, and a near-death experience is never enough to keep
you down. 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.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. 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.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. 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.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. 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.

Enemies of the North:
Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiator:
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:
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. (sold cloak of resistance)

------------------------------
CHRONICLES
------------------------------

1-3. Module: Murder's Mark (GM):

Boon: masterful performance, clockwork spy
PA Earned: +4
Fame Spent:
Gold Earned: 1398 gp
Day Job: n/a

4. #3-21: Temple of Empyreal Enlightenment (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 512 gp
Day Job: n/a

5. #3-01: The Frostfur Captives (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 502 gp
Day Job: n/a

6. First Steps pt 2: To Delve the Dungeon Deep (GM):

Boon: Debt of the Kirin.
PA Earned: +2
Fame Spent:
Gold Earned: 419 gp
Day Job: n/a

7. #4-19: The Night March of Kalkemedes (GM):

Boon: Gift of the Ghaele.
PA Earned: +2
Fame Spent:
Gold Earned: 513 gp
Day Job: 10 gp

8. #5-02: The Wardstone Patrol:

Boon: Hero of the Inheritor, Mendevian Commendation.
PA Earned: +2
Fame Spent: -2 wayfinder enhancement
Gold Earned: 1280 gp
Day Job: 0 gp

9. #5-01: The Glass River Rescue:

Boon: Crisis Averted, Expanding Trade Network.
PA Earned: +2
Fame Spent:
Gold Earned: 1184 gp
Day Job: 0 gp

10. #5-22: Scars off the Third Crusade (GM):

Boon: Light of Redemption, Mendevian Commendation.
PA Earned: +2
Fame Spent:
Gold Earned: 1860 gp
Day Job: n/a

11. #6-05: Slave Ships of Absalom (GM):

Boon: Budding Friendship.
PA Earned: +2
Fame Spent:
Gold Earned: 1881 gp
Day Job: n/a

12. #4-15: The Cyphermage Dilemma (GM):

Boon: Debt of Cyphers, Riddleport Respect
PA Earned: +2
Fame Spent:
Gold Earned: 1940 gp
Day Job: n/a

13. #4-09: The Blackros Matrimony (GM):

Boon: Impressive Influence.
PA Earned: +2
Fame Spent:
Gold Earned: 2218 gp
Day Job: n/a

14. #6-07: Valley of Veiled Flame:

Boon: Crystalcrag Savior, Oread's Favor.
PA Earned: +2
Fame Spent:
Gold Earned: 2557 gp
Day Job: n/a

15. #6-11: The Slave Master's Mirror (GM):

Boon: Djinni's Admiration, Force of Good, Gnoll Tactics.
PA Earned: +2
Fame Spent:
Gold Earned: 2271 gp
Day Job: n/a

16. #7-06: To Judge a Soul pt I: The Lost Legacy (GM):

Boon: Blessing of Malikeen, Ley Line Scholar.
PA Earned: +2
Fame Spent:
Gold Earned: 3297 gp
Day Job: n/a

17. #7-08: To Judge a Soul pt II: Karma Reclaimed:

Boon: Spirits of the Past.
PA Earned: +2
Fame Spent:
Gold Earned: 3234 gp
Day Job: n/a

18. #6-19: Test of Tar Kuata:

Boon: Enlightened Ambassador, Tar Kuata Initiate.
PA Earned: +2
Fame Spent:
Gold Earned: 3242 gp
Day Job: n/a

19. #7-19: The Labyrinth of Hungry Ghosts:

Boon: Ectoplasmic Enhancement, Nightmarish Pigments, Savior of Old Flotsam.
PA Earned: +1
Fame Spent:
Gold Earned: 3240 gp
Day Job: n/a

20. #8-15: Hrethnar's Throne (GM):

Boon: Experience with Dark Dreams.
PA Earned: +2
Fame Spent:
Gold Earned: 3994 gp
Day Job: n/a

21. #5-14: Day of the Demon (GM):

Boon: Scholar of the Gates Ajar.
PA Earned: +2
Fame Spent:
Gold Earned: 3205 gp
Day Job: n/a

22. #5-03 The Hellknight's Feast:

Boon: Impressive Influence.
PA Earned: +2
Fame Spent:
Gold Earned: 5430 gp
Day Job: n/a

23. #5-20: The Sealed Gate (GM):

Boon: Light of Redemption, Purification by Sword
PA Earned: +2
Fame Spent:
Gold Earned: 6092 gp
Day Job: n/a

24. #9-20: Fury of the Final Blade (GM):

Boon: People's Council.
PA Earned: +2
Fame Spent:
Gold Earned: 6141 gp
Day Job: n/a

25. #10-04: Reaver's Roar (GM):

Boon: Argent Allies of the Burning Sun, Preservationist, Reaver of Reavers.
PA Earned: +2
Fame Spent:
Gold Earned: 6060 gp
Day Job: n/a

26. The Gauntlet!:

Boon: gauntlet Pin, Wraithsoul Recovery
PA Earned: +2
Fame Spent:
Gold Earned: 5600 gp
Day Job: 30 gp

27. #10-17: On Sevenfinger's Sails:

Boon: All Aboard the Voracious!
PA Earned: +2
Fame Spent:
Gold Earned: 6268 gp
Day Job: 20 gp

28. #3-20: Rats of Round Mountain pt I: The Sundered Path (GM):

Boon: Dogged Adventurer.
PA Earned: +2
Fame Spent:
Gold Earned: 7951 gp
Day Job: n/a

29. #3-22: Rats of Round Mountain pt II: Pagoda of the Rat:

Boon: Cornered Fury (5 pp purchase).
PA Earned: +2
Fame Spent:
Gold Earned: 7995 gp
Day Job: 112 gp

30. #4-08: The Cultist's Kiss (GM):

Boon: Lissalan Library.
PA Earned: +2
Fame Spent:
Gold Earned: 7851 gp
Day Job: n/a

31. #4-10: Feast of Sigils (GM):

Boon: Sigil Wafer (Wisdom), expires 10/27/2020.
PA Earned: +2
Fame Spent:
Gold Earned: 8053 gp
Day Job: n/a

32. #4-12: The Refuge of Time (GM):

Boon: Ochre Rhomboid Ioun Stone.
PA Earned: +2
Fame Spent:
Gold Earned: 7971 gp
Day Job: n/a

33. #4-20: Words of the Ancients (GM):

Boon: Sihedron Brand (Service).
PA Earned: +2
Fame Spent:
Gold Earned: 7960 gp
Day Job: n/a

34-36. Wardens o/t Reborn Forge pt. I:

Boon: Alchemist Ally, Clockwork Spy.
PA Earned: +4
Fame Spent:
Gold Earned: 32,799 gp
Day Job: 75 gp

37-39. Wardens o/t Reborn Forge pt. II:

Boon: none
PA Earned: +4
Fame Spent:
Gold Earned: 45000 gp
Day Job: 20 gp

40-42. Wardens o/t Reborn Forge pt. III:

Boon: Survivor of the Wastes.
Bonus Chronicle: Gemstone Bounty, Quake Cannon Aftershock.
PA Earned: +4
Fame Spent:
Gold Earned: 55000
Day Job: 20 gp