Chronicles & Boons Level 1 1 B08 The Tireless Path
2 B17 Sodden Stories
3 B16 Boom Town Betrayal
4 Boon - Wayfinder
5 B06 The Road from Otari
6 S99-01 Intro #1: The Second Confirmation (GM)
7 Boon - Second Confirmation Wayfinder
8 B13 The Blackwood Abundance
9 B14 The Blackwood Truce
10 B07 Cleanup Duty
11 B10 Hillcross Roundup
Level 2 12 S01-14 Lions of Katapesh
13 [][][] Big Game Hunter: limited-use boon to help Track animals.
14 Q04 Port Pub Peril Crawl
15 Boon: Fane's Friend
16 Q14 The Swordlord's Challenge
17 Q15 In the Footsteps of Horror
18 Q16 The Winter Queen's Dollhouse (GM)
19 Q01 The Sandstone Secret (GM)
20 Boon: Sand Slide reaction [][][]
Level 3 REMASTER REBUILD as of 25 July 2024 21 Boon: The Mayor’s Luck (for Jinxed Halfling Heritage)
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BOTTING INSTRUCTIONS:
To curse target within 30 ft that he can see,
◆◆ Jinx: The target gets a DC 19 Will saving throw to resist this jinx. Success The target is unaffected and is temporarily immune for 24 hours. Failure The target is clumsy 1 for 1 minute. Critical Failure The target is clumsy 2 for 1 minute.
For normal ◆ Strike,
[dice=+1 Frying Pan (Fatal d8, Halfling, Magical) Attack]1d20+12[/dice]
[dice=Damage]1d4+4[/dice] B damage
If Crit Hit, [dice=Fatal Damage]1d8+4[/dice] B damage x 2 plus [dice]1d8[/dice] additional B damage instead
[dice=Flicher’s Fork (Agile, Backstabber, Deadly d6, Finesse, Halfling, Uncommon) Attack]1d20+11[/dice]
[dice=Damage]1d4+4[/dice] P damage
If Crit Hit, double damage above and add [dice=Deadly Damage]1d6[/dice] damage
If target is Off-Guard, add 1 precision damage from Backstabber trait
[dice=Halfling Sling Staff (Halfling, Propulsive, Uncommon) Attack, Range 80 ft]1d20+8[/dice]
[dice=Damage]1d10+2[/dice] B damage
◆ Raise a Steel Shield (+2 circumstance bonus to AC)
↺ Shield Block w Steel Shield (Hardness 5, HP(BT) 20(10)) or ↺ Reactive Strike
If changing weapons,
◆ Lightning Swap: You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon.
If holding one-handed weapons in both hands,
◆◆ Double Slice: If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
[dice=+1 Frying Pan Attack w Doubling Rings (Golden Ring) (Fatal d8, Halfling, Magical) Attack]1d20+12[/dice]
[dice=Damage]1d4+4[/dice] B damage
If Crit Hit, [dice=Fatal Damage]1d8+4[/dice] B damage x 2 plus [dice]1d8[/dice] additional B damage instead
[dice=+1 Flicher’s Fork w Doubling Rings (Iron Ring) (Agile, Backstabber, Deadly d6, Finesse, Halfling, Uncommon) Attack]1d20+12[/dice]
[dice=Damage]1d4+4[/dice] P damage
If Crit Hit, double damage above and add [dice=Deadly Damage]1d6[/dice] damage
If target is Off-Guard, add 1 precision damage from Backstabber trait.
[dice=+1 Fighting Stick w Doubling Rings (Iron Ring) (Uncommon, Backswing, Halfling, Nonlethal, Shove) Attack]1d20+12-2[/dice]
[dice=Damage]1d6+4[/dice] B damage
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CHARACTER INFORMATION Name: Basag Bungo
Ethnicity, Heritage & Ancestry: Song’o Jinxed Halfling
Background: Cook Home Region: Mwangi Expanse Nation: --- Languages: Common, Halfling, Mwangi, Dwarven
Sub-Class & Class: Fighter Level: 3
Gender: Male Size & Reach: Small (5 ft) Speed: 25 ft
Age --- Deity ---
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STATS & SKILLS(* indicates Proficiency Level) STR +4, DEX +1, CON +2, INT +1, WIS +1, CHA +0
HP 45/45 w Toughness, AC 20 w Lattice Armor (22 w Steel Shield raised), Fortitude** +9, Reflex** +8, Will** +8 w Bravery, Perception** +8 w Keen Eyes
Acrobatics* +6 - Slippery Prey – Prerequisites trained in Acrobatics or Athletics. You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions. Arcana +1
Athletics* +11 - Slippery Prey – Prerequisites trained in Acrobatics or Athletics. You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions. Crafting* +6 - Seasoned – Prerequisites trained in Crafting, Alcohol Lore, or Cooking Lore. You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2. Deception +0
Diplomacy +0
Intimidation* +0
(Legacy) Lore: Pathfinder Society* +6
Lore: Cooking* +6 - Seasoned – Prerequisites trained in Crafting, Alcohol Lore, or Cooking Lore. You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2. Medicine* +6
Nature* +6
Occultism +1
Performance +0
Religion +1
Society +1
Stealth +1
Survival* +6
Thievery +1
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OFFENSE & DEFENSE Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +11 Damage 1d4+4 B
Melee ◆ +1 Frying Pan (Fatal d8, Halfling, Magical) +12 Damage 1d4+4 B
Melee ◆ +1 Filcher’s Fork w Doubling Ring (Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft, Magical w Doubling Ring) +12 Damage 1d4+4 P
Melee ◆ Fighting Stick (Uncommon, Backswing, Halfling, Nonlethal, Shove) +11 Damage 1d6+4 P
Ranged ◆ Halfling Sling Staff (Halfling, Propulsive, Uncommon) +8 Damage 1d10+2 B
Armor Lattice Armor AC Bonus +4 Dex Cap 1
Shield Steel Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20(10) Others ---
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SPELLS(* denotes Signature Spells) Fighter DC 19
Max Focus Points 0
FEATS Level 1 Skill Feat (from background) Seasoned – Prerequisites trained in Crafting, Alcohol Lore, or Cooking Lore. You’ve mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including elixirs if you have Alchemical Crafting and potions if you have Magical Crafting. If you are a master in one of the prerequisite skills, this bonus increases to +2. General Feat (from Heritage) Jinxed Halfling – You were born with a strange blessing: bereft of the typical halfling luck, you can instead manipulate the fortunes of others. You can never take the Halfling Luck feat, and you gain the Jinx action. > ◆◆ Jinx (Curse, Necromancy, Occult) – Frequency once per day. You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher. Success The target is unaffected and is temporarily immune for 24 hours. Failure The target is clumsy 1 for 1 minute. Critical Failure The target is clumsy 2 for 1 minute. Class Feat ◆◆ Double Slice – Requirements You are wielding two melee weapons, each in a different hand. You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.. Ancestry Feat Halfling Weapon Familiarity – You favor traditional halfling weapons, so you've learned how to use them more effectively. You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword— for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons. At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect. Ancestry Feature Keen Eyes – Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. Class Feature ↺ Reactive Strike – Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike. Class Feature ↺ Shield Block – Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Level 2 Class Feat ◆ Lightning Swap – You have practiced quickly switching between combat styles and the equipment needed for them. You Interact to stow any number of items from your hands, then draw up to two weapons or a shield and a weapon. Skill Feat Slippery Prey – Prerequisites trained in Acrobatics or Athletics. You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
Level 3 General Feat Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 411). Class Feature Bravery – Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.