I’m really just here to make friends. And maybe confuse a few people. Really, why not have both?
PFS # 264524-2
Male Human Bard 13
CG Medium Humanoid (Human)
Init +6; Senses Perception +25 (+21 without familiar), Sense Motive (+41) (+38 without familiar)
AC 24, touch 15, flat-footed 21 (+6 armor, +3 shield, +3 dex, +2 deflection)
Fort +12, Ref +16, Will +15 (+4 vs language-dependant, sonic, bardic effects, +6 vs fear effects)
Speed 30 ft.
Melee Dagger +8/+3 (1d4-1)
Ranged Shortbow +12/+7 (1d6-1)
Non-Standard Skill Bonuses
Arnaut’s Versatile Performance class feature lets him use:
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Reactionary: You gain a +2 trait bonus on initiative checks.
Magical Lineage: When you apply metamagic feats to Charm Person that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Awareness: As long as Paplio is within arm’s reach of Arnaut, he gains a +4 bonus to Perception checks and a +2 bonus to Sense Motive checks.
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Versatile Performance: At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are:
Well Versed: At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master: At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack-Of-All-Trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Countersong: At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Arnaut can currently target 7 creatures (DC 28)
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage: A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Arnaut’s Inspire Courage performance currently grants a +4 bonus.
Inspire Competence: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Arnaut’s Inspire Competence performance currently grants a +6 bonus.
Suggestion: A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Arnaut’s current DC for this effect is 28.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Dirge of Doom: A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness: A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Arnaut can currently inspire greatness in 4 targets.
Soothing Performance: A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Arnaut’s Soothing Performance currently heals 3d8+19 hitpoints.
Skill Focus (Knowledge (Local)): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skill Focus (Perform (Sing)): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Greater Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Eldritch Heritage (Arcane): Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. Arnaut’s eldritch heritage grants him a butterfly familiar named Paplio.
Spellsong: You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Persistent Spell: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. A persistent spell uses up a spell slot two levels higher than the spell’s actual level. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
Heighten Spell (from ioun stone): A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Deific Obedience (Shelyn): Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Obedience: Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
3/day Unbreakable Heart (Will 22)
2/day Calm Emotions Will 23
1/day Good Hope (Will 24)
Light 0-66 lb. Medium 67-132 lb. Heavy 133-200 lb.
Current Load Carried 42 lb.
Burdenless Mithral Chain Shirt +2 (8,890 gp) (12 lb)
Buckler +2 (4,155 gp) (5 lb)
Dagger (2 gp) (1 lb)
Shortbow (30 gp) (2 lb)
Arrows x26 (2 gp) (6 lb)
Headband of Charisma +6 (36,000 gp) (1 lb)
Belt of Dexterity, Constitution +2 (10,000 gp) (1 lb)
Cloak of Resistance +4 (16,000 gp) (1 lb)
Mnemonic Vestment (5,000 gp) (1 lb)
Circlet of Persuasion (4,500 gp) (0 lb)
Eyes of the Eagle (2,500 gp) (0 lb)
Feather Step Slippers (2,000 gp) (1 lb)
Ring of Protection +2 (8,000 gp) (0 lb)
Lesser Talisman of Life’s Breath (3,500 gp) (0 lb)
Lesser Talisman of Freedom (900 gp) (0 lb)
First Aid Gloves (10 charges) (4500) (1 lb)
Sleeves of Many Garments (200 gp) (1 lb)
*Lesser Rod of Threnodic (9000 gp) (5 lb)
