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** Pathfinder Society GM. 1,447 posts (1,720 including aliases). No reviews. No lists. No wishlists. 17 Organized Play characters. 1 alias.


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Silver Crusade

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See the spell Status

Silver Crusade 2/5

MadScientistWorking wrote:
Philippe Lam wrote:
Quandary wrote:

I don't know. They call it a Day Job. Seems reasonable to assume it happens during the day.

Like what else would you call a job done during the day? Night-only bonus would not apply, but this sounds legit.
Crafter's Fortune gets a continued bonus and can be recasted as long as needed. Strength of the Sun works only on half of a day when a Day Job is decided on an identical continued posit than Crafter's. Hence why it doesn't work. How it's worded doesn't open confusion.
The problem with this argument is that it takes a decent chunk of the day to re-up crafters fortune so I just see pedantism at work. That's why I said it works no differently than a dozen other options.

One standard action is a decent chunk of the day?

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1 Dagger (sorcerer to threaten)
2 Greatswords
3 Composite Longbow
4 Longsword (elven wizard, to threaten)
5 Was-fauchard, remade scimitar and heavy shield
6 Lance and longsword
7 Composite Longbow (elven wizard, for actual use)
8 Metamagic rod and light shield
9 Dagger to threaten
10 Rapier
11 Club (core campaign)
12 Longspear (core campaign)
14 Rapier
15 Longspear

Silver Crusade 2/5

Rogar Valertis wrote:
shalandar wrote:
Terry Thambipillai wrote:

You cannot take Power Attack at L1 because your warpriest gaina the feats at L1 but do not have a BAB of +1.

At L2, when your warpriest gains L2, your BAB increases to +1 but you have no available feats to take Power Attack.

This is the case whichever way you choose to build the character.

If you are solely going on "the warpriest gains the feats at L1 and doesn't have a BaB of +1" according to the FAQ I linked to, I COULD retrain it at level 2 and get Power Attack with my Human Feat.

So I still wonder, HOW do you build your character who is over level 1. Do you have to build it 1 level at a time, or do you build it as the advanced level?

You could retrain and that Faq would apply. But you'd still need to pay 10 × your level × the number of days required to retrain. So it would cost you 10 × 2 × 5= 100gp.

Note that this does not invalidate the fact you build your character level by level even when you apply GM credit. You simply built to lvl 2 and then opted to spend time and money to retrain a feat.

Don't forget the 5 prestige points cost to retrain the feat. But yes, this is the legal way to have power attack as a level 2 warpriest.

Silver Crusade 2/5

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supervillan wrote:
Tineke Bolleman wrote:
Maybe a cup (is the word cup in english? We call it a tock). A masterwork one. If someone ask, say that Sir Lion will never bee kneed in the groin, as that is very un-knightly.
I think you are referring to a codpiece. Or possibly a box (which male fencers and cricketers wear to protect themselves).

A cup is, in fact, a piece of athletic equipment designed to protect male genitalia when participating in sports. (Among other uses of the word, such as drinking vessel.)

Silver Crusade 2/5

As BNW stated, the actual chronicle sheet is the official record. Keep it, and all of them, and fill out your parts completely. If you are audited, that is what the auditor uses.

Silver Crusade 2/5

Ferious Thune wrote:
Ah, ok. Hmm... Could you still enhance it as a weapon to get Agile, but use the enhancement bonus from the shield in place of the +1? Since he's boosting dex anyway, it seems like at some point it would be worth spending 8,000 gold on that.

I believe you would have to get the +1 weapon enhancement to get the agile property. So, your cost estimate of 8000 is right on.

Silver Crusade 2/5

Ferious Thune wrote:


A note on the shield upgrade... upgrading the shield enhancement bonus does not upgrade the weapon enhancement bonus. You have to enhance it separately as a weapon, at the same cost as enhancing a weapon. So making a shield a +2 weapon would cost 8,000 in addition to the cost of the masterwork shield and any shield bonus enhancements. While that’s expensive, there is a benefit. You can have a shield that is +2 AC, but +1 Agile as a weapon, so you can get Dex-to-Damage with it just like your other weapon.

The Shield Master feat from the CRB allows you to use just the enhancement bonus on the shield as a weapon enhancement bonus, but it comes online very late.

Silver Crusade 2/5

VoodooMonkey wrote:

+2 to the max already in place of the armor it is made into , so studded leather would be +7 Max dex bonus...

Thanks for clarifying what I meant!

Silver Crusade 2/5

Darkleaf cloth is from the Advanced Race Guide, in the listing for Elves. It allows a maximum dexterity modifier of +2 for armor made of it.

Silver Crusade 2/5

If we joined the Blakros faction with underhanded motives, would we have enough access to Nigel to just assassinate him?

My characters have been prevented from killing the incompetent, ignorant, arrogant buffoon in the past because there are no stats for him.

Silver Crusade 2/5

For an archer, I usually buy a MW Composite Longbow made of darkwood, with a STR rating of +3. This would be 730 gp price, but it is definitely worth spending 2 prestige points to get. Vary as you need for your character's STR.

