About Dale the Sage
Dale the Sage - PFS # 202046-2 | Faction: Dark Archives
LANGUAGES: Common, Elven, Draconic, Abyssal, Infernal, *Thassilonian, *Polyglot, *Grippli, *Azlanti, *Tien, Dwarven, Auran
FORMULA BOOK: *Discerning Wayfinder: Detect Magic at Will*
Clever Wordplay: Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill (Use Magic Device). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. (Social)
Improvisation: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated "trained only" untrained.
Improved Improvisation: Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.
Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws.
RANKED SKILLS: (+5 FCB)(All skills count as trained, +4 if have no ranks)
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alchemy, Bombs, Cognatogen
Extra Bombs (replaces Brew Potion)
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Precise bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something. This ability replaces poison use.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Frost bomb*: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Wand of Cure Light Wounds (2PP)
+1 Mithril Chain Shirt 2100g
MW Thieves Tools 100g
Formula Alembic 200g
MW Falcata 318g (Sold for 159g)
MW Light Crossbow 335g
MW Survival Kit 45g (boon discount)
Ioun Torch 75g
Cloak of Resistances +1; 1000g
MW Yellowwood Club; 300g
Potion of Heroism; 2PP
Discerning Wayfinder Enhancement; 5PP
Scribe Cost 7x lvl 1s -70.0g
Scribe cost 4x lvl 2s -160g
Wand of magic missile (CL 3rd, 25 charges) -1125.0g
Retraining Extra Traits to Iron Will -250.0g -5PP
Retraining Intimidate to Appraise (4 ranks) -250.0g -5PP
Group Restoration Funds -126.0g
Scribe Cost 1x lvl3s -90.0g
Learn Dwarven from 10.00 Boon -2PP
Headband of INT +2 -4000g
Slave Ships of Absalom #6-05 534g 2PP
The Hydra's Fang Incident #2 516g 2PP
Mist's of the Mwangi #0-05 529g 2PP
Before the Dawn Part 1 #2-01 581g 2PP
Before the Dawn Part 2 #2-02 565g 2PP
Scions of the Sky Key Part 2 #6-14 583g 2PP
Dead Man's Debt #7-24 1255g 2PP
Beyond Azlant Ridge #7-27 1350g 2PP
Unseen Inclusion #9-04 1210g 2PP
Champion's Chalice Part 1 #8-18 1582g 2PP
Champion’s Chalice, Part 2: #8-21 1915g 2PP
Ward Asunder #8-02 1375g 2PP
The Hao Jin Cataclysm #10-00 2575g 2PP
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. 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.
MAGICAL TINKERER (4+ goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can add a bonus equal to 5 + twice the number of goals you have completed to a Use Magic Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city.
The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
Ekujae’s Blessing: You rescued Ekujae from the forbidden caves of Dehu Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.
Kaghaze Redeemed: By destroying the altar of Camazotz, you broke the dark god’s sway over Kaghaze. The Ekujae consider you to be a stalwart ally, and they make a point of thanking you whenever you adventure in the region. Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.
Azlanti Historian: You rescued Juliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi expanse. To thank you for your efforts, Juliet Dias shares some of her extensive knowledge about Azlanti history and language. You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bonus on Knowledge checks about Azlanti history, to a total of +3.
Slitherbane: Imbued with a spiritual fragment from a long-dead Azlanti crusader, Slitherbane was gifted to a cyclops hero of Ghol-Gan to carry on the fight against serpentfolk. Many of Slitherbane’s powers are dormant, but you can awaken them with research and rituals with rare components. His current statistics appear below.
This +1 heavy flail has a heavy ball etched with images of stylized eagles and sunbursts and has the special purpose to slay serpentine creatures. Slitherbane empathically encourages its wielder to enter melee with serpentine monsters and to distrust serpents of any kind. Craft Magic Arms and Armor, liberating commandUC,
SLITHERBANE PRICE: 94,515 SLOT none CL 8th WEIGHT 10 lbs.
You may upgrade Slitherbane in the following ways before an adventure, checking off the box next to the upgrade once you have done so.
Chalice Champion: You were part of the team that secured the Sargava Chalice for the Pathfinder Society’s use. At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet.
Infused Extracts: You claimed a number of a dead alchemist’s infused extracts during the Sargava Chalice, which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not.
Sight of the Cyclops: You aided in the restoration of the ancient Ghol-Ghani city of Kaddodi, earning the respect and thanks of the long-dead cyclops mystic, Akmon. For your efforts, you gained a lingering aspect of the Sight of the Cyclops. You can expend this boon to reroll any single d20 roll after the first roll is made but before the results of the roll are determined. You must take the second result, even if it is lower. You cannot use this boon on any roll already being rerolled by another effect. Once you have used this boon, cross it off your Chronicle sheet.
