Conwrest Muralt

Dale the Sage's page

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Full Name

Dale 'Sage' Smith


Alchemist 5 HP: 38/38 AC:17(19) FF:15(17) T:12 F:+6(8) R:+7(9) W:+5(7) CLW Fork:43 Perception +9(11) , Sense Motive +5(7) (Bombs: 10/11) Effects: Ant Haul, ioun torch, heroism, cognatogen, Targeted bomb admixture












Common, Elven, Draconic, Abyssal, Infernal, *Thassilonian, *Polyglot, *Grippli, *Azlanti, *Tien, Dwarven, Auran



Strength 10
Dexterity 14
Constitution 13
Intelligence 21
Wisdom 12
Charisma 10

About Dale the Sage

Dale the Sage - PFS # 202046-2 | Faction: Dark Archives
XP 13 | PP 0 | Fame 26 | Gold 1318g
Male Human Alchemist (Mindchemist) 5
N Medium Humanoid | Movement: Speed 30 ft
Senses: Init +2, Perception +9

LANGUAGES: Common, Elven, Draconic, Abyssal, Infernal, *Thassilonian, *Polyglot, *Grippli, *Azlanti, *Tien, Dwarven, Auran

AC 17: Touch 12, Flat-footed 15
Base Atk +3; CMB +3; CMD 15
HP 38 (5d8+5) +5 from Favored Class Bonus
Fort +6, Ref +7, Will +5 (+4 vs Poisons)(Cloak of Resist +1)

[dice=Melee Dagger]1d20+3;1d4[/dice] (1d4/19-20 x2)
[dice=Melee MW Yellow-wood Club]1d20+4;1d6[/dice] (1d6/ x2)
[dice=Fire Bomb, Ranged Touch]1d20+6;3d6+5[/dice](/20 x2) Splash = DC17 8 Damage
[dice=Fire Bomb, Ranged Touch, Cognatogen]1d20+6;3d6+7[/dice](/20 x2) Splash = DC19 10 Damage
[dice=Frost Bomb, Ranged Touch, Cognatogen]1d20+6;3d6+7[/dice]
Splash Reflex DC19: 10 Damage Fort vs Staggered DC19
(15)[dice=MW Light Crossbow]1d20+6;1d8[/dice] (1d8/19-20 x2)

Temporary Gear:

Extracts Prepared: Caster Level: 5 Cognatogen: Intellect
. . 1st (5/day) Shield, Monkeyfish, Ant Haul, Targeted bomb admixture, ?, ?
. . 2nd (2/day) Alchemical Allocation, Levitate, ?
. . 3rd (0/day)
. . 4th (0/day)

FORMULA BOOK: *Discerning Wayfinder: Detect Magic at Will*
1: Comp Languages, Crafter's Fortune, Cure Light Wounds, Shield, Identify, Monkeyfish, Endure Elements, Ant Haul, Bomber's eye, Expeditious retreat, Targeted bomb admixture, Touch of the sea, True strike, Jump, Enlarge Person
2: Cure Moderate Wounds, False Life, Invisibility, Levitate, Alchemical Allocation, Bull Strength, Barkskin, Spider Climb, Lesser Restoration, Vomit Swarm
3: Cure Serious Wounds

Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier. (Magic)

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)

Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward. (Alchemist)

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.

Strength: 10
Dexterity: 14
Constitution: 13
Intellect: 21 (Includes +1 from level 4)(Includes Headband of INT +2)
Wisdom: 12
Charisma: 10

RANKED SKILLS: (+5 FCB)(All skills count as trained, +4 if have no ranks)
(5)Appraise +13
(5)Craft: Alchemy +13 (Additional +5 to create items)
(5)Disable Device +12 (Included +2 with MW Tools)
(5)Fly +10 (Courtesy of Headband of INT +2)
(5)Heal +14 (Includes +1 Trait Bonus. Uses Intellect instead of Wisdom)(Additional +2 with Kit)
(0)Knowledge:All +14 (Includes Double Intellect and +4 for untrained.)
(5)Linguistics +13
(5)Perception +9
(5)Sleight of Hand +10
(5)Spellcraft +13
(5)Survival +9 (+11 with Survival Kit when applicable)
(5)Use Magic Device +13 (Uses Intellect instead of Charisma due to Trait)

Artisan's Outfit
Mithril Chain Shirt +1
*MW Thieves Tools
*Alchemist Kit
*Traveling Formula Book
Handy Haversack
Bandoleer x2
Belt Pouch
*Watersproof Bag
Smelling Salts (crafted)
*Formula Alembic
*Traveler's Anytool
MW Light Crossbow
Bolts x20
*50' Silk Rope
*MW Survival Kit
Ioun Torch
MW Yellowwood Club (Etched)
Cloak of Resistance +1
*Grappling Hook
*Discerning Wayfinder
Tricorner Hat
Headband of INT +2 (Fly and Auran)

Healer's Kit (12 Charges)
Wand of Cure Light Wounds (50)
Acid x1
Sunrod x2
Holy Water x3
Defoliant x3
Antitoxin x2
Antiplague x2
Trail Rations x4
Potion of Heroism x1
Wand of magic missile (CL 3rd, 19/25 charges)
Snapleaf x1


+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).