Some people go with a greenwood bow, but I believe that only allows a +2 STR rating.

edit: Note that purchases made with prestige points do no get limited by fame, either.

Silver Crusade 2/5

If saves are a real issue, look at UMD and scrolls or a wand of bestow grace, which is a paladin spell. A wand is expensive at 6000 gold pieces, but a scroll can be manageable.

As pointed out above, more spells known really help with covering bases. Pages of spell knowledge, mnemonic vestment and human favored class bonus can make you feel like you have most situations covered.

edit: fixed link

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Marc Radle wrote:

I know this is specifically for PFS, but can someone point to where / when familiars gained the ability to get feats? Are we just talking about swapping out one of the feats a creature of that type normally gets? Is this just a PFS rule?

It has always been established that familiats didn’t gain feats (other than as I said above). Did I miss a rule change / update? Do I just need more coffee?

The PFS rule is allowing to familiars to exchange the pitifully few feats that familiars get for extra item slot, not about allowing them any more feats. Some familiars have weapon finesse to trade out, and my own has agile maneuvers, at 14th level.

Silver Crusade

It is my understanding that the use of fist, knee, foot and elbow for unarmed strike is only for monks (and later, brawlers). It doesn't mention that in the Unarmed Strike weapon or in the Improved Unarmed Strike feat, only in the class description for monks (and brawlers).

Natural weapons do not work the same way as unarmed strikes or manufactured weapons. You can attack once in a full-attack action with each of your natural weapons. With Unarmed Strike and manufactured weapons, you get attacks as per your base attack bonus, and as modified by two weapon fighting. (Magic not included here.)

You can also get all of your natural attacks with a full-attack using manufactured weapons, but then all of the natural attacks are secondary attacks.

Yes, you have to buy Weapon Focus for each kind of natural attack. Look at the feats for the Dire Lion which has Weapon Focus (Claw).

tl;dr Manufactured weapons, unarmed strikes, and natural weapons are three different categories. Monks (and brawlers) are better at unarmed strikes than others.

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James Krolak wrote:
Jack Brown wrote:
Serisan wrote:

12.5ish hours of The Harrowing. My level 8 occultist survived 2 Empowered Cone of Cold due to reflex saves and Mind Barrier. Pre-save damage would have been ~170 and I have 51 hp on that character.

GM: "Occult classes: we're better than you."

Yup, and my Druid, and her giant scorpion animal companion, didn’t make it through three of those cones of cold.

She got better, though...

Nor did my Necrocultist survive those. This was my first character that wasn't really built for combat, though, so I shouldn't be surprised that it happened once. If I had been willing to flood the battlefield with tons of undead, it probably would have gone differently, but I didn't want to slow the game down.

My -1 Sorceress went down to two of them, and only survived because of a boon increasing her CON limit before death. The rest of the party persevered, though. Yay, team!

Silver Crusade 2/5

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Wei Ji the Learner wrote:


It is required in PFS to worship a deity (with attendant benefits and drawbacks) to gain 'divine power' for your 'divine class'.

...that hasn't changed, has it?

Some classes, such as the Oracle, are not required to worship a deity. In the Oracle's case, the character might not know the source of the divine casting ability.

Character Creation Appendix of RGG, season 9:

6. RELIGION
Characters can worship any deity listed in the table of
gods in the Core Rulebook, Pathfinder Campaign Setting: The
Inner Sea World Guide, Pathfinder Campaign Setting: Gods
and Magic, or any other source listed in the Additional
Resources document.
Characters with any number of levels in any of these
classes must select a deity.
• Clerics, inquisitors, paladins, and warpriests.
• Cavaliers and samurai who belong to the order of
the star.
• Any character who chooses a feat or trait tied to a
religion or deity.
• Any character who chooses a class archetype or prestige
class that specifies a deity in its prerequisites.

This list is not exhaustive, and the Additional Resources
document is updated with new classes, archetypes, and so
on that require the worship of a deity as new Pathfinder
RPG sources become available. As a general guideline, if a
character receives any mechanical benefit connected to a
deity, that character must worship the appropriate deity.
Characters who do not receive powers from a divine
source may worship a deity, be agnostic, or worship no
deities at all.
Regardless of class, each character must have an
alignment within one step of her deity’s alignment.
For characters who can channel energy, their deity’s
alignment determines whether they can channel positive
or negative energy—those who worship good deities
channel positive energy, while those who worship evil
deities channel negative energy. If a character worships
a neutral deity, the character’s player chooses which
energy type her character channels. Once chosen, the
type remains the same for the rest of the character’s time
in the campaign.

Silver Crusade 2/5

Part 3, area J:

Can we start far apart as was originally written? I have some characters where distance is a distinct advantage, and I have others that need to close. So, tactically, the situation can vary quite a bit.

Silver Crusade 2/5

Nefreet wrote:

[URL=www.yourURLhere.com]I like pie[/URL]

...will appear as...

I like pie

Far more correct than my post above.

Silver Crusade 2/5

{url=descriptive name}htt...actual url here{/url}

replace the curly braces with square brackets and you should be good to go.

the link below the edit box called "how to format your text", click on the 'show' button.

