Female Human

"Bash" Steeltoe's page

331 posts. Organized Play character for Massee.


Full Name

Marcie 'Bash' Steeltoe

Race

Dwarf

Classes/Levels

Bard (Thundercaller) 3| Music: 16/16; 1st: 4/4 HP 24/24 | AC 17 , T 12, FF 15 | CMB:+3 CMD:15 Fort +4, Ref +5, Will +5 | Init +6 | Perc +6, 60' Darkvision Effects:

Gender

Female

Size

Medium

Age

Old

Alignment

NG

Languages

Common, Dwarven

Strength 12
Dexterity 14
Constitution 15
Intelligence 8
Wisdom 14
Charisma 14

About "Bash" Steeltoe

Marcie "Bash" Steeltoe - PFS # 202046-10
XP 7 | PP 9 | Fame 12 Gold: 2203.9
Faction: The Grand Lodge
Female Dwarven Bard (Thundercaller) 3
NG Medium Humanoid
Senses: Init +6, Perception +6, 60ft Darkvision

Temp Gear:

LANGUAGES: Common, Dwarven

DEFENSE:
AC 17: Touch 12, Flat-footed 15 (Includes +1 Shield Bonus)(+4 Dodge bonus vs Giants)
Base Atk +2; CMB: +3 CMD: 15
HP 24 (3d8+6)
Fort +4, Ref +5, Will +5 (+2 to Saves vs Spells, Spell-like, Poison)(+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects)

OFFENSE:
Speed 20 ft. Goblin and Orc Hatred
[dice=Sap]1d20+4;1d6+1[/dice]
[dice=Sap, Inspire]1d20+4+1;1d6+1+1[/dice]
[dice=Warhammer]1d20+4;1d8+1[/dice]
[dice=Warhammer, Inspire]1d20+4+1;1d8+1+1[/dice]
[dice=Dagger]1d20+3;1d4+1[/dice]
[dice=Dagger, Inspire]1d20+3+1;1d4+1+1[/dice]

SPELLS:
Bardic Music: 16 Rounds/Day
Caster Level: 3 Concentration: +5
Spells Per Day:
. . 0th (6) (@Will) Daze, Mending, Read Magic, Summon Instrument, Detect Magic, Prestidigitation
. . 1st (4) (4/day) Cure Light Wounds, Saving Finale, Unnatural Lust, Featherstep

TRAITS:
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves. (Combat)

Poverty-Stricken: Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you. (Social)

FEATS:
Extra Performance: You can use your bardic performance ability more often than normal. Prerequisite: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack.

Improved Initiative (Combat): Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.

STATS:
Strength: 12
Dexterity: 14
Constitution: 15
Intellect: 8
Wisdom: 14
Charisma: 14

SKILLS:
(+3 Favorite Class Bonus) ACP (0)
(1)Acrobatics +6
(2)Bluff +7
(1)Climb +5
(3)Diplomacy +8
(0)Handle Animal +3.5 (+1/2 Level from Bound to the Land)
(0)Intimidate +10 (Uses Perform: Percussion via Versatile Performance)
(1)K: History +3 (Additional +2 vs Dwarves, Giants, Orcs and Goblins)
(1)K: Nature +4 (+1/2 Level from Bound to the Land)
(1)Perception +6
(3)Perform: Percussion +10 (+2 MW Drum)
(1)Sense Motive +6
(1)Survival +8.5 (+1/2 Level from Bound to the Land)(+1 Trait Bonus)
(3)Use Magic Device +8

EQUIPMENT (Cost/PP/Weight)
Mithril Chain Shirt -1100.0
MW Buckler -155.0
MW Sap -301.0
MW Warhammer -312.0
Dagger -2.0
Wayfinder 0.0
MW Drum -100.0
Backpack -2
Bedroll -0.1
Belt Pouch -1
Canteen -2
Bandoleer x2 -1
Silk Rope (50ft) -10.0
Grappling Hook -1.0

Consumables (Cost/PP/Weight)
Potion of Cure Light Wounds -50.0 0 0.0
Wand of Cure Light Wounds (46) 0.0 -2 0.0
Alchemist Fire x2 -40.0 0 2.0
Alkali Flask x2 -30.0 0 2.0
Holy Water x2 -50.0 0 2.0
Thunderstone x2 -60.0 0 2.0
Antiplague x1 -50.0 0 0.0
Antitoxin x1 -50.0 0 0.0
Sooth Syrup x2 -50.0 0 1.0
Wand of Burning Hands CL3, 4 charges -180.0 0 0.0

Dwarven Racial:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Favored Class Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.

