Persistant
. . Darklands Study (Dark Archive Faction): You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures.
. . Elemental Conquest: Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws.
. . Friend of Janira Gavix: She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . House Thrune's Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants 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.
Periodic
. . Enduring Scholar: (2 goals) Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed.
Limited
. . Elemental Conquest: Fire: As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.
. . Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing 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.
. . Ranginori's Debt: You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1-4: You cast cat's grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5-8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Levels 9-11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.
. . Radiant Ruby Feathers: You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based on your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.
Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use restoration to remove a permanent negative level, check both boxes.
Levels 12+: Add heal and sirocco to the list of spell-like abilities you can use, though both of these spell-like abilites require you to check both boxes.
. . Savior of the Tapestry: First, you may spend 2 Prestige Points to learn the listed language from that NPC. Second, you may check a box that precedes a reward as a standard action to consult the NPC for assistance with one of the listed skill checks. You may use that NPCs bonus in place of your own when rolling the skill check. Finally, you may check a box that precedes a reward to receive the NPC's special benefit. Unless otherwise stated, this is a standard action. Thier bonus on skill checks depends on your character level (Level 1-2: +6, Level 1-2: +6, Level 3-4: +8, Level 5-6: +11, Level 7-8: +14, Level 9-10: +18, Level 11+: +22)
Traveling Priest (Temple of Empyreal Enlightenment): Language: Celestial; Skills: Diplomacy, Knowledge (religion); Special: Damage a touched haunt, as if a paladin of your character level used lay on hands.
. . Upstanding Archivist (Dark Archive Faction): You can cross this boon off your Chronicle sheet when purchasing one of the items found below to purchase that item at 75% of its listed price. (See Items Available for Purchase for list of items)
Defense:
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex); CMD 17 (15 Fl)
hp 19 (2d8, +2 Con, +2 fcb)
Fort +6, Ref +3, Will +5
BAB+1; CMB +5
Speed 30 ft. (20 ft. in armor)
Melee
. . scimitar +5 (1d6+4/18-20, S)
. . club +5 (1d6+4, B)
. . heavy shield bash +1 (1d4+4, B, non-proficient)
. . unarmed strike +5 (1d3+4, B, nonlethal)
. . touch +5
Ranged
. . sling +3 (1d4+4, B, 50')
. . ranged touch +3
Special Attacks
. . Woodland Stride move through undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed without taking damage; magically manipulated ungrowth still hampers movement
Spells:
Druid Spells (CL 2nd; vs SR +2; concentration +3)
1st
all
Orisons
all
Spell Modifiers
. . Augment Summoning summoned creatures gain +4 Str and +4 Con
. . Master of Pentacles once per day, treat caster level as 2 higher when casting a spell of the Conjuration school
. . Spell Focus (Conjuration) +1 to the save DC of spells from the chosen school
Feats & Traits:
Feats
. . Augment Summoning (bonus feat)summoned creatures gain +4 Str and +4 Con
. . Spell Focus (Conjuration) +1 to the save DC of spells from the chosen school
Traits
. . Master of Pentacles once per day, treat caster level as 2 higher when casting a spell of the Conjuration school
. . Reactionary gain +2 trait bonus on Initiative checks
Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Druid Weapon Proficiency no penalties on attack rolls when using a club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, spear, or the natural weapon attacks of a form taken with wild shape
. . Shield Proficiency no penalties on attack rolls when using a shield (except tower shield)
[ ] *Acrobatics -1 (-4 to jump)
[ ] Appraise +0
[ ] Bluff -2
[ ] *Climb +1
[ ] Craft (any) -2 (+2 with tools)
[ ] Diplomacy -2 (+3 to influence high-standing members of House Thrune, the Chelish gov't, or a Hellknight in good standing)
[ ] Disguise -2
[ ] *Escape Artist -1
[ ] *Fly -1
[2] Handle Animal +3 (+4 with Kuti)
[ ] Heal +1
[ ] Intimidate -2
[1] Knowledge (geography) +4 (+1 in the Grand Lodge)
Knowledge (history)
[2] Knowledge (nature) +7 (+2 to identify humanoids native to the Darklands; +1 in the Grand Lodge)
[2] Perception +6
[ ] Perform (any) -2
[2] Profession (herbalist) +6 (+2 with masterwork tool)
[ ] *Ride -1
[ ] Sense Motive +1 (+2 vs humanoids native to the Darklands)
Spellcraft
[ ] *Stealth -1
[1] Survival +7 (+2 to avoid becoming lost)
[ ] *Swim +1
Skill Modifiers
. . Darklands Study gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar, and on Knowledge checks to identify and learn about such creatures
. . House Thrune's Favor gain 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
. . Friend of Janira Gavix gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
. . Nature Sense gain a +2 bonus on Knowledge (nature) and Survival checks
. . Wayfinder +2 circumstance bonus on Survival to avoid becoming lost and Knowledge (dungeoneering) to navigate underground
. . Wild Empathy +2 improve the attitude of an animal; roll d20 adding Druid level and Charisma modifier as a Diplomacy check
Languages Common (Taldane), Druidic
Special Abilities:
Human Abilites
+2 to one ability score: Strength
. . Bonus Feat select one extra feat at first level
. . Skilled gain 1 skill rank at 1st level and when gaining a new level
Druid Abilities
. . Animal Companion Link (Ex) handle animal companion as free action, push as move action, even if untrained in Handle Animal; +4 circumstance bonus on wild empathy and Handle Animal checks related to animal companion
. . Nature Bond gain an animal companion or a cleric domain (Air, Animal, Earth, Fire, Plant, Water, or Weather)
. . Nature Sense gain a +2 bonus on Knowledge (nature) and Survival checks
. . Share Spells (Ex) may cast spells with target of “You” on animal companion (as touch) instead of on self; may cast spells on animal companion even if spells normally do not affect creatures of companion's type (animal); spells must come from class that grants animal companion; does not allow animal to share abilities that are not spells, even if they function like spells
. . Spontaneous Casting can convert stored spells into summon nature's ally spells of the same level or lower
. . Wild Empathy +2 improve the attitude of an animal; roll d20 adding Druid level and Charisma modifier as a Diplomacy check
. . Woodland Stride move through undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed without taking damage; magically manipulated ungrowth still hampers movement
Gear:
Light up to 100 lbs. Medium up to 200 lbs. Heavy up to 300 lbs.
Current Load Carried 81 lbs. (Light)
Money 1,307 gp 4 sp 8 cp
Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 10
. . items up to 1,500 gp
6-15 The Overflow Archives
. . potion of haste (750 gp)
. . scroll of dimension door (700 gp)
4-11 The Disappeared
. . cloak of elvenkind (1,500 gp)
. . dust of disappearance (3,500 gp)
5-08 The Confirmation
. . amulet of natural armor +1 (2,000 gp)
. . bracers of armor +1 (1,000 gp)
. . cloak of resistance +1 (1,000 gp)
. . pearl of power (1st level spell; 1,000 gp)
. . ring of protection +1 (2,000 gp)
. . scroll of mage armor (CL 6th; 150 gp)
. . wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
. . wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)
Starting Gold: 2068.48 gp
Scenario Gold: 500 gp
Day Job:Profession (herbalist) 11= 50 gp
Items Sold: 22 gp (11 gp)
Gold Spent: 1322 gp
Final Gold: 1307.48 gp gp
Advancement:
Level 1
Str 16, Dex 14, Con 14, Int 11, Wis 13, Cha 7
Human: +2 Str
Druid
Favored Class Bonus: +1 hp
hp 10 (d8 max at level 1, +2 Con)
+2 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Druid: Nature Bond - Animal Companion (cheetah)
Feat: Spell Focus (conjuration)
Bonus Feat: Augment Summoning
Traits: Master of Pentacles, Reactionary
Skill points (5): Handle Animal, Knowledge (nature), Perception, Profession (herbalist), Survival
Faction: Dark Archive
Level 2
Druid
Favored Class Bonus: +1 hp
hp +7 (5 from d8, +2 Con)
+1 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Druid: Woodland Stride
Skill points (5): Handle Animal, Knowledge (geography), Knowledge (nature), Perception, Profession (herbalist)
Planning:
2 pp: Hunting Lodge vanity (Survival as day job) and retrain Profession
2 pp: Bone wayfinder as divine focus