Silver Crusade 2/5

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This page here has most of the links you need to play PFS.

The Guide to Organized Play is the rules of the campaign, with how to get started and do most things. The Additional Resources tells you what is legal from all the Pathfinder books, but you don't need any of those to play. You can do quite well with just the Core Rulebook; there is a subset of the campaign that just uses the CRB. The Campaign Clarifications explains the rules and includes how things work from the Additional Resources.

Here is the PRD, the online component of the rules. These are official, but do not count as having the rules you need to build a character.

Here is a great guide for getting started in PFS play.

Hope this helps!

Silver Crusade 2/5

What about a sling, man (elf)? What about a sling?

Silver Crusade

Oracles vary wildly, due to the differences in mysteries. What is it you would like to do? Melee combatant? Ranged Combatant? Buffer? Debuffer? Battlefield control? Blasting?

Here's a guide that is a little dated but has good information for you.

If you would like specifics, perhaps the Advice forum might be a useful place to ask?

Silver Crusade 2/5

season 4 is the season of the risen rune.

Silver Crusade 2/5

+5 ring of protection should be 50k.
+5 Cloak of Resistance should be 25k.
+6 stat item is 36k, and second one adds 54k, with the third adding 54k, for a total of 144k.

This is 181.5 k more than your post.

Silver Crusade 2/5

Glad you pointed that out. But, it looks as if the traffic is waaayyy down from what it was a few years ago. Perhaps there's a way to get a link in a visible spot?

Silver Crusade 2/5

I absolutely miss Faction Talk.

Silver Crusade 2/5

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If it is not 'better swash than swash', then it might be being saved for use as a boon or scenario reward, much like the Thassilonian Specialist Wizard was.

Silver Crusade

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Rycaut wrote:

one rule I use at my tables (which I think is actually RAW) is that dead bodies on the battlefield create difficult terrain (I generally do this for anything that is larger than the PCs - though technically I believe any dead body sized medium or larger by RAW does create difficult terrain)

(of course this is only monsters that leave bodies behind - so no summoned or incorporeal etc)

In play this is generally fairly easy to adjudicate - either leaving miniatures on the playmat or using a flat token to indicate the squares that have bodies - it does slow down combat slightly and creates some tactical options - and it gives some further incentives for flight or abilities to bypass difficult terrain - and it doesn't strain credibility - a dead dragon or ogre should leave a big obstacle that has to be gotten around (or which can be used for cover)

PRD wrote:
Opponent: You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.

PRD link

Silver Crusade 2/5

shaventalz wrote:

But if the scroll is on your class's spell list, wouldn't that mean you check your class's ability modifier?

That's an incredibly good point, and may have been the end result of my thought process I was heading for in my previous post.

UMD wrote:
Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.

If having the scroll's spell 'on your class's spell list' is the same as making it a wizard spell for a wizard, then it should use INT to cast it.

Silver Crusade 2/5

I am saying that the cost is paid by the character to whom the sheets will be assigned. Crown of Fangs is a module to be played at 16th to 18th level, and by that time, a character may have lots of prestige.

As I posted earlier, the Fate of Many Things chronicle, the eigth chronicle with the harrow deck draws, is only issued at the completion of the CotCT adventure path. So, a character who has completed the whole thing (character as in who was awarded all the chronicles) will be at least 16th level, and will have completed considerable material beyond CotCT.

It is possible to have a 16th level character with not much prestige, but my 15th level oracle who has played mostly modules (and thus gotten less fame than scenarios) has 46 prestige. Admittedly, deaths can cut into that, but there is a good chance that you have a considerable amount of prestige at that point. And, as you pointed out, it is close to running out of playable content at that point, so spending prestige is not that bad.

Edit: Ok, I think I see the disconnect. When I mention 'original character', I am referring to the PFS character who is receiving the chronicles, -not- the campaign-mode character that you played. That campaign-mode character has no standing whatsoever in PFS, and nothing really applies to it. It could be a manifestation of the PFS character who receives the chronicles, but it could be a character from a different rule system entirely.

Silver Crusade 2/5

Breath of Life is a 5th-level cleric spell. So, a 9th level wizard with scroll savvy can cast it as if the spell were on the wizard's list, and 9th is a high enough caster level to cast a 5th-level spell.

Having a 15 wisdom (or charisma as an oracle) is a different consideration, not covered by this boon.

Since all scrolls in PFS are arcane, divine and psychic, the required ability score may not be necessary, or covered by the wizard's intelligence score.

Silver Crusade 2/5

Campaign Mode still applies the chronicle sheets to a character. Otherwise, you are just playing a home game, not connected to PFS.

Silver Crusade 2/5

The eighth sheet is:

Fate of Many Things chronicle sheet wrote:

You gain this reward only once you have completed the entire Curse of the Crimson Throne Adventure Path.

