Ennead Star

Decimus Gallonica Trajan's page

377 posts. Organized Play character for Shadow Dragon.


Full Name

Decimus Gallonica Trajan

Race

LG Human Male Paladin 5 (Oath of Vengeance) / Hellknight 2| HP 60 / 60 | AC 22 / 12 T / 21 FF | CMD 22 | Fort +14, Reflex +9, Will +13

Classes/Levels

Init +1 | Perception +9 (Low-Light Vision)| Speed 20 ft. |Conditions: None | Effects: None | Smite Evil: 2/2 | Lay on Hands: 8/8 | Spells: 1st Level (2/2)

Gender

Male

Size

6'2", 205 lbs.

Age

19

Special Abilities

Aura of Good, Detect Evil, Smite Evil: 2 times per day, Divine Grace, Lay on Hands: 8 times per day, heals 2d6 (2d6+4 on self), Aura of Courage, Divine Health, Mercy: Fatigued, Channel Wrath (Oath of Vengeance), Spells, Discern Lies, Hellknight Armor

Alignment

Lawful Good

Deity

Iomedae

Location

Cheliax

Languages

Common

Occupation

Paladin

Strength 18
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 8
Charisma 18

About Decimus Gallonica Trajan

About Trajan, Paladin of Iomedae

Trajan
Male human Paladin 5 (Oath of Vengeance) / Hellknight 2
LG Medium humanoid (human)
Init + 1; Senses: Perception + 9 (low-light vision)

========================================================================

Defense

AC 22, touch 12, flat-footed 21 (+ 10 armor, + 1 deflection, + 1 Dexterity)
HP 60 (7d10+14)
Fort + 14, Reflex + 9, Will + 13

========================================================================

Offense

Speed 20 ft.

Melee

+1 Cold Iron Nodachi (+ 12 / + 7 to hit, + 7 damage, 1d10/18-20x2) Deals P or S damage
Cold Iron Longsword (+ 11 / + 6 to hit, + 6 damage (or + 4 if using shield), 1d8/19-20x2)
Sap (+ 11 / + 6 to hit, + 4 damage, 1d6/x2)
Dagger (+ 11 / + 6 to hit, + 4 damage, 1d4/x2) Deals P or S damage, stored in wrist sheath
Also owns a Morningstar, Alchemical Silver Light Mace, Durable Admantine Arrow, 2 other Nodachi (one is MW), and a Cold Iron Longsword

Ranged

MW Composite Longbow (+4 Strength) (+ 9 / + 6 to hit, + 4 damage 1d8/x3, 110' range)
Arrows: 40
Dagger (+ 8 to hit, + 4 damage, 1d4/x2, 10' range) Deals P damage

Space: 5 ft.; Reach 5 ft.

BAB= + 7 CMB= + 11 CMD= + 22

========================================================================

Skills

Diplomacy 9 (2 ranks, +4 Cha, +3 class skill)
Intimidate 13 (6 ranks, +4 Cha, +3 class skill)
Knowledge (Nobility) 3 (1 rank, -1 Int, +3 class skill)
Knowledge (Planes) 1 (2 ranks, -1 Int)
Knowledge (Religion) 3 (1 rank, -1 Int, +3 class skill)
Perception 9 (7 ranks, -1 Wis, +3 class skill)
Ride 5 (1 rank, +1 Dex, +3 class skill)
Sense Motive 3 (1 rank, -1 Wis, +3 class skill)

Languages: Common

========================================================================

Traits:

Blood of Dragons
Category Race
Requirement(s) Any

Long ago, your ancestors’ blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Selection: Low-Light Vision

Indomitable Faith
Category Basic (Faith)
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

*Resilient (Extra trait from a Convention Boon)
Category Basic (Combat)
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.

Feats:

Fey Foundling (1st Level)
You were found in the wilds as a child, bearing a mark of the First World.

Prerequisites: You may only select this feat at 1st level.

Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Power Attack (Bonus Human feat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Current Benefit: -2 to hit, +6 to damage

Extra Lay on Hands (3rd Level)
You can use your lay on hands ability more often.

Prerequisites: Lay on hands class feature.

