Priest of Desna

Artemis the Relic Hunter's page

61 posts. Organized Play character for roll4initiative.


Full Name

Artemis Draconis

Race

HP 62/62 | AC 23, t16, ff18 Uncanny Dodge| F +4, R +9, W +7 (+1 vs. ench.) | Perc +14 (+2 traps) | Stealth +13 | Init +5

Classes/Levels

| speed 30' | CMB +5, CMD 18 | cold-iron arrows x20 | Arch. Luck +2 (8 rnds/day)

Gender

CG m human bard (archaeologist) 6/PF agent 2 |

Age

23

Special Abilities

Getting into trouble

Alignment

CG

Location

Absalom

Languages

common, osirion, kelish, tien, celestial, draconic, auran

Occupation

Information Broker

Strength 11
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 18

About Artemis the Relic Hunter

PFS# 17148-4
Experience: 22
Faction: Grand Lodge
Prestige & Fame: 34/43

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DEFENSE
------------------------------

[dice=Initiative]1d20+5[/dice]
(+4 Dex, +1 Ioun Stone)

AC 23, touch 16, flat-footed 18 (+5 armor, +4 dex, +2 shield, +1 dodge, +1 ring)

hp: 62 (Bard +8/lvl, PF Agent +7/lvl)

[dice=Fortitude]1d20+5[/dice]
[dice=Reflex]1d+10[/dice]
[dice=Will]1d20+9[/dice]
notes:
+1 vs. enchantment spells & SLAs.
+2 recover from ongoing effects (aegis/recovery).
Evasion (archaeologist bonus feat).

 ------------------------------
OFFENSE
------------------------------

Speed: 30 ft.

Melee:
[dice=+1 rapier]1d20+10[/dice]
[dice=poke]1d6+1[/dice]
(crit 18-20/x2)

[dice=scorpion whip]1d20+9[/dice]
[dice=slashing]1d4[/dice]
(crit x2, disarm, trip, 15' reach)
 
Ranged: 
[dice=+1 shortbow]1d20+10[/dice]
[dice=piercing]1d6+1[/dice]
(crit 20/x3, 60' range, +1 PBS)

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

About Artemis the Relic Hunter:

PFS# 17148-4
Birthplace: Absalom
Age: 34
Gender & Pronouns: Male, he/him
Height: 5' 8"
Weight: 140 lbs
Physical Appearance: Happy-go-lucky type, brown hair, blue eyes. Slender build.

------------------------------
STATISTICS
------------------------------

Str 11, Dex 18, Con 12,
Int 14, Wis 14, Cha 18

Base Atk +5;
CMB +5/+6 trip; CMD 18

TRAITS
Poverty Striken (social): +1 survival & class skill.
Loyalty (faction): +1 saves vs. enchantment spells, effects, and SLAs. 

FEATS
1. Weapon Finesse
2. Point Blank Shot*
3. Combat Reflexes (+2 vs. AOO's & can make AOO's while flat-footed).
4. Rogue Talent (Dodge)*
5. Skill Focus (UMD)
6. Skill Focus (diplomacy)*
7. Precise Shot
8. Evasion*

VANITIES

Information Brokerage (6 PP):
You're connected to a network of spies and informants who keep you abreast of the goings-on in the world. This network has allowed you to capitalize on sharing or refusing to share specific information as the situation and your clients dictate.
Your experience building your cache of valuable information grants you a +2 circumstance bonus on Diplomacy skill checks made to gather information. You can use Knowledge (local) to attempt Day Job rolls.

Languages: common, osirion, kelish, tien, celestial, draconic, auran.