*Lesser Rod of Reach (3,000 gp) (5 lb)
*Lesser Rod of Extend (3,000 gp) (5 lb)
Scarlet and Blue Sphere Ioun Stone (Int +2, Linguistics, Tian) (6,000 gp) (0 lb)
Ocher Rhomboid Ioun Stone (Heighten Spell) (- gp) (0 lb)
Cracked Pale Green Prism Ioun Stone (Saving Throws) (4,000 gp) (0 lb)
Cracked Dusty Rose Ioun Stone (500 gp) (0 lb)
Handy Haversack (2,000 gp) (5 lb)
3 Reasons to Live (8,100 gp) (2 lb)
Spell Component Pouch (5 gp) (2 lb)
*Flint and Steel (1 gp) (0 lb)
*Grappling Hook (1 gp) (4 lb)
*Hemp Rope (1 gp) (10 lb)
*Waterskin (1 gp) (4 lb)
*Iron Pot (0.8 gp) (4 lb)
*Lamp (0.1 gp) (1 lb)
*Oil (0.1 gp) (1 lb)
*Courtier’s Outfit (30 gp) (6 lb)
*Jewelry (50 gp) (0 lb)
*Cold Weather Gear (8 gp) (7 lb)
*Furs (12 gp) (5 lb)
Wayfinder (150 gp) (1 lb)
~Wand: Cure Moderate Wounds (20 charges) (1800 gp) (0 lb)
~Wand: Haste (20 charges) (4500 gp) (0 lb)
*Wand: Comprehend Languages (44 charges) (- gp) (0 lb)
*Wand: Cure Light Wounds (5 charges) (- gp) (0 lb)
*Wand: Cure Light Wounds (50 charges) (- gp) (0 lb)
*Wand: Dispel Magic (CL 11) (6 charges) (2970 gp) (0 lb)
*Wand: Identify (43 charges) (- gp) (0 lb)
*Scroll: Invisibility (CL 3) x2 (- gp) (0 lb)
*Scroll: Haste (CL 5) (- gp) (0 lb)
*Scroll: Displacement (CL 5) x2 (- gp) (0 lb)
*Scroll: Gaseous Form (CL 5) x2 (- gp) (0 lb)
*Scroll: Greater Invisibility (CL 7) (- gp) (0 lb)
*Scroll: Dimension Door (CL 7) (- gp) (0 lb)
*Potion: Fly (750 gp) (0 lb)
*Acid Flask x 2 (20 gp) (2 lb)
*Smokestick (20 gp) (0.5 lb)
*Antitoxin (50 gp) (0 lb)
*Stored in Handy Haversack
Butterfly Familiar 11
N Diminutive Magical Beast
Init +1; Senses Perception +16, Sense Motive +1
AC 20, touch 15, flat-footed 19 (+1 dex, +5 natural, +4 size)
Fort +1, Ref +9, Will +9
Speed 5 ft, Fly 30 ft. (average)
Melee Touch +14
Non-Standard Skill Bonuses
Languages Speak with Master
Share Spells: The master may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A master may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells: If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master: A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind: A familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance: A familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
In combat, Arnaut will first try to identify as many opponents as possible (using his Lore Master ability to Take 10) before beginning a bardic performance (usually Inspire Courage) and using a spell to either buffing as many allies as possible (usually good hope) or debuff as many opponents as possible without catching his allies in the effect (usually confusion). Subsequent rounds will see him continue his performance (stopping it for saving finale as needed) and continue casting spells as appropriate to the situation.
Outside of combat, Arnaut is an excellent party face, an incredible liar (and lie-detector), and happy to share his knowledge of odd subjects as needed.
Orator: Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a +3 bonus to your check (+6 if the check involves convincing the NPC to participate in an uprising).
Bond Breaker: Once per adventure, you can perform one of two liberating acts.
Seen it Once: Whenever you encounter one of the creature types listed below, and either you or an ally identifies the creature, you may check the box next to that creature’s name below. When you do so, record the name of one of the creature’s special abilities next to the name. Whenever you encounter and positively identify this creature type in the future, you automatically recall this piece of information; remembering this fact is in addition to any other facts you may remember with a successful Knowledge check.
Impressive Influence: You have ingratiated yourself with a number of influential members of the Inner Sea society:
House Thrune’s Favor: You have earned a rare token stamped with the insignia of the House of Thrune, granting 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 remains on your person, and the token imparts its bonus only to you.