Fate of Many Things: The combined power of Venster Arabasti and Zellara Esmeranda has granted the latter’s harrow deck incredible power, turning it into a unique harrow deck of many things. You drew from the deck, which prophesied the arrival of a great hero. Draw one card from a harrow deck and record its name, alignment, and suit below. If you draw a card with an evil alignment, return the card to the deck and draw again; repeat this process until you draw a non-evil card. For each evil card you drew, a mystical calamity afflicts you and leads to your permanent death unless you immediately spend 3 Prestige Points per evil card drawn.

This means when it is used your characters are much higher level and potentially have far greater prestige to spend. The prestige is taken from the character that actually played CotCT.

It is the seventh sheet that is awarded at the same time as the first.

Edit: added the prestige target

Silver Crusade

The largest enhancement bonuses (belts, headbands and such) in published materials are +6.

The largest inherent bonuses (manuals, tomes, and just wishing in a row) are +5.

Silver Crusade 2/5

Nefreet wrote:

Maybe I'm not understanding what your question is.

What sort of "upgrade" were you thinking of?

The difference between a horse and a heavy horse in the bestiary is the advanced template (simple template). In the listing for horse, pony it also mentioned that there are tougher ponies (though not called heavy ponies) with the advanced template, too.

In the writeup for the paladin class, under divine bond it mentions that the paladin often gets a heavy horse. "This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin)..." But then, it goes on to say that: "This mount functions as a druid's animal companion, using the paladin's level as her effective druid level."

So, I believe Fynnle's question might be related to "where's the advanced template, which can make the pony into a war pony?", since most interpret the 'functions as a druid's animal companion' means that you cannot add the template to a paladin's mount.

Silver Crusade 2/5

In Paizo terms, the Designers work for the Pathfinder Design Team, aka the rules guys. Developers work on lots of different books.

From Organized Play Guide, season 9:

Lead Designer • Jason Bulmahn
Senior Designer • Stephen Radney-MacFarland
Designers • Logan Bonner and Mark Seifter

Senior Developer • Robert G. McCreary
Organized Play Lead Developer • John Compton
Developers • Crystal Frasier, Jason Keeley,
Mark Moreland, Joe Pasini, Owen K.C. Stephens,
and Linda Zayas-Palmer

Silver Crusade 2/5

The feat you want for attacking through your allies is Phalanx Formation from the melee tactics toolbox. This makes your allies not give soft cover to the enemy. Dragon Style is strictly about moving through the spaces of your enemies.

Silver Crusade

Radyn wrote:

I like to allow a cleric to choose the spells he has in a pool for the day limited by his # of spells per day. So if it says a 3rd level cleric gets 4 zero level, 2 1st plus 1 domain, 1 2nd plus domain I would allow him to memorize that many spells then cast them however he likes.

If he wants to pray for Bless(1st), Magic Weapon(1st) and Obscuring Mist (1st Domain), I would allow him to cast Magic Weapon twice at the cost of his 2 non domain spell slots. The domain spell I treat as a one time thing. It seems more realistic that way to me.

That is very much how the Arcanist Class from the Advanced Class Guide works, but it uses arcane magic. They prepare spells in their available slots, but then can spontaneously cast from those prepared slots.

This is -not- how Clerics, Wizards, Rangers, Paladins and other prepared casters work. The reason is how magic and casting worked from the earliest days of D&D, from Jack Vance's Amber series of books.

Personally, I like that style, but it just isn't how the rules are written. As a variant or house rule, it seems great.

Note: This is a necromancy of a two-year-old thread. Perhaps starting a new one would be better?

Silver Crusade

Never played a swashbuckler, but upgrading from a +2 to +4 headband of alluring charisma is 12000, or 14000 if you have to buy a new one and sell the current. A +2 DEX belt is 4000.

As a PFS player, saves are very important. 4000 for a cloak of resistance +2.

A Ring of Resilience is 15000 for a chance to remove a condition when you regain a panache. It could be really useful. (Again, I've never played a swashbuckler.)

Armor Class items start with armor, but your upgrade to armor would be 5000 gold, more expensive than a ring of protection or amulet of natural armor. It might be time to pick up one of them.

Silver Crusade 2/5

Humans in the Advanced Race Guide have the alternate racial trait:

Eye for Talent:
Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice. This racial trait replaces the bonus feat trait.

PRD link

The PRD is the online resource for rules that Paizo provides. It isn't enough to use material in PFS, but it is a good way to find what books you might want to acquire in either dead-tree or PDF form.

Silver Crusade

To get your charisma to 19 before level 9, you can use a headband of alluring charisma. In PFS, you'll have the fame by level 7, or sooner if you succeed a lot. You can use an 8000 gp ioun stone if you really want that phylactery of positive channeling, or at higher levels a Rod of Splendor for the +4 to charisma.

If you really want healing, consider the Oradin which is a mix of paladin and oracle. Oracle dips of Lore or Nature can allow you charisma instead of dexterity for armor class and other things.

Silver Crusade 2/5

Mount class feature from Cavalier:

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.


link

From Organized Play FAQ:

How can I teach tricks to an animal using Handle Animal?

You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97-98 of the Pathfinder Roleplaying Game Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained on the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.

link

With a base INT of 2, a wolf can know 6 tricks, such as combat riding. You also get a bonus trick (from the chart in the Druid Class in the CRB) with which you can get Attack a second time, thus allowing it to attack any creature.