_________________________

SKILLS (9/level)

[dice=Acrobatics]1d20+13[/dice]
(Rank +6, Class +3, Dex +4)
[dice=Appraise]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Bluff]1d20+8[/dice]
(Rank +1, Class +3, Cha +4)
[dice=Climb]1d20+7[/dice]
(Rank +4, Class +3, Str +0)
[dice=Craft (alchemy)]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Diplomacy]1d20+14[/dice]
(Rank +2, Class +3, Cha +4, SF +3, Info. Broker +2)
[dice=Disable Device]1d20+14[/dice]
(Rank +2, Class +3, Dex +4, Clev. Exp. +3, mwk thieves' tools +2)
[dice=Disguise]1d20+8[/dice]
(Rank +1, Class +3, Cha +4)
[dice=Escape Artist]1d20+10[/dice]
(Rank +3 Class +3, Dex +4)
[dice=Flying]1d20+4[/dice]
(Rank +0 Class +0, Dex +4)
[dice=Handle Animal]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Heal]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Intimidate]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Know: Arcana]1d20+10[/dice]
(Rank +2, Class +3, Int +2, BK +3)
[dice=Know: Dungeoneer]1d20+11[/dice]
(Rank +3, Class +3, Int +2, BK +3)
[dice=Know: Engineering]1d20+9[/dice] (Rank +1, Class +3, Int +2, BK +3)
[dice=Know: Geography]1d20+10[/dice] (Rank +2, Class +3, Int +2, BK +3)
[dice=Know: History]1d20+10[/dice]
(Rank +2, Class +3, Int +2, BK +3)
[dice=Know: Local]1d20+13[/dice]
(Rank +5, Class +3, Int +2, BK +3)
[dice=Know: Nature]1d20+9[/dice]
(Rank +1, Class +3, Int +2, BK +3)
[dice=Know: Nobility]1d20+8[/dice]
(Rank +0, Class +3, Int +2, BK +3)
[dice=Know: Planes]1d20+9[/dice]
(Rank +1, Class +3, Int +2, BK +3)
[dice=Know: Religion]1d20+9[/dice]
(Rank +1, Class +3, Int +2, BK +3)
[dice=Linguistics]1d20+10[/dice]
(Rank +5, Class +3, Int +2)
[dice=Perception]1d20+14[/dice]
(Rank +6, Class +3, Wis +2, Clev. Exp. +3, Trap Sense +2)
[dice=Perform]1d20+4[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Profession]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Ride]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Sense Motive]1d20+9[/dice]
(Rank +4, Class +3, Wis +2)
[dice=Sleight of Hand]1d20+8[/dice]
(Rank +1, Class +3, Dex +4)
[dice=Spellcraft]1d20+8[/dice]
(Rank +3, Class +3, Int +2)
[dice=Stealth]1d20+14[/dice]
(Rank +7, Class +3, Dex +4)
[dice=Survival]1d20+8[/dice]
(Rank +2, Class +3, Wis +2, Trait +1)
[dice=Swim]1d20+4[/dice]
(Rank +1, Class +3, Str +0)
[dice=Use Magic Device]1d20+14[/dice] (Rank +4, Class +3, Cha +4, SF +3)

ACP: 0

Non-Standard Skill Bonuses:
Grand Lodge Faction Pin:+1d4 Diplomacy, Knowledge (history), Survival, 1/scenario.
Evenhanded Investigator: +2 Diplomacy guards & officials in Absalom.
Information Broker: +2 Diplomacy & Knowledge (local) as Day Job.
Hero of the Five Kings: +2 CHA checks with dwarves of Five King Mountains.
Riddleport Respect: +2 Intimidate in Riddleport.
Varki Archaeology: [ ][ ][ ][ ][ ] +4 Knowledge checks relating to undead, magical beasts, Erutaki, the Varki, or the Crown of the World.
Duskwarden's Favor: Gain ranger favored terrain (+2) in underground environs for entire scenario. One time use.
Formidable Renown: +2 Intimidate Lissalan worshippers. Can attempt once per encounter as a move action instead of standard action.

------------------------------
Spell-Like Abilities:
none
------------------------------

Bard Spells (CL 7th)

Cantrips: (at will): detect magic, light, mage hand, read magic, daze (DC 14), sift.

1st (5/day): cure light wounds, grease (DC 15), feather fall, hideous laughter (DC 15), liberating command.

2nd (4/day): blur, hold person (DC 16), invisibility, glitterdust.

3rd (2/day): haste, mad monkeys.

___________________

Bard & Archaeologist Special Abilities:

SPECIAL ABILITIES

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.
Uncanny Dodge (Ex): A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents: At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. 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.