Class Abilities:

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bound to the Land (Ex): A thundercaller gains a bonus equal to half her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This replaces bardic knowledge.

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 many such performances are language dependent (as noted in the description). 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.

Countersong (Su): 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 noninstantaneous 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 (Su): 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 noninstantaneous 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 (Su): 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.

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 (Su): 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.

Thunder Call (Su): At 3rd level, the thundercaller can start a performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage dealt by this blast of sound increases to 3d8. This damage further increases by 2d8 at 11th level, and every 4 levels thereafter. A creature that succeeds at its saving throw against thunder call is immune to the stunning effect but still takes sonic damage. Beginning this performance is always a standard action. This performance replaces inspire competence.

Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Any unwilling creature targeted is affected if it fails a Will saving throw (DC = 10 + half the thundercaller’s level + the thundercaller’s Charisma modifier). A target that succeeds at its saving throw is immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This performance is a mind-affecting effect and relies on audible components. This replaces suggestion and mass suggestion.

Call Lightning (Su): At 8th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round as a standard action. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. This performance replaces dirge of doom.

Inspire Greatness (Su): 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.

Soothing Performance (Su): 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.

Call Lightning Storm (Su): At 14th level, the thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round as a standard action. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. This performance replaces frightening tune.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): 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: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): 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 (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. 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 (Ex): 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.

Purchases:

Wand of Cure Light Wounds: 2PP
Wayfinder: 1PP
Mithril Chain Shirt
MW Sap
MW Sap
MW Drum

Chronicles:

Confirmation: 5-08; 480g + 2PP
Reaping What We Sow 8-06: 536g + 2PP
Gallows of Madness (A Foul Breed): 1456g + 2PP
Fallen Family, Broken Name 9-16: 800g +2PP

Boons:

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not filling an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Banish the Hag: Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.

Leshy Token: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10.

(0/2)Rosehaven Redemption: You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill; use the result as your saving throw. If you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll.

Apprentices Returned: You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.

Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.

Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.

Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.

▫ Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.

Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.

Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.

Impressive Find: The Pathfinder Society is impressed with your discoveries in Isger. Once you earn 12 or more fame, your superior award you 1 additional Prestige Point (but not fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle Sheet.

Infernal True Name: You have learned the true name of the Irrica family's devil. check the box that precedes this boon as a swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once this box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios.

Purchasable Loot:

Amulet of Natural Armor +1 (2,000g)
Elixir of Swimming (250g)
Potion of barkskin (300g)
Scroll of gust of wind (150g)
Scroll of mage armor (CL6th; 150g)
Wand of burning hands (CL3rd, 4 charges; 180g)
Wand of cure light wounds (CL3rd, 8 charges; 360g)
Bottled Scream (900 gp; Pathfinder RPG Advanced Class Guide 227)
Elixir of Fire Breath (1,100 gp)
Feather Token (Tree; 400 gp)
Lantern of Auras (2,000 gp; Advanced Class Guide 232)
Lesser Glowing Gourd (1,200 gp)
Oil of Continual flame (775 gp)
Potion of Fly (750 gp)
Wand of Burning Hands (6 charges, CL 5th; 450 gp,limit 1)
Elixir of hiding (250 gp)
Elixir of vision (250 gp)
Potion of lesser restoration (300 gp)
Potion of remove disease (750 gp)
Wand of bless weapon (10 charges; 150 gp, limit 1)
Bracer's of armor +1 (1000g)
Elixir of tumbling (250g)
Hellfire rod (6480g; 1/day on command the wielder can fire an acid arrow [CL 9th] from this 5-lb rod, dealing fire damage instead of acid damage)
Potion of bull's strength (300g)
Scroll of fog cloud (150g)
Traveler's any-tool (250g; Pathfinder RPG Ultimate Equipment 323)
Wand of pass without trace (10 charges remaining; 150g; limit 1)
Acrimony veil (13,500g or 6,750g plus 18pp, limit 1: 4-02 Sheet)
Belt of giant strength +2 (4,000g)
Ring of protection +1 (2,000g)

Season 9 Faction Card:

PREPARED AGENT (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.

GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (for example, dominate person or glitterdust), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.

EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.

*Once per adventure when you accomplish one of the following goals, you can check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

(3/8)Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

(0/2)Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

(0/1)Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.

(1/1)Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again. This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

(0/2)Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill this goal.

(1/2)Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.

(0/1)Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

(0/3|0/2)Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.