Edit: fixed links

Silver Crusade

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My -1 is a human sorceress with an original CON of 14, and it is now an 18. She was put down with a pair of Cone of Cold spells and only a boon giving additional hit points before death from negatives saved her. She was also hit by a pouncing bulette from surprise... the GM rolled 3 attack dice, 20, 20, 20. (GM had a reputation for rolling low.) Hit Points are sometimes a real necessity.

That said, I have an elf wizard with a 10 CON (now belted up to 12 at 12th level). Going first is very useful in controlling what might happen to you.

My very favorite paladin spell is Hero's Defiance, and I would never think of trading away Lay On Hands.

I haven't played a Rogue, but if you are planning on mixing it up in melee, some way of keeping yourself alive when circumstances are all arrayed against you is very important. Hit Points are the safety net when your protections get circumvented.

Silver Crusade 2/5

You can train an animal companion a number of times equal to your ranks in Handle Animal between scenarios.

Druid Class wrote:
If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.

This means you can replace an animal companion between scenarios, and there is no cost for a Druid. For other classes, you will have to refer to their write-ups.

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Vehicle rules are in Ultimate Combat.

Driving Actions:

Driving Actions: A driver can, at the start of her turn, before taking any other action, take any of the following actions (except the "uncontrolled" action) to control a vehicle. If the driver does not take an action, takes another action, or delays or readies an action, she loses control of the vehicle and the vehicle takes the "uncontrolled" action.

Accelerate (standard action): With a successful driving check, the vehicle's current speed increases up to its acceleration (in 5-foot increments; minimum 5 feet), but no higher than its maximum speed. The vehicle can move forward or forward diagonally. In other words, each time a vehicle enters a new 5-foot square, it can choose any of its forward-facing squares—the ones directly in front or either of the squares directly forward and diagonal. This allows the vehicle to swerve. A driver who fails her driving check can only move into squares directly in front of the vehicle's forward facing.

Decelerate (standard action): With a successful driving check, the vehicle's current speed decreases by a rate up to its acceleration (in 5-foot increments; minimum 5 feet). On a failed check, the vehicle does not decelerate. Either way, the vehicle can move forward diagonally. If deceleration reduces a vehicle's speed to 0, some amount of inertia will continue to move the vehicle forward. The vehicle moves forward (either directly forward or forward diagonally) 1d4 × 5 feet before coming to a complete stop. Having the Expert Driver feat reduces this distance by 10 feet (minimum 0 feet).

Keep It Going (move action): With a successful driving check, the driver can move the vehicle forward on its current facing at its current speed, and it can move forward diagonally. Failing the check keeps the speed constant, but you cannot move the vehicle forward diagonally.

Reverse (standard action): A vehicle may only be moved in reverse if it is at a full stop (movement of 0 feet). On a successful driving check, a vehicle can move backward at half its acceleration, moving either directly backward (the reverse of its forward facing) or backward diagonally. On a failed check, it does not move backward.

Turn (standard action): The driver takes this action to turn a vehicle's forward facing 90 degrees. The vehicle moves its current speed. If a vehicle's current speed is twice its acceleration, the driving check DC increases by 5. If a vehicle's movement is three times its acceleration, the driving check DC increases by 10. If it is four or more times its acceleration, the DC increases by 20. With a successful driving check, the vehicle changes its facing either left or right by 90 degrees at any point during its movement. Do this by pivoting the vehicle so that the left rear or right rear side of the vehicle takes the place of the vehicle's former forward facing side. On a failed check, the vehicle does not turn, but can be moved forward diagonally during its movement.

Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver.

So, some actions are standard actions, and some are move actions. With the 'Keep it going' action (move action), even if you fail the check, the vehicle can continue in the same direction at the same speed. Trying to actively change where the vehicle is going is usually a standard action.

Silver Crusade 2/5

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If the rider doesn't take a penalty to full-attack action shooting, the mount can't make a full round move. The penalty is inherent to the movement. So, if the penalty is not taken, the mount cannot continue moving.

Mounted Combat

Movement in Combat

Last question: yes, if one one of mount and rider charges, so does the other.

These questions really are general Pathfinder Rules questions. I have flagged this thread to be moved to that forum.

Silver Crusade

I've found this guide on the dragon disciple to be a good way to focus my thoughts on being one.

Note that you can go from Bloodrager to Dragon Disciple, and your bloodline powers (Draconic) do advance from the prestige class.

As for sorcerer, it's pretty hard to cover all four elements. Elemental Bloodline (no DD for this) allows you to switch to your element. For a Wizard, the Admixture subschool of the Evocation school will cover your needs.

Silver Crusade 2/5

Wei Ji the Learner wrote:
Is there a rule against having multiple archetypes of the same class?
Ferious Thune wrote:
It's not allowed if they replace or alter the same class feature. Otherwise, you can have multiple archetypes.