Evasion (Ex): At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Advanced Talent: At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

Pathfinder Field Agent Training:

Greater Casting: The Pathfinder field agent gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She doesn’t gain other benefits of that class other than spells per day, spells known, and an increased caster level. If the Pathfinder field agent has levels in more than one spellcasting class, she must choose which class to apply this increase to when she takes this Pathfinder training.

Wayfinder Upgrade:
Daylight: Once per day, the Pathfinder Field Agent can use her wayfinder to cast daylight. This upgrade can be selected more than once. Each additional time it’s selected, the Pathfinder field agent gains another use of the spell per day.

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GEAR/POSSESSIONS

Worn/wielded items:
+1 mithral chain shirt, +1 mithril buckler, +1 rapier, +1 shortbow, cold-iron arrows x20, ghost-salt arrows x10, scorpion whip, cloak of resistance +1, mwk thieves' tools, Wayfinder of daylight, ring of protection +1, belt/incredible dexterity +2, headband/allur. Charisma +2, gloves of reconnaissance, handy haversack, cracked dusty rose prism ioun stone.

Magic Items:
Pot/cure lt. x2, scroll/cat's grace x3, aegis of recovery, ioun torch, scroll/blindness x2, scroll/cure mod. x2, scroll/feather step x2, oil/bless weapon, scroll/invisibility, scroll/deja vú x2, scroll/remove fear x2, scroll/lesser restoration x2, Scroll of glitterdust x2, Scroll of remove fear x2, Scroll of acute senses x2, Scroll of mirror image, Potion of remove sickness x2.

Wand/grease (48/50 charges).
Wand/cure light wounds (50/50 charges).
Wand/shocking grasp (CL 4, 10/10 charges)*
Wand/ill omen (24/25 charges)*
Wand/prot. from evil (7/7 charges)*

*Special Chronicle Items.

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

Student of Scrolls:

This Chronicle sheet presents five special boons that reward a Pathfinder Society Organized Play participant who has earned one or more GM stars. To earn a boon, the participant must have earned the listed number of stars, must have reached the listed character level, and must either forgo a Day Job roll or spend 1 Prestige Point.

The Master of Scrolls displays an innocent and absentminded curiosity about the world around him, often overlooking such trivial niceties as dressing properly or realizing that someone’s trying to speak to him. Kreighton Shaine’s interests are eclectic, and he encourages his students to study widely. Even though less observant agents quietly snicker at the Master of Scroll’s strange behavior and bizarre hypotheses, the conclusions he eventually reaches are ingenious. You are one of his favorite pupils, which means he is able to recall your name more often than not.
Diverse Training (1st-Level, 1 Star): Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
Oft-Lectured (3rd-level, 2 Stars): The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars. Essential Field Agent (5th-Level, 3 Stars): At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
Vaults of the Ten (7th-Level, 4 Stars): Kreighton Shaine allows you to peruse one of the Vaults—the numerous caches of relics and magic items that exist beneath the Grand Lodge of Absalom—and pick an item to use in your adventures. You may treat your effective Fame as though it were 5 higher when purchasing a single item. Alternatively, you can purchase a single wand that has only 10 charges; you may also increase the wand’s caster level up to CL 7th. The wand’s price is equal to the level of the spell × the caster level × 150 gp. If the spell has a material component cost, add 10 times the material component’s cost to the final price of the wand. You may use this boon once; record the item or wand purchased below.
Scroll-Savvy (9th-Level, 5 Stars): After penning countless reports and poring over myriad texts, you have developed a natural affinity for using magical scrolls. You can cast spells from scrolls as though all spells were on your class’s spell list (treat your caster level as 1 if you do not already have a caster level); however, if you fail the caster level check to activate a scroll, the Wisdom check DC to avoid a mishap is 8. At the start of each scenario, Kreighton Shaine gives you a single scroll with a single 1st-, 2nd-, or 3rd-level spell with no expensive material components, but you must return an unused scroll to him after the adventure.