Special Abilities:

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
Wayfinder; 1PP
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
Snapleaf -2PP
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.

MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you can requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 × your character level. You and your allies can use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

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,
neutralize poison, order’s wrath, summon monster I.

SLITHERBANE PRICE: 94,515 SLOT none CL 8th WEIGHT 10 lbs.
AURA moderate conjuration and evocation ALIGNMENT lawful neutral

You may upgrade Slitherbane in the following ways before an adventure, checking off the box next to the upgrade once you have done so.
☐ You can expend 1,150 gp and 2 Prestige Points to awaken Slitherbane’s sentience; increase the flail’s Charisma and Intelligence scores to 12, increase its Wisdom score to 14, and it can now understand Ancient Azlanti as a language.
☐ You can expend 625 gp and 1 Prestige Point to give Slitherbane telepathy. Even with telepathy, Slitherbane communicates infrequently, primarily in archaic aphorisms.
☐ You can expend 625 gp and 1 Prestige Point to increase Slitherbane’s senses to 60 feet and give Slitherbane darkvision.
☐ If your Fame score is at least 22 and you have already purchased the telepathy upgrade, you can expend 1,500 gp and 2 Prestige Points to give Slitherbane the ability to cast liberating commandUC on its wielder once per day.
☐ If your Fame score is at least 27, you can expend 4,500 gp and 4 Prestige Points to give Slitherbane the bane (monstrous humanoids) weapon enhancement.
☐ If your Fame score is at least 45 and you have checked off the previous box to give Slitherbane the bane weapon enhancement, you can expend 21,750 gp and 6 Prestige Points to give Slitherbane the axiomatic weapon enhancement.
☐ If your Fame score is at least 58 and you have checked off all the boxes above, you can expend 20,000 gp and 20 Prestige Points to give Slitherbane the ability to cast neutralize poison at will when you are in combat with a serpentine creature. Additionally, this upgrade grants Slitherbane the ability to cast liberating commandUC three times per day on any target (replacing the previous once per day casting on the wielder only).

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.
▫ cure light wounds (CL 1st)
▫ cure moderate wounds (CL 4th; Subtier 4–5 only)
▫ resist energy (CL 4th; Subtier 4–5 only)
▫ shield (CL 1st)

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.
Cinder Asp: Change the stnake's poison effect to 1d2 Constitution and its cure to 2 saves. In place of granting the snake a bonus trick, you can instead increase the snake's effective Hit Dice by 1 for the purpose of calculating the saving throw DC of its poison.
Razor-Scale Python: The snake's constrict damage is (1d4 plus 1d2 bleed). In place of granting the snake a bonus trick, you can instead increase the snake's effective druid level by 1 for the purpose of calculating its nature armor bonus according to Table 3-8 (Core Rulebook 52).

(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.
Subtier 3-4: You may cast invisibility, longstrider, stone shape, or wind wall.

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.
Jiraku's Eternal Path: Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impeded your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.
Tanbaru's Insight: For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6th). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune.

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.
These NPCs help you in three different ways. 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 that NPC for assistance with one of the listed skill checks. You may use that NPC's boonus 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 state, this is a standard action. The NPCs become stronger throughout their adventures with you. Their bonuses on skill checks depends upon your character level (Level 1-2: +6, Level 3-4: +8, Level 5-6: +11, Level 7-8: +14, Level 9-10: +18, Level 11+: +22).
(0/2) Rescued Gemsmith (Harold) (Slave Mountain): After Pathfinders saved him from soul-sacrificing duergar, this taciturn gemsmith decided to lend his sharp eyes to the Society. Language: Dwarven; Skills: Appraise, Perception; Special: The dwarf casts detect secret doors or locate object (CL equal to your character level.)

(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.
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 abilities requires you to check both boxes.

Purchasable Loot:

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)
Masterwork yellowheart wood weapon (300 gp plus the standard price of your choice of weapon from the following list: spear, longspear, club, greatclub, terbutje, or quarterstaff; limit 1)
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)
Wand of magic missile (CL 3rd, 25 charges; 1,125 gp, limit 1)
Hikori (14,020g)
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]
Direct hit target must make a DC17 Fort Save or be Staggered on their next turn.

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.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Gear Info:

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.
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Construction Requirements: Cost 1,000 gp, Craft Wondrous Item, secret chest