female elf cleric of Pharasma 1 (ecclesitheurge) / occultist 2 | HP -3/23 | AC 15 (21), T 15 (17), FF 10 (16) | F +8, R +6, W +9 (immune to light blindness/dazzle) | CMB +0, CMD 14 | Spd 30' | Perc +9 | Init +6
Strength
9
Dexterity
18
Constitution
12
Intelligence
18
Wisdom
14
Charisma
7
About Charna the Morbid
Charna the Morbid
female elf cleric of Pharasma (ecclesitheurge) 1 / occultist 2
neutral medium humanoid (elf)
Init +6; Senses low-light vision; Perception +9
XP 7 Fame 14 Prestige 8
PFS # 161871-4 Faction Dark Archive
DEFENSE
AC 15, touch 15, flat-footed 10 (+4 dex, +1 dodge)
HP 23 (3d8 +3 Con +2 FC)
Fort +8, Ref +6, Will +9
Special Defenses mind barrier, immune to light-based blindness and dazzle effects
OFFENSE
Speed 30 feet
Melee dagger (1d4-1, 19-20/x2, P or S)
Ranged mwk composite longbow +6 (1d8, x3, 100' range, P)
Special Attacks icicle 5/day, energy ray, legacy weapon
Other Special Abilities
channel positive energy 1/day (1d6), blessing of the faithful, recall 5/day, sudden speed, object reading
STATISTICS
Str 9 (-1), Dex 16/18 (+3/+4), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 7 (-2)
BAB +1, CMB +0, CMD 14
Feats
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Extra Mental Focus: You gain 2 additional points of mental focus.
Traits Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Skills2/level (cleric) + 4/level (occultist) + 4/level (Int)= 22
Appraise +8, Diplomacy +3, Disable Device +9, Heal +6, Knowledge (arcana, engineering, history, nobility) +8, Knowledge (planes, religion) +8 (+10 vs daemons, demons, and devils), Linguistics +9, Perception +9, Sense Motive +7, Spellcraft +9, Use Magic Device +10
AC Penalty -0
Languages
Common, Elven, Abyssal, Aklo, Celestial, Draconic, Infernal, Sylvan
Racial Abilities
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
SQ
Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Ecclesitheurge's Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Blessing of the Faithful: As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list. Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain's spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain's granted powers or gain access to the other domain's granted powers. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain. This ability alters the normal domain ability.
Primary domain = Memory (subdomain of Knowledge)
Secondary domain = Water Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier.
Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Occultist Spell Casting: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist's spell equals 10 + the spell level + the occultist's Intelligence modifier. An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score. The occultist's selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school's spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school's list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times). At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist 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 occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can 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 that level. An occultist 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.
Focus Powers: At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist's level + the occultist's Intelligence modifier. The occultist can't select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements: At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement schools more than once in order to learn additional spells from the associated school. Each implement schools is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement schools multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor's familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement schools also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. See implement schools for a complete list of implements associated with each school and their focus powers.
Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement schools (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.
Mental Focus: An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement's spells (see Implements) and can't expend that implement's focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant power.
Magic Item Skill: At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Object Reading: At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will.
Intense Focus: The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
Physical Enhancement: The implement enhances its bearer's body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
Energy Ray: As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Legacy Weapon: As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed: As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
Warding Talisman: The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Mind Barrier: As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
SPELLS AND POWERS
Implements Selected:
gloves (evocation) 3 mental focus: intense focus energy ray Used: 1 vest (transmutation) 3 mental focus: physical enhancement legacy weapon, sudden speed Used: 2 holy symbol (abjuration) 2 mental focus: warding talisman mind barrier Used: 2
Other Gear
Explorer’s outfit, wand of cure light wounds (50 charges), wand of mage armor (47 charges), wand of shield (48 charges), cloak of resistance +1, potion of invisibility, antiplague, antitoxin, cleric's kit (includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)
Money 3260 gp
FLUFF
Description
Charna the Morbid is rather frumpy looking, as elven women go. She has the coloring of a wood elf, but with a pallor suggesting she doesn’t spend much time outdoors these days. She wears a symbol of Pharasma around her neck and various other charms and knickknacks dangle from her clothing and pack.
History
Charna the Morbid was born simply Charna to a band of wood elves. For whatever reason, she developed a fascination with death. More specifically, she was fascinated by items which were used as or otherwise became causes of death. As such, she naturally gravitated towards the worship of Pharasma and so she made her vows when she came of age.
She was assigned to work in a large cathedral which included a morgue, crematorium, crypt, and a large graveyard on the grounds. Though not assigned there, Charna spent as much time as possible in the morgue, asking about the deceased and how they died. She began pilfering random items which were unique causes of death or were somehow associated with a death. Eventually, her collection became rather large.
Some of the other clergy in the morgue thought her fascination was too extreme and thus gave her the “Morbid” moniker derisively. Once she heard about it, Charna was amused and thereafter officially became Charna the Morbid.
Recently (at least in elven terms) the power in her cathedral shifted and one of her accusers ascended. Charna was quickly convicted on false charges of necromancy and expelled. Her deity did not abandon her so Charna the Morbid set out on her own as a wandering priest of Pharasma.
Eventually, she discovered the Dark Archive which had aims not totally unlike her own. She joined and began working for the Pathfinder Society as a result, specializing in [-]graverobbing[/-] exploring ancient ruins for new artifacts to catalogue.
As time went on, she found that she developed a psychic bond with some of her treasures. Even more, they actually provided her with new powers she had never dreamed of!
Age 141
CHRONICLES
6-10 Wounded Wisp:
XP Earned: 1
PP Earned: 2
Gold Earned: 430
Day Job: 0
Boons: 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 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 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.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Items Available for Purchase:
alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
cloak of resistance +1 (1,000 gp)
potion of cure moderate wounds (300 gp)
scroll of shatter (150 gp)
wand of cause fear (15 charges, 225 gp)
5-21 Merchant's Wake:
XP Earned: 1
PP Earned: 2
Gold Earned: 514
Day Job: 0
Items Available for Purchase:
black adder poison (90 gp, limit 2)
scroll of animate dead (1,050 gp)
1-35 Voice in the Void (GM credit):
XP Earned: 1
PP Earned: 2
Gold Earned: 501
Day Job: 0
Items Available for Purchase:
cloak of resistance +1 (1,000 gp)
stone of alarm (2,700 gp)
wand of color spray (750 gp)
6-01 Trial By Machine:
XP Earned: 1
PP Earned: 2
Gold Earned: 1178
Day Job: 0
Items Available for Purchase:
brown e-pick (30 gp, limit 2)
medlance (500 gp, limit 1)
subsonic vermin manipulator (300 gp, limit 1; this is a set of pipes of the sewers that uses Perform (keyboard), though it only functions for 60 rounds before permanently running out of power)
4-19 The Night March of Kalkamedes (GM credit):
XP Earned: 1
PP Earned: 2
Gold Earned: 513
Day Job: 0
Boons
Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1-2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
Items Available for Purchase:
Gamin the Misforged (7015 gp, limit 1)
bracers of armor +1 (1000 gp)
cloak of resistance +1 (1000 gp)
elixir of swimming (250 gp)
hat of disguise (1800 gp)
phylactery of faithfulness (1000 gp)
potion of cure moderate wounds (300 gp)
scabbard of vigor (1800 gp)
wand of ray of enfeeblement (16 charges; 240 gp, limit 1)
3-18 The God's Market Gamble (GM credit):
XP Earned: 1
PP Earned: 2
Gold Earned: 517
Day Job: 0
Boons
Evenhanded Investigator: By capturing a dangerous renegade guard, you demonstrated bravery and foresight, and an uncommon respect for the process of law. You gain a +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.
Items Available for Purchase:
potion of bull's strength (300 gp)
potion of cat's grace (300 gp)
potion of delay poison (300 gp)
potion of invisibility (300 gp)
scroll of cure moderate wounds (150 gp)
silenced scroll of shrink item (CL 7th; 700 gp, limit 1)
wand of mage armor (CL 1st, 15 charges; 225 gp, limt 1)
5-14 Day of the Demon:
XP Earned: 1
PP Earned: 2
Gold Earned: 1303
Day Job: 0
Boons
Scholar of The Gates Ajar: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils.
Items Available for Purchase:
boots of levitation (7500 gp)
eyeball jar (8000 gp)
Hell's Gavel (large masterwork cold iron heavy mace; 324 gp, limit 1)
howler handler's earplugs (2000 gp; grant immunity to howlers' howl special attack for 1 hour/day, as well as a +2 circumstance bonus on saving throws against sonic effects, while imparting a -5 penalty on sound-based Perception checks)
potion of gaseous form (750 gp)
robe of bones (2400 gp)
wand of misdirection (CL 12th, 6 charges; 2160 gp, limit 1)