Coiled Companion: You have recovered a rare serpent's egg, reared the reptile, and trained it as a guardian. If you have hunter's bond, nature bond, or similar feature that allows you to select an animal companion, you may select either a cinder asp (using the viper snake statistics) or a razor-scale python (using the constrictor snake statistics) as your companion; you must be able to select a constrictor or viper as a companion in order to train its respective variant. If the companion is released or dies without your restoring it to life, cross this boon off your Chronicle sheet.
(0/1) Jiraku's Respect: You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim's Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
Kami Reunited: Even if their ward is forever broken in two, you have brought the two kami wardens together once more and received their blessing. You may benefit from this boon only if you have both the Jiraku's Respect and Tanbaru's Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities.
Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed, and cross the others off your Chronicle Sheet.
(0/2) Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifted back to you in the form of a pair of feathers imbued with sparks of Hao Jin's power. 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 upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
Cracked mulberry pentacle ioun stone (Seekers of Secrets 47; 400 gp)
Feather token, bird (300gp)
Jambala Jaeg cloth (scroll of break enchantment) (1,125 gp)
Greenblood oil (Limit 1; 100 gp)
Wand of inflict light wounds (21 charges) (Limit 1; 315 gp)
Sleep arrow (132 gp)
Tree feather token (400 gp)
Blunt arrows (1 sp per arrow; Pathfinder RPG Ultimate Equipment 24)
+1 Greenwood composite longbow (2550 gp plus 100 gp per point of Strength bonus that can be applied, Ultimate Equipment 50)
Wand of acid arrow (3 charges; 270 gp, limit 1)
Wand of endure elements (10 charges; 150 gp, limit 1)
Greenwood composite longbow (550 gp plus 100gp per point of Strength bonus that can be applied, Pathfinder RPG Ultimate Equipment 50)
+2 Yellowheart wood weapon (8,300 gp plus the standard price of your choice weapon from the following list: spear, longspear, club, greatclub, terbutje, or quarterstaff; limit 1)
Wand of entangle (10 charges; 150 gp, limit 1)
Aegis of recovery (1,500 gp; Pathfinder RPG Ultimate Equipment 254)
Lens of detection (3,500 gp)
Lesser veil of fleeting glances (as per veil of fleeting glances [Ultimate Equipment 247] without any saving throw bonuses, 5,000 gp)
Slitherbane (3,815 gp)
Wand of bull’s strength (16 charges; 1,080 gp, limit 1)
Circlet of persuasion, lesser (2,000g; acts as a circlet of persuasion but only grants a +2 bonus on related skill checks, and a PC can upgrade this to a standard circlet of persuasion by spending an additional 2,500g)
Dagger of venom, lesser (2,602g, limit 1; acts as a dagger of venom but each activation of the poison ability expends one of the dagger's 5 charges [maximum 1/day], and a PC can upgrade this to a standard dagger of venom by spending an additional 5,700g)
Wand of resist energy (6 charges; 540g, limit 1)
Hand of the mage (900 gp)
Oil of animate dead (CL 5th [10 HD]; 1,000 gp)
Miser’s mask (3,000 gp; Pathfinder RPG Ultimate Equipment 246)
Blood reservoir of physical prowess (2,000 gp; Ultimate Equipment 283)
Oil of barkskin (CL6th; 600g, limit 1)
Oil of enlarge person (CL5th, 250g, limit 1)
Oil of jump (CL5th; 250g, limit 1)
Scroll of expeditious retreat (CL5th, 125g, limit 1)
b]"Oooo Juicy!"[/b] i]Drool![/i] [dice=Meat Fork o CLW]1d8+1[/dice]
[dice=Fire Bomb Away!]1d20+6;3d6+5[/dice] [dice=Miss Direction, Splash Reflex DC17, 8 Damage]1d8[/dice]
[dice=Frost Bomb Away!]1d20+6;3d6+5[/dice] [dice=Miss Direction, Splash Reflex DC17, 8 Damage]1d8[/dice]
Season 9 Faction Card:
(0/2)Recover a named text (typically listed in italics or quotes) found during the course of an adventure.
(1/2)Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a successful Diplomacy or Knowledge (arcana) check with a DC equal to 15 + your character level.
(1/1)Participate in a magical or occult ritual during the course of an adventure.
(1/1)Recover a named minor artifact or major artifact during the course of an adventure.
(2/2)Identify a potion or other magic item whose caster level equals or exceeds your character level.
(1/1)Have a number of ranks equal to your character level (minimum 4) in one of the following skills: Bluff, Knowledge(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
(2/2)Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family. Alternatively, participate in an adventure that takes place on a demiplane.
(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.
Yellow Heart Wood: Named for the bright yellow color that develops after being polished, this rare tropical wood is harder than normal wood yet no heavier. A fully-grown yellowheart tree can reach 180 feet and is found only in the southern Mwangi. A weapon made primarily from yellowheart wood overcomes the damage reduction of werebats as if made of silver. Yellowheart wood has 12 hit points per inch of thickness and hardness 6.
Handy Haversack: Price 2,000 gp; Aura moderate conjuration; CL 9th; Weight 5 lbs.