Jestercap 4711 AR Boon:
Jestercap Fright Mask: This leather mask has been magically enchanted to create a truly horrific appearance that terrifies an unsuspecting target. Upon the utterance of the command word, the wearer may cast cause fear (CL1, DC 12). Alternatively, this mask can be turned inside out to create a joyful face, around which no one can feel afraid. When worn this way, the wearer may instead cast remove fear (CL 1). After the mask has been used once, the magic fades from it, and it becomes a mundane keepsake of Jestercap.

Taxfest 4713 AR Boon:
Feast of Abadar: To celebrate taxfest, you partake in an elaborate feast, joined by nearly every citizen in the settlement. As a result of this festival, you receive the effects of one spell determined by the tier of the scenario in which you are playing at the time you use this boon. This effect can only target you and cannot be transferred to another character. Treat your character level as your caster level when determining level-dependent variables of each spell. Using this boon is a standard action that does not provoke attacks of opportunity.

When you activate this boon, you may choose to forgo 10% of your total wealth earned on the scenario's chronicle sheet as your tax. If you opt to make this civic sacrifice, you gain the effects of your tier's spell for a longer duration, as noted below. This reduction in gold should be reflected in the GP Gained section of the chronicle sheet rather than represented as an Item Bought. When you have used this boon, cross it off the chronicle sheet.

With the exception of tier 12+, this boon may only be activated while playing a Pathfinder Society scenario, and cannot be used during a sanctioned adventure in the Pathfinder Modules or Pathfinder Adventure Path lines.
Tier 1, Tier 1-5, Tier 1-7: You gain the benefit of bless. If you pay a tax when activating this boon, the spell's duration increases to 10 min./level.
Tier 3-7: You gain the benefit of aid. If you pay a tax when activating this boon, the spell's duration increases to 10 min./level.
Tier 5-9: You gain the benefit of heroism. If you pay a tax when activating this boon, the spell's duration increases to 1 hour/level.
Tier 7-11: You gain the benefit of good hope. If you pay a tax when activating this boon, the spell's duration increases to 10 min./level.
Tier 12+: You gain the benefit of heroes' feast. If you pay a tax when activating this boon, the spell's effects persist through the end of the adventure rather than for 12 hours.

Thurl's Bane:
As a free action, you can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for one minute: a +1 bonus on attack rolls against the creature, a bonus on damage rolls against that creature equal to 1/3 your character level (rounded down), a +1 Dodge bonus to AC against that creature's attacks, a +1 bonus on saving throws against that creature's spells and abilities, or a +2 bonus on caster level checks to overcome that creature's spell resistance. When you use this boon, cross it off your Chronicle sheet.

Tapestry Traveler:
You may activate this boon at any time within the Hao Jin Tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin Tapestry) as per the ranger ability of the same name. When you use this boon, cross it off your Chronicle sheet.

Worthy Foe (Humans):
As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 Dodge bonus to AC against such creatures' attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of your next turn.

Eliza's Insight:
Cross this boon off your Chronicle sheet to roll twice and take the higher result on a skill check to notice or decipher a clue as a part of an investigation.

The Real Lofton's Aid:
If your character is sent to jail or otherwise imprisoned, you may cross this boon off your Chronicle sheet to negate the typical cost in Prestige Points or gold of securing release from imprisonment.

Icewalker:
[ ][ ][ ][ ] You may check a box next to the spoon as a standard action to gain either code resistance equal to your character level for 3 hours, or the benefits of an endure elements spell for the next 24 hours.

Runic Tattooing:
[ ][ ][ ] Whenever you cast a spell of 1st, 2nd, or 3rd level (including from a wand, scroll, stave, or other magic item) with a range of touch or personal, you can check one box per spell level as a swift action to store the spell on your body as a tattoo. At any time within the next 24 hours, you may spend a swift action to activate the tattoo and instantly gain the benefits of the spell; you can only target yourself with spells stored in this manner. Entering an anti-magic field, dying, or failing to activate the tattoo before 24 hours has passed causes both the spell and that use of this boon to be wasted.

Magnimarian Debt:
Pay half price for casting of raise dead, resurrection, or true resurrection. Applies to spell casting services paid for with either coins or Prestige Points. One time use.