PRD Advance Player's Guide

PRD:

Alternate Class Features
Most of the options presented on the following pages include a host of alternate class features. When a character selects a class, he must choose to use the standard class features found in the Core Rulebook or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

A lot of archetypes for rogue modify or replace only a single class feature, so they are easy to stack. Other classes often have a more difficult time. Here's a Guide from before the Advanced Class Guide that figured out possibilities. It is pretty good.

Silver Crusade 2/5

Slim Jim wrote:
I have an initial purchase query: In PFS, can you pay 50% extra for a wondrous item made to occupy a different slot than is normal for it? (Or is that a not-legal house-rule I heard about somewhere?)

The source of that cost is from the CRB, where adding an additional ability to an item with a location slot costs extra:

Adding New Abilities:
If the item is one that occupies a specific place on a character's body, the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

PRD link, scroll to bottom.

This is not allowed in PFS, because as BNW pointed out, it makes a custom item. However, for house rules in some games, people extrapolate that using a different slot makes the item cost 1.5 times the gold amount to craft.

Race

AC 22 (T 16, FF 17) | HP 52/52 | F +8, R +9, W +9 | I +7, P +12 |

Classes/Levels

Spells: 1st (5/5) 2nd (4/4) 3rd (2/2) | Judg (3/3) Bane (10/10) | Active Conditions: none

Gender

open | NG male (he/him) human inquisitor (Nethys) 7 |

About Bocke Reed

Background Summary

Bocke Reed is a retired Osiriani tomb raider. He used to break into tombs to scribe the magic spells inscribed on the walls, but quit when he saw undead for the first time. He still wants to explore the world but wants company.

Personality:
Bocke loves to joke around, preferring to defuse tense situations with a joke. He tries to avoid combat. Bocke is terrified of undead, and will be shaken during combat until he personally defeats one of them.

Casting: Cas Anwar (Alex Kamal from The Expanse)

Theme Song: Edvard Grieg, "In the Hall of the Mountain King

Background Narrative:
Deep in the chaotic street markets of Solthis, a man known only as Bocke looked around nervously. When he was convinced that nobody was watching him, he ducked into a small, unmarked tent. A large warrior stood imposingly before him, wielding an oversized falchion.

"Bocke," he announced. "Issa llemi molana."

The warrior shimmered and then disappeared. In his place, an elderly gnome sat at a desk, studiously poring over a tome with ancient runes.

"What do you have for me?" the gnome asked, without looking up.
Bocke took three scrolls from his backpack and put them on the gnome's desk. He had risked his life for those scrolls in the Valley of the Pyramids. Sneaking into the tombs of the dead, he had transcribed the ancient runes onto papyrus. Usually the worst he had to fear were the pharoah's guards; this time, it was the undead left as eternal guards to the tomb.

"These are good," the gnome purred. "Fifty for the lot."

"One fifty," Bocke replied. That got the gnome to look up.

"It's my last job," Bock explained. "I'm retiring."

The gnome laughed. "Retiring? Retiring? People in our profession don't retire. You'll soon realize that nobody cares about you. I'm the closest thing you have to a friend in the world." He waved his hand and a chest appeared. Pulling out 150 gold pieces, he repeated, "I'm the closest thing you have to a friend in the world. This will count as an advance on your next two jobs." He tossed the gold to Bocke, waved his hand to vanish the chest, and then sat back down to his studies. Then, out of senility or for emphasis, he repeated, "I'm the closest thing you have to a friend in the world. Come back when you understand that."

Bocke exited the tent, noting with chagrin the two pharonic guards who watched him exit. He walked briskly down the street, sighing with relief when they went into the gnome's tent rather than follow him.

BOCKE REED

NG Male Human (medium humanoid) Inquisitor (Nethys) 7
Initiative +7, Perception +12
Speed 30 (medium, light)

DEFENSE

AC 22 (T 16, FF 17) (+5 DEX, +5 armor, +1 natural, +1 deflection)
HP 52
Fortitude +8, Reflex +9, Will +9
Special: Deflection Aura (1/day, 7 rounds) (20', +2 AC, +2 CMD)

OFFENSE

Ranged: +2 shock composite (+2) longbow (+13, 1d8+4+1d6, x3) (100')
Melee : quarterstaff (+7, 1d6+3, x2)

STATISTICS

STR 14 DEX 18(+2) CON 12 INT 10 WIS 14 CHA 10
BAB +5, CMB +7, CMD 23

Traits: Magic is Life (+2 save vs death, auto-stabilize if under spell effect), Self-Taught Scholar (+1 to decipher unfamiliar languages, +1 Spellcraft on scrolls)

Judgements (3/day): Destruction (+3 damage), Healing (fast healing 3), Justice (+2 attack), Protection (+2 AC), Purity (+2 saves), Resiliency (DR 2/magic), Resistance (ER 6), Smiting (good magic weapon)

Feats: Point-Blank Shot, Precise Shot, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Rapid Shot, Coordinated Shot (+1 vs threatened enemy, +2 if flanking), Extra Bane, Lookout (surprise round), Weapon Focus (Longbow)