Benefit: You can use your lay on hands ability two additional times per day.

Special: You can gain Extra Lay On Hands multiple times. Its effects stack.

Greater Mercy (5th Level)
Your mercy has incredible recuperative properties.

Prerequisites: Cha 13, lay on hands class feature, mercy class feature.

Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Iron Will (7th level)
You are more resistant to mental effects.

Benefit: You get a +2 bonus on all Will saving throws.

========================================================================

Class Features

Paladin Class Features:

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay on Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Uses per day: 8

Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Fatigued: The target is no longer fatigued.

Channel Wrath (Su)
Replaced Channel Positive Energy, from Oath of Vengeance
When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.

Spells
Trajan has two 1st level spell slots.

Divine Bond
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Weapon Bond: +1 Cold Iron Nodachi (Smine)

Hellknight Class Features:

Aura of Law
Aura of Law (Ex): A Hellknight’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the Hellknight’s character level.

Detect Chaos (Sp)
Detect Chaos (Sp): This ability functions like the paladin’s detect evil class feature, save that it grants the use of detect chaos instead.

Order
Order: A character must choose one Hellknight order to join at 1st level (see page 89 for a list of orders). The choice of order determines which disciplines the character later gains access to.
Order Chosen: Order of the Godclaw

Smite Chaos (Su)
This ability functions as the paladin’s smite evil class feature but against chaotic-aligned creatures. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey.

Discern Lies (Sp)
At 2nd level, a Hellknight can use discern lies as a spell-like ability a number of times per day equal to 3 + his Charisma modifier with a caster level equal to his character level.

Hellknight Armor (Ex)
At 2nd level, a Hellknight earns the right to wear Hellknight plate (see page 97), which does not reduce his speed. While wearing this armor, the Hellknight reduces its armor check penalty by 1 and increases the maximum Dexterity bonus allowed by 1. At 5th level, these adjustments increase to 2. At 8th level, these adjustments increase to 3.

========================================================================

Spells

Spell List:

1st Level [2 spell slots]
Hero's Defiance
Hero's Defiance

========================================================================

Inventory Tracking Sheets

Mundane Gear:

Backpack, Masterwork
Arrow, Durable Adamantine
Longsword, Cold Iron
Mace, light Alchemical Silver
Masterwork Nodachi
Oil [x2]
Mithral Chain Shirt
Masterwork Cold Iron Nodachi
Masterwork Darkwood Heavy Shield
Outfit, Courtier's
Jewelry
MW Alchemical Silver Nodachi
MW Composite Longbow (+4 Strength)

Alchemical Items:

Sunrod [2]
Acid (flask) [2]
Alchemist's Fire [3]
Tindertwig [5]
Tanglefoot Bag
Holy Water
Bladeguard [2]
Air Crystals [3]
Smelling Salts
Smoke Pellet, Smog
Smokestick
Holy Weapon Balm [3]
Antitoxin

Scrolls:

Scroll of Bless
Scroll of Remove Fear
Scroll of Protection from Evil [X]
Scroll of Magic Weapon [2]
Scroll of Cure Light Wounds
Scroll of Lesser Restoration [2]
Scroll of Veil of Positive Energy [X]
Scroll of Bless Weapon
Scroll of Magic Circle vs. Evil

Potions and Oils:

Potion of Cure Moderate Wounds
Oil of Bless Weapon
Potion of Cure Light Wounds
Potion of Mage Armor
Potion of Fly [1]
Silversheen

Magic Items:

Cloak of Resistance +2
Traveler's Any-Tool
Wayfinder
+1 Cold Iron Nodachi (Smine)
Ring of Protection +1
Pearl of Power (1st level)
Headband of Alluring Charisma (+2)
Hellknight Plate +1

Purchased with Prestige Points:

Wand of Cure Light Wounds (37 charges remaining)
Wand of Cure Light Wounds (50 charges remaining)

Mundane Gear not on Item Tracking Sheets:

Outfit, Explorer's
Shield, heavy wooden
Longsword
Morningstar
Sap
Dagger
Arrows, common (20)
Backpack, common
Waterskin
Pouch, belt
Sack [5]
Bedroll
Soap [2]
Blanket
Rope, hemp (50')
Whetstone [2]
Torch [5]
Rations, trail [6]
Holy symbol, iron
Poncho
Flint and Steel
Candle [10]
Crowbar
Hammer
Hook, grappling, common
Piton [3]
Chalk [5]
Kit, grooming
Mirror, small steel
Rope, silk (50')
Kit, gear maintainence
Bandolier [2]
Holy Text
Weapon Cord [3]
Shaving Kit
Wrist Sheath (Spring Loaded) [2]
Spell Component Pouch [2]
Kit, Scrivener's
Book, journal
Inkpen [5]
Ink
Tabard (Ennead Star and Order of the Godclaw)
Cold iron dagger
Cold iron arrows (20)
Alchemical silver dagger
Alchemical silver arrows (20)

========================================================================

Trajan's Boons:

We Be Goblins!

You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

Pathfinder Society Scenario #9-06 'The Shores of Heaven'

Heavenly Scholar: Your studies of sacred scripture have enhanced your knowledge about matters of faith. If you are trained in Knowledge (Religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (Religion) check after rolling but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (Religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single check.
Two boxes remaining.

Sacred Champion (Silver Crusade): You have been infused with a portion of Heaven's grace. You can check the box that precedes this boon to use the standard action version of lay on hands as if you were a paladin of your character level. If you already have lay on hands as a class feature, you can instead check this box to add 2d6 to the amount of healing you provide with one of your uses of lay on hands.

Elixir of Sacred Breath: This golden elixir functions as an elixir of fire breath, except half of the damage results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
Limit one, not purchased yet.

Pathfinder Society Organize Play – Welcome to Pathfinder

Initiate's Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX-1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.

Tattoo of the Open Road: You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo's magic to gain 10 temporary hit points that last for 1 minute. During this minute, your also treat your Constitution score as if it were 10 higher for the purposes of determining when hit point damage would kill you.
Hit points are a precious commodity at low levels, and an opponent's lucky attack can sometimes kill a character in one hit. Consider this option to reduce the chance that a critical hit will kill you.

Pathfinder Society Roleplaying Guild – Regional Support Package 2019 Boon #6

New Days, New Choices: Sometimes, as Pathfinder agents grow, they find that the choices they made in the past no longer fit with their vision of the future. You may cross this boon off your Chronicle sheet to peform one of the following exchanges. This boon must be applied between adventures, rather than during an adventure. A character can only ever benefit from one copy of this boon. If you wish to make a change because of an alteration to game's rules, refer to the 'Playtests and Errata' section in Chapter 2 of the Pathfinder Society Roleplaying Guild Guide before expending this boon.

Sell back an item for 75% of the price you paid to purchase it, rather than the standard 50%.
Reduce the number of days spent retraining an archetype, class feature, class level, feat, or skill ranks by 5 (see Pathfinder RPG Ultimate Campaign 188-191).
Retrain one or both of your character's starting traits at no cost.

Scenario 02 'The Hydra's Fang Incident'

Chelish Embassy: 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.

Andoran Embassy: The Andoran Embrassy of Absalom regards you as an upstanding free citizen of the Republic.

Pathfinder Society Scenario #3-02 'Sewer Dragons of Absalom'

Contraband Dividends: You ensured that a valuable shipment of contraband antiquities were able to enter Absalom through the sewers without kobolds causing any problems. As a result, you receive a single item of no more than 150 gp from among the non-relic bits of the cargo. You must select this item now and reflect its purchase on this Chronicle sheet.
Item selected: Scroll of Lesser Restoration

Koboldfriend: You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus all Diplomacy checks with humanoids of the reptilian subtype.

Items
Wand of false life (CL 3rd, 7 charges; 630 GP)
Tangle bolt (226 gp, limit 2; Advanced Player's Guide 291)

Pathfinder Society Scenario #5-06 'You Have What You Hold'

Smine's Best: Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft you a spectacular new weapon (colloquially known as a "Smine") to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the Venture-Captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Initimidate checks made against creatures proficient with that weapon. In addition, increase the weapon's hit point total by 5.
Weapon: +1 Cold Iron Nodachi (purchased on this Chronicle sheet)

Convention Boon #9 - 4th Annual Omaha Pathfinder Charity Con 2020

Extra Trait: You gain an extra trait from any legal source. This trait can not belong to the same type as one you already possess and you must bring a copy of its source to any session in which you play this character under the normal guidelines for using Additional Resources. Write the name of the trait on the line below:
Selection: Resilient (Basic – Combat)

Pathfinder Society Scenario #5-02: 'The Wardstone Patrol'

Hero of the Inheritor: Tales of your selfless and altruistic acts have filtered back to the Church of Iomedae in Nerosyan, which recognizes you as a shining example of the faith's central tenets. While in Mendev, you may purchase the following spellcasting services at half the normal price: cure light wounds, cure moderate wounds, cure serious wounds, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis, or lesser restoration. Every time you use this boon, check one of the boxes. After you check the last box, cross this boon off your Chronicle sheet.
All three boxes available.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).

Pathfinder Society Scenario #3-25: 'Storming the Diamond Gate'

Items

+1 seeking arrows (166 gp each, limit 6)

Diamond of Demon Seeking (6,000 GP or 16 PP): When any creature of the demon subtype comes within 30' of this flawless gem, it glows with a blood-red radiance as the light spell. The diamond does not reveal invisible or otherwise hidden demons, but rather simply alerts the wielder to their presence. Spells or effects that protect a demon from divination or alter a demon's alignment prevent a diamond of demon seeking from detecting a demon under such an effect.

Pathfinder Society Scenario #7-14: 'Faithless and Forgotten, Part 1: Let Bygones Be'

Ally of the Green: You have communed with the fugitive leshys of Angelmire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshy's primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

Pathfinder Society Scenario #5-03: 'The Hellknight's Feast'

Impressive Influence: During the course of the feast at Fiddlemourn Manor, you impressed one or more of the guests in attendance. How this will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with the following influential members of Absalom society.

Lady Dyrianna of House Avenstar
Lord Rothos of House Vastille
Scion Lord Kerkis or House Damaq
Lady Darchana of House Madinani
Grand Ambassador Dremdhet Salhar

Pathfinder Society Scenario #7-25: 'Orders from the Gate'

Hellknight's Respect: You set aside your inital Pathfinder mission to help the Hellknights of the Order of the Gate defeat a great force of chaos and evil. In recognition of your deeds, the Hellknights assist you in joining their ranks, or in refocusing your training if you are already a member of a Hellknight Order. You may cross this boon off you Chronicle sheet to retrain levels into the Hellknight prestige class (Pathfinder Campaign Setting: The Inner Sea World Guide 278) or the Hellknight signifier prestige class (Pathfinder Campaign Setting: Paths of Prestige 28), for free so long as you would qualify for the prestige classes with the levels you have taken in other classes. Specifically, the levels you take before the prestige class must qualify you for the prestige class, so you could not retrain a character into a Hellknight 8 with no other class levels. You may also retrain as many feats and skill ranks as is necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight Signifier prestige class, you may cross the boon off your Chronicle sheet to freely retrain your feats, disciplines, cavalier order, and spells, but only into legal options presented in Pathfinder Campaign Setting: Path of the Hellknight.

Reinforced Alliance: You sided with the Order of the Gate Hellknights. Word of your deeds spreads among Hellknights, granting you a +2 bonus on all Diplomacy, Bluff, and Intimidate checks against members of a Hellknight Order.

Visage of the Broodlord: You found a twisted mask on one of the followers of the shoggti qlippoth 'That Which Peels Flesh.' In Subtier 5-6, it is a visage of the broodlord. You may purchase the item for the discounted price of 8,000 gp.

Pathfinder Society Scenario #5-13: 'Weapon in the Rift'

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative + 1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum + 3).
Commendations Earned = Two (+ 2)

Pathfinder Society Scenario #27: 'Our Lady of Silver'

Defender of Katheer: PCs who successfully defeat the sorcerer Raamiz Ibn-Chadli earn a small amount of renown with the people ofKatheer. Whenever the PCs
deal with humanoids from Katheer in the future, they receive a + 1 circumstance bonus to all Diplomacy checks.