High Priestess’s Patronage: You possess a signet ring from Amal al-Sahba announcing her as your patron and granting ou a +2 circumstance bonus on Diplomacy checks in Qadira and against worshippers of Sarenrae. You may also purchase one item for a 10% discount (Mithral Chain Shirt +1).
Visions of the Void: Before rolling a skill check, you can cross off this boon to add 1d6-2 to your result.
Runewarden’s Teachings: All of your PFS characters have access to the Runeguard prestige class.
[ ] [ ] [ ] Thassilonian Archivist: Before you attempt a Knowledge check, you can check a box before this boon to add 1d4 to the result. If the Knowledge check is related to Thassilon, sin magic, fleshwarping, or similar topics (at the GM’s discretion), add 1d8 instead.
Legacy of a Princess: As a swift action, you may cross off this boon to gain a +2 bonus to your AC against the first creature you hit each round until the beginning of your next turn for 1 minute.
[ ] [ ] [ ] Sun Shogun Talismans: You may purchase a talisman of freedom (900 gp), talisman of good fortune (1,680 gp), or talisman of warrior’s courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.
Defender of Absalom - Maestro of Manumission (Liberty’s Edge): You can check this box when creating a new character to begin that character at 2nd level with 3 XP, 1,500 gp, and 6 Prestige Points.
Burgeoning Notoriety: You gain 5 points of Disrepute and 5 points of Infamy.
Avast Ye!: Before attempting a Diplomacy or a Perform (oratory) check when addressing a pirate or a creature with the aquatic or water subtype, you may spend 1 point of Disrepute to gain a +1 bonus on the check. For each additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).
Rum Punch Champion: - Parade Dasher: You can use this boon to gain a +2 bonus on all checks made as part of a chase to overcome an obstacle for 1 round. Using the boon is a free action. If you have already used the boon, you may activate it again by spending 2 Disrepute.
Archelon Eggs: If you have the divine bond, mount, or nature bond class ability - or a similar feature that grants you an animal companion - you may select an archelon. If the archelon already appears on your list of available animal companions, you can instead treat your effective druid level as one higher when determining an archelon animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonus, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.
Growing Notoriety: You gain 5 points of Disrepute and 5 points of Infamy.
To the Seas, Ya Landlubber!: As a standard action, you can cast touch of the sea as a spell-like ability using your character level as your caster level. If you use this boon as a full-round action, you can touch up to six other targets to share the spell’s effects with them, though doing so costs an additional 3 Disrepute per additional target.
Rising Notoriety: You gain 5 points of Disrepute and 5 points of Infamy.
The Fearsome Tide: You may sell what remains of The Fearsome Tide to the highest bidder, earning an additional 1,000 gp for completing this adventure.
Loyal Crew: You can cross this boon off your Chronicle sheet when purchasing a follower vanity from the following list to reduce the Prestige Point cost by 2 (minimum 0): herald, lookout, porter, scholar, or seneschal.
Shackles Paragon: When you earn this Chronicle sheet, you may choose to receive 3 XP, 6 Prestige Points, and 11,787 gp.
Accumulating an Army (Elven Uprooters): You successfully extracted a team of elven rangers from Tanglebriar, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you posses, and grants you additional benefits when directly commanding the Uprooters.
Dogged Adventurer: If your next Chronicle sheet for this character is from Pathfinder Society Scenario #3-22: The Rats of Round Mountain, Part II: Pagoda of the Rat, you will be eligible for a special reward at the scenario’s conclusion.
Cornered Fury: Whenever you are reduced to half or fewer of our total hit points, and have no conscious ally within 30 ft, you gain a +2 morale bonus and melee attack rolls and to AC.
[ ] Elemental Saturation (Earth): Before you begin an adventure, you can expend 20 Prestige Points and check the box that precedes this boon to permanently transform yourself into an oread. If any of your PCs possesses the Oread’s Favor boon, half the Prestige Point cost of using this boon. If you are a kineticist, you can select the earth child utility talent as if it appears on the Additional Resources page.