Skills: Acrobatics +5, Appraise 0, Bluff +4, Climb +6, Diplomacy +4, Disguise 0, Escape Artist +5, Fly +5, Heal +6, Intimidate +13, Knowledge (arcana) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +7, Linguistics +10 (+12 vs codes), Perception +12, Profession (Scribe) +6 (+8 Day Job), Ride +5, Sense Motive +15, Spellcraft +4 (+1 to decipher scrolls), Stealth +15, Survival +6, Swim +2

Spells:
Level 0: Detect Magic, Guidance, Light, Read Magic, Resistance, Acid Splash
Level 1 (5/day): Divine Favor, Heightened Awareness (+2 Perception, +2 trained Knowledge, +4 initiative), Protection from Evil, Shield of Faith, True Strike
Level 2 (4/day): Align Weapon, Protection from Evil (Communal), See Invisibility, Invisibility
Level 3 (2/day): Heroism, Channel Vigor

Spell-like abilities: detect chaos / evil / good / law

Languages: Common, Ancient Osiriani, Aklo, Necril, Grippli, Ignan

Gear: +1 mithril shirt, +2 shock composite longbow (+2), quarterstaff, arrows (62), cold weather outfit (2), cleats, flint and steel, acid flask (2), alchemist's fire (2), potion of cure light wounds, cold iron weapon blanch (purchased 2, used 1), silver blanch (purchased 2, used 1), ghost blanch (purchased 2, used 1), ring of protection +1, cloak of resistance +1, wand of bless (41 charges), wand of cure light wounds (50 charges), amulet of natural armor +1, belt of incredible dexterity +2, blunt arrows (20), arrows with cold iron blanch applied (10), arrows with silver blanch applied (10), arrows with ghost blanch applied (10),

Chronicles:
1.0. Quest: Ambush in Absalom
1.1. 10-00 The Hao Jin Cataclysm
1.2. 6-18 From Under Ice
1.3. 9-08 Birthright Betrayed
2.1. 5-08 The Confirmation (GM)
2.2. 9-22 Grotto of the Deluged God
2.3. 7-10 Consortium Compact
3.1. 6-12 On Sharrowsmith's Trail, Part 1
3.2. 6-14 On Sharrowsmith's Trail, Part 2
3.3. 6-16 On Sharrowsmith's Trail, Part 3
4.1. 4-19 Night March of Kalkamedes (GM)
4.2. 10-12 Breath of the Dragonskull (GM)
4.3. 5-11 Library of the Lion
5.1. 6-07 Valley of Veiled Flame (GM)
5.2. 10-10 The Shattered Shield
5.3. 6-06 Hall of the Flesh Eaters
6.1. 4-06 The Green Market (GM)
6.2. 6-21 Tapestry's Toil (GM)
6.3. 7-03 The Bronze House Reprisal (GM)
7.1. 7-09 The Blakros Connection (GM)
7.2. 10-20 Countdown to Round Mountain

Boons:
322’s Foe: You have pursued the elusive elf known as 322 and uncovered an amulet imbued with her occult energy. You gain access to the following unique magic item at the listed discount.
• Heartstone of the Wronged (Aura moderate evocation and transmutation; CL 8th; Slot neck; Discounted Price 8,000 gp): One larger glassy talisman that resembles a night hag’s heartstone hangs from this amulet of obsidian beads. Its wearer gains immunity to disease. Once per day as an immediate action when she fails a saving throw against an effect that would cause confusion, she can activate the amulet to attempt a second saving throw with a +2 insight bonus and use the second result. Finally, if the wearer is an oracle with the dark tapestry mystery, she treats her effective oracle level as 2 higher when determining the effects of the many forms revelation.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

[ ] Aggressive Researcher: You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

[ ] [ ] [ ] Arnisant Museum Patron: In addition to gaining a permanent +1 bonus on Knowledge (history) checks regarding Taldor, you can borrow a weapon or suit of armor from the museum. After hearing the adventure briefing for a scenario, you can check one, two, or all three boxes that precede this boon to secure a weapon, shield, or set of armor with a +1, +2, or +3 bonus, respectively, for the duration of the scenario. You can reduce the enhancement bonus of a borrowed weapon with a +2 or +3 bonus by 1 in order to give that weapon the undead bane special ability. Any borrowed equipment bears inscriptions or imagery from the Shining Crusade, such as Aroden’s holy symbol or the heraldry or Taldor. This equipment is always made of common materials such as steel, leather, or wood.

[ ] [ ] Aspis Revealed: Your explorations inside the Hao Jin Tapestry uncovered the Aspis Consortium’s plots against the Society. Armed with this knowledge, you are more prepared to face Aspis agents in the future. You may cross of one checkbox to apply a +1 insight bonus on all attack rolls, damage rolls, and saving throws against a known agent of the Aspis Consortium for the rest of the scenario. You may instead cross off both checkboxes to apply a +3 insight bonus on all attack rolls, damage rolls, and saving throws against a known agent of the Aspis Consortium for the rest of the scenario.

Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level). [ ] [ ] [ ]

Codebreaker: You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics this way even if untrained.