------------------------------
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 Intimidate 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.

Magical Scrivener:
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll's caster level by 2. When this boon is used, cross it off your chronicle.

------------------------------
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.

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

1. #37: The Beggar's Pearl (GM):

Boon: Hero of the Five Kings.
PA Earned: +2
Fame Spent:
Gold Earned: 509 gp
Day Job: n/a

2. #3-01: The Frostfur Captives:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 502 gp
Day Job: 1 gp

3. #2-11: The Penumbral Accords:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 507 gp
Day Job: 5 gp

4. #3-05: Tide of Twilight:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 521 gp
Day Job: 10 gp

5. #3-18: The God's Market Gamble (GM):

Boon: Evenhanded Investigator (+2 Diplomacy vs city guards & officials in Absalom).
PA Earned: +2
Fame Spent: 2 (wand/CLW)
Gold Earned: 517 gp
Day Job: n/a

6. Exclusive: The Cyphermage Dilemma:

Boon: Riddleport Respect: +2 Intimidate in Riddleport.
PA Earned: +2
Fame Spent: 1
Gold Earned: 532 gp
Day Job: n/a

7. #2-21: The Dalsine Affair (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 501 gp
Day Job: n/a

8. #55: The Infernal Vault (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 513 gp
Day Job: n/a

9. #4-01: Rise of the Goblin Guild (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 520 gp
Day Job: n/a

10. #4-18: The Veteran's Vault (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 519 gp
Day Job: n/a

11. #5-09: The Traitor's Lodge (GM):

Boon: Thurl's Bane
PA Earned: +2
Fame Spent:
Gold Earned: 1293 gp
Day Job: n/a

12. #5-21: The Merchant's Wake:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1863 gp
Day Job: 20

13. #5-99: The Paths We Choose (GM):

Boon: Changing Circumstances: replace starting trait with faction trait.
PA Earned: +2
Fame Spent:
Gold Earned: 2240 gp
Day Job: n/a

14. #6-18: From Under Ice (GM):

Boon: Tapestry Traveler; Warm Friend in a Cold Land.
PA Earned: +2
Fame Spent:
Gold Earned: 1886 gp
Day Job: n/a

15. #6-22: Out of Anarchy:

Boon: Skillful Barterer: Trade up to 300 gp of non-magical goods.
PA Earned: +2
Fame Spent: 4 (Info Brokerage)
Gold Earned: 1900 gp
Day Job: 5 gp

16. #7-15: The Deepmarket Deception (GM):

Boon: Curious Pipefox, Marnarius' Blade, Flask of Reconcoction
PA Earned: +2
Fame Spent:
Gold Earned: 3219 gp
Day Job: n/a

17. #8-07: Tome of Righteous Repose (GM):

Boon: Righteous Redemption, Worthy Foe (Scoundrels).
PA Earned: +2
Fame Spent:
Gold Earned: 3230 gp
Day Job: n/a

18. #9-02: A Case of Missing Persons (GM):

Boon: Eliza's Insight: roll twice & take better to notice or decipher a clue.
Lofton's Aid: negate PP/gp cost of securing release from imprisonment.
PA Earned: +2
Fame Spent:
Gold Earned: 3311
Day Job: n/a

19. #10-03: Death on the Ice:

Boon: Icewalker, Runic Tattooing, Varki Archaeology.
PA Earned: +2
Fame Spent:
Gold Earned: 3978 gp
Day Job: 112 gp (retail support)

20. #9-09: Beyond the Halflight Path (Sparklegrim):

Boon: Duskwarden's Favor.
PA Earned: +2
Fame Spent:
Gold Earned: 3207 gp
Day Job: 112 gp (retail support)

21. #20: King Xeros of Old Azlant:

Boon: none
PA Earned: +1
Fame Spent: 2 (wand of grease)
Gold Earned: 2552 gp
Day Job: 75

22. Special: Race for the Runecarved Key (GM):

Boon: Magnimarian Debt, Formidable Reknown.
PA Earned: +2
Fame Spent:
Gold Earned: 5334 gp
Day Job: n/a