Expert Negotiator: You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result.
Ankilhi’s Gratitude: There is a 50% chance that anytime you need to eat and drink, but don’t have access to food and water, a fresh bowl of heated rice and small cup of drinking water appears. This is enough to feed one Medium creature. This effect can successfully occur only once per scenario.
[ ] Fossilblight’s Savior: At the start of an adventure, you can requisition use of Fossilblight for the remainder of the adventure. If you do so, check the box on this boon. Only one character per adventure can use the boon, and only if the box on their boon is unchecked.
Scholastic Wealth: Choose one Knowledge skill (Local). Whenever you attempt such a Knowledge check, you may add 1d4 to the check’s result. If you use the aid another action to increase another character’s check using that Knowledge skill, you may choose to add 1d4+1 to their check instead of +2.
[ ] Linnormhide Armor: You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of crag linnorm scales, reducing its price by up to 500 gp (minimum cost 0 gp). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type.
Rare Weapons: You can spend 2 Prestige Points to replace one of your feats with Exotic Weapon Proficiency (butchering axe) or (orc hornbow). When you do so, you may change the weapon or weapon group selected for any other feat or class feature you have (such as Weapon Focus) for 2 Prestige Points each.
Spirit of the Past: As a standard action you can perform one of the following actions. When you use any of these three benefits, cross the entire boon off your Chronicle sheet.
Lore of the Lotus Annals: You gain a +2 circumstance bonus on any Knowledge skill check relating to nagas, the nagaji people, the nation of Nagajor, and the goddess Nalinivati, and a +1 circumstance bonus on attack rolls and Charisma-based skill checks against nagaji or nagas.
Ocher Rhomboid Ioun Stone: You activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives you a bonus feat (Heighten Spell). Activating the item is an evil act that shifts your alignment one step towards evil unless you receive the benefits of an atonement spell. This item is cursed, and can’t be removed by its owner or anyone else without a remove curse or similar spell. (The item has CL 12.)
Accumulating an Army (Mammoth Riders): You successfully recruited the aid of a small, capable tribe of Kellid people hardened by years of constant strife, and they are ready to aid you when the Pathfinder Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the mammoth riders.
Appearance and Personality:
A cheerful smile, bright chestnut hair, and a flawless complexion are the first things people notice about Arnaut. They talk about his music, his style, how he’s just so friendly and charming and always says just the right thing to put everyone at ease. Critics rave about his dancing, birds stop to listen to his singing. He’ll regale you with tales of being a pirate on the high seas, slaying a mighty linnorm, and meeting a goddess in the flesh - and nobody can ever tell if he is stretching the truth for a good story or not. One thing’s for certain; with Arnaut around, you’ll never be bored!
#4-09 The Blakros Matrimony
#4-11 The Disappeared
#9-01 The Cost of Enlightenment
#8-22 Wrath of the Fleshwarped Queen
#8-16 House of Harmonious Wisdom
#9-00 Assault on Absalom
MOD Plunder & Peril (Rum Punch)
MOD Plunder & Peril (Dangerous Waters)
MOD Plunder & Peril (Black Coral Cove)
#5-05 The Elven Entanglement
#3-20 The Rats of Round Mountain, Part 1: The Sundered Path
#3-22 The Rats of Round Mountain, Part 2: Pagoda of the Rat
#7-13 Captive in Crystal
#8-13 What Sleeps in Stone
AP #81 Shifting Sands
#9-11 The Jarlsblood Witch Saga
AP # 82 Secrets of the Sphinx
#3-17 Red Harvest
#4-12 The Refuge of Time
#5-10 Where Mammoths Dare Not Tread
#1-46 Eyes of the Ten, Part 1: Requiem for the Red Raven
#1-54 Eyes of the Ten, Part 2: The Maze of the Open Road
#2-05 Eyes of the Ten, Part 3: Red Revolution