Crushing Victory: You gain a constant +1 competence bonus on Climb and Knowledge (engineering) checks. When attempting such a check, after you roll but before the GM reveals the result of your check, you can cross this boon off your Chronicle sheet to retroactively apply a +5 competence bonus on that check.

Diguo-Danshu Archaeologist: Before rolling any Knowledge check, you may check a box next to this boon to gain a +2 competence bonus on that check. If the Knowledge check is related to constructs, ratfolk, or the Darklands, you instead gain a +5 competence bonus on that check.

Efreeti’s Wish: You secured a wish from an efreeti and managed to prevent her from twisting the wish against you. Choose one of the following benefits and cross the others off your Chronicle sheet.
Wish for Glory: You regain 2 spent Prestige Points, but any points that exceed your Fame must be spent immediately or it is lost.
• Wish for Power: You may cross this boon off your Chronicle sheet to gain a +6 inherent bonus to one ability score for 5 minutes.
Wish for Wealth: You earn an extra [s]350 gp (Subtier 5–6) or 700 gp (Subtier 8–9) for completing this scenario. [/s]

[ ] Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive, negative, or negligible.

Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a stop to simmering regional conflicts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society and help you in your journeys. When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check. This reroll represents the goblin rushing to your aid. [ ] [ ]

Friend of Kasadei: You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.

Friend of Janira Gavix: She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

[ ] 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.
Subtier 4–5: You may instead cast continual flame, dispel magic, lesser globe of invulnerability, or restoration.

[ ] Gloomspire Explorer: Despite having studied only a small portion of Sevenfingers’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

Greenheart's Blessing: You receive a +2 bonus on all Day Job checks.

Grippli's 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 can be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Hero of the Day: Magnimar’s Golemworks offers you training in fighting constructs. You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.

[ ] Impossible Feat: You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Master Smith’s Service: The slag giant Valsog is a master craftsman, and he offers to repair a broken item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged’s weapon enhancement bonus to +2. Neither of these improvements modify the sword’s market price or resale value.

Oread’s Favor: You have earned the recognition of a large group oread geniekin. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.

[ ] [ ] Radiant Ruby Feathers: You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based 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.

Recovered Treasures: When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet.
• Amulet of armored fists (28,000 gp; neck slot) This barbed amulet allows its wearer to take advantage of his enemies’ weaknesses and protects its wearer from harm. It functions simultaneously as a cruel menacing amulet of mighty fists and an amulet of natural armor +2 (Pathfinder RPG Ultimate Equipment 138, 145).
• Amulet of the god caller (gills, swim; 6,000 gp; neck slot): The wearer of this amulet grows a pair of gills, and can breathe underwater indefinitely. She also gains a swim speed equal to her base land speed.
• Mask of mental warding (16,000 gp; head slot): This intricate mask from the elves of the Mordant Spire helps its wearer combat mental influences. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment, as if wearing a ring of mind shielding. In addition, once per day when the wearer fails a saving throw against a mind-affecting effect, she may attempt a new saving throw on the following round as a free action to end the effect.

[ ] Sewer Sense: You gain a single-use +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the sewers under the City at the Center of the World, applied before the roll is made.

[ ] [ ] 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. 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 bonus in place of your own when rolling the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless otherwise stated, this is a standard action. The NPCs become stronger throughout their adventures with you. Their bonus 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). Serene Kappa (Eternal Lake): Language: Aquan; Skills: Heal, Sense Motive; Special: The kappa casts water breathing (CL equal to your character level).

[ ] Scholar of Ashkurhall: When you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistic check involved, or you can substitute your Perception or Sense Motive for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.

Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.

Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This key once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.

[ ] [ ] [ ] Storm Rider: You can check one of the boxes next to this boon as a standard cation to cast endure elements on yourself, with a caster level equal to your character level.

Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. If you do not take Tanbaru as a familiar, he gives you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your
character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.
Subtier 5-6: You may cast dispel magic, fog cloud, or invisibility.
Subtier 8-9: You may cast dispel magic, fog cloud, invisibility, mirage arcana, or stone shape.

[ ] Tapestry Traveler: You may activate this boon any time in the Hao Jin Tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin Tapestry) as per the ranger ability of the same name.

[ ] Vanei's Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet.

[ ] Vaultkeeper: You can check the box that precedes this boon when retraining to gain the gravewalker witch archetype for free. If any other archetypes you have modify the same class feature as the gravewalker archetype replaces, you lose those archetypes at no cost. You can instead check this box and spend 2 Prestige Points to bequeath Vaultkeeper to one of your other characters, granting that character the effects of this boon instead. This allows you to use the archetype with that character as though it were allowed by Additional Resources, and you must have a copy of Pathfinder RPG Ultimate Magic and a copy of this Chronicle sheet with you when playing a character using this archetype.

[ ] Warm Friend in a Cold Land: Whenever you are in Irrisen, you can apply a +2 circumstance bonus to all Diplomacy checks. You may additionally bring Uliyara with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen.

Wayang's Favor: You have earned the recognition of the wayangs of the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayang-related options.

[ ] [ ] [ ] Whispers of Evil: You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure.