Ezren

Elaril's page

253 posts. Organized Play character for Woodenman.


Race

NG M Human Arcanist 8 - HP 58/58 - AC 16, T 12, FF 14 - F+6, R+6, W+8 - Init: +12 - Perc +10, SM +2

Classes/Levels

Spells (1) 6/6 (2) 6/6 (3) 6/6 (4) 4/4 - Arc Res 7/7, Ver Evo 11/11, Ele Man 8/8 - Active Conditions: Mage Armor

About Elaril

PFS # 127693-3 (Grand Lodge)
Arcanist (School Savant - Admixture) 8 (23 XP, 39 Fame, 35 PP)
NG M Human
Init +12; Perception +10, LLV

DEFENSE
AC 13, touch 12, flat-footed 11
with Mage Armor: AC 16, touch 12, flat-footed 14
HP 58 (6 + 7d6 + 8x2 Con + 8 FCB)
Fort +6, Ref +6, Will +8

OFFENSE
Speed 30 ft

Morningstar +2 (1d8, 20/x2 P/B)

STATISTICS
Str 7 (-2), Dex 14 (+2), Con 14 (+2), Int 26 (+8), Wis 10 (+0), Cha 7 (-2)
+4 BAB, CMB +2, CMD 14

SKILLS [2 pts/level (class) + 8 pts/level (Int) + 1 pt/lvl (Human)]

Appraise +12 (1 rank, +3 CS, +8 Int)
Craft (Alchemy) +17 (6 ranks, +3 CS, +8 Int)
Craft (Traps) +12 (1 ranks, +3 CS, +8 Int)
Fly +6 (1 rank, +3 CS, +2 Dex)
Kn: Arcana +19 (8 ranks, +3 CS, +8 Int)
Kn: Dungeoneering +19 (8 ranks, +3 CS, +8 Int)
Kn: Engineering +12 (1 ranks, +3 CS, +8 Int)
Kn: Geography +12 (1 ranks, +3 CS, +8 Int)
Kn: History +12 (1 ranks, +3 CS, +8 Int)
Kn: Local +19 (8 ranks, +3 CS, +8 Int)
Kn: Nature +19 (8 ranks, +3 CS, +8 Int)
Kn: Nobility +12 (1 ranks, +3 CS, +8 Int)
Kn: Planes +19 (8 ranks, +3 CS, +8 Int)
Kn: Religion +19 (8 ranks, +3 CS, +8 Int)
Linguistics +12 (1 ranks, +3 CS, +8 Int)
Perception +10 (8 ranks, +2 Feat)
Sense Motive +2 (+2 Feat)
Spellcraft +19(+20*) (8 ranks, +3 CS, +8 Int)
Use Magic Device +19 (8 ranks, +3 CS, +8 Int)

LANGUAGES
Common, Celestial, Draconic, Ancient Osiriani, Azlanti, Thassilonian, Cyclops, Abyssal

TRAITS & FEATS
Reactionary, Pragmatic Activator, Spell Focus (Evocation), Varisian Tattoo (Evocation), Dancing Lights 3/day, Improved Initiative, Extra Arcane Exploit (Familiar), Alertness, Extra Arcane Exploit (Quick Study)

EQUIPMENT:

Combat Gear (9 lbs)
Wand of Infernal Healing 48/50(2PP) in Spring Loaded Wrist Sheath (5gp, 1lb)
Wand of Mage Armor 45/50 (2PP) in Spring Load Wrist Sheath (5gp, 1lb)
Morningstar (8gp, 6lb)
Haramaki (3gp, 1lb)

Other Gear (6 lbs)
Backpack (2lb), Cheat Sheath (2lb), 2x Acid Flask (2lbs), Cloak of Resistance +2, Headband of Vast Intelligence +4 (Perception / UMD), Wand of Lesser Restoration 9/9, 4985gp.

Encumbrance (Str 7)
Light Load: Up to 23 lbs
Medium Load: 24 to 46 lbs
Heavy Load: 47 to 70 lbs

RACIAL ABILITIES:

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Bonus Feat:Spell Focus (Evocation)

CLASS ABILITIES:

Spells: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.
An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 in the Core Rulebook).
An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.
An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Arcane Reservoir (Su) (7/7): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

School Focus (Su): At 1st level, a school savant chooses a school of magic [u](Admixture (Evocation))[/u]. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting one of the subschools found in the Advanced Player’s Guide. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school. Finally, the arcanist must select two additional schools of magic as her opposition schools [u](Necromancy + Enchantment)[/u] Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit. This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.

Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your Arcanist level to the damage (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC of an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a spell’s DC, it increases by 2 instead of 1.
Familiar (Ex): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).
Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

SPELLS MEMORIZED:

CL 8th, Concentration: +16)
Level 0 (8+1, DC 18, At Will): Light (E), Ray of Frost (E), Detect Magic, Disrupt Undead, Mage Hand, Detect Poison, Ghost Sound, Prestidigitation
Level 1 (5+1, DC 19, 6/6 from): Burning Hands(E), Ear Piercing Scream (E), Obscuring Mist, Vanish, Grease, Liberating Command
Level 2 (3+1, DC 20, 6/6 from): Mirror Image, Scorching Ray (E), Levitate, Summon Monster II
Level 3 (2+1, DC 21, 6/6 from): Haste, Fireball (E), Dispel Magic,
Level 4 (1+1, DC 22, 4/4 from): Pyrotechnic Eruption (E), Greater Invisibility

SPELLBOOK:

An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory). An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in other wizards’spellbooks to her own (see Chapter 9 of the Core Rulebook).

Level 0:
All

Level 1: (12)
Protection from Evil, Mage Armor, Obscuring Mist, Magic Missile (E), Burning Hands(E), Color Spray, Feather fall, Vanish, Expeditious Retreat,Thunderstomp (E), Ear-Piercing Scream (E), Air Bubble

Sleep(O), Heighten Awareness, Sure Casting, Cultural Adaptation, Comprehend Languages, Disguise Self, Crafter’s Fortune, Forced Quiet - copied from Savvy’s (52678-41) spellbook after 7-10 The Consortium Compact for 80gp

Silent Image, Grease, Endure Elements, Enlarge Person, Reduce Person, Hypnotism(O), Memory Lapse(O), Shadow Trap copied from Savvy’s (52678-43) spellbook after 7-01 Between the Lines for 80gp.

Chill Touch (O), Longarm, Mount, Ray of Enfeeblement (O), Shield, Shocking Grasp (E), Snowball, True Strike, Unseen Servant copied from Talon’s spellbook after 5-14 Day of the Demon for 90 gp (9x10)

Liberating Command (25 + 10gp)

Level 2 (4):
Glitterdust, Create Pit, Summon Monster II, Resist Energy

Aggressive Thundercloud (E), Fire Breath (E), Flurry of Snowballs (E), Frigid Touch (E), Invisibility, Levitate, Mirror Image, Scorching Ray (E)copied from Talon’s spellbook after 5-14 Day of the Demon for 320gp (8x40)

Level 3 (4):
Haste, Fireball, Daylight, Slow

Fly (375 + 90gp), Dispel Magic (375 + 90gp), Spiked Pit (375 + 90gp), Communal Resist Energy, (375 + 90gp), Aqueous Orb (375 + 90gp),

Level 4 (2):
Pyrotechnic Eruption, Greater Invisibility

Dimension Door (700 + 160gp), Dimensional Anchor (700 + 160gp), Communal Protection from Energy (700 + 160gp), Summon Monster IV (700 + 160gp), Freedom of Movement (700 + 160gp).

To learn at 9th Level: Acid Pit, Black Tentacles, Stoneskin, Ball Lightning, Ice Storm

FAMILIAR:

Snowball
N Tiny Animal (Rabbit)
Init +3; Senses low-light vision; Perception +9

DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 29
Fort +1, Ref +5, Will +7
Improved Evasion

OFFENSE
Speed 50 ft.
Melee bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 16, Con 9, Int 9, Wis 12, Cha 5
BAB +3;
Feats Run
Skills
Acrobatics +0 (+8 when jumping), Perception +9, Stealth +15
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

DESCRIPTION:
Physical Stats: Age: 25 years Height: 6’ Weight: 125 lbs

SCENARIOS PLAYED & BOONS GAINED::

4-19 The Night March of Kalkamedes - 513 gp
Gift of the Ghaele: Sulianna the Luminescent, an azata who you rescued, owes you a debt & 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.

0-08 Slave Pits of Absolom - 457 gp
Boons: Nil

0-06 Black Waters - 550 gp
Boons: Nil
Purchased Cloak of Resistance +1 (1000gp)

1-35 Voice in the Void - 511 gp
Boons: Nil

7-10 The Consortium Compact - 490 gp
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. 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.
Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

7-01 Between the Lines - 517 gp
Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as your retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defences and resumes.

5-14 Day of the Demon - 1353 gp
Boons: Nil

8-99A The Solstice Scar (GM) - 1250 gp
[] Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
[] Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
[] Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.

We Be Goblins Too! - 1237 gp
You Really Be Goblin: You have spent considerable time—almost certainly too much time— studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
Bouncy (Pathfinder Module: We Be Goblins Too 15)
Goblin Bravery(Pathfinder Module: We be Goblins Too 15)
Owlbear Companion: You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a –4 penalty; the bonus granted by the devotion ability increases to +5; the creature’s starting Charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.

0-03 Murder on the Silken Caravan - 1291 gp
Spent 150gp on Wand of Endure Elements (Group Buy, All charges used)
Purchase Headband of Intellect +2
Boons: Nil

8-07 From the Tome of Righteous Repose (Bones) – 1310 gp
[ ]Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.
[ ][ ][ ] Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Bones: You gain the benefits above against undead creatures.

Daughters of Fury I – 3511gp
Cartographer Unburied: You rescued the guard and cartographer Jerem from hiding place in Arwyll Stead’s catacombs. Jerem is still shaken from his experiences and unwilling to engage in combat, but he agrees to accompany you for one adventure. Jerem provides you with a +2 bones on all Knowledge (Geography) checks as well as on Survival checks to avoid getting lost. Additionally, Jerem provides you with a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained (this bonus does not stack with the +2 bonus on Knowledge (Geography) checks.) Once you use this boon, cross it off your Chronicle Sheet.
Gift from Arwyll Manor: You returned to Arwyll Stead with Wate’s body and turned his gear over to his family’s manor rather than taking it for yourself. Wate’s best friend Terrin sends you a gift to thank you for respecting Wate’s memory. When you would purchase an item for 1 or 2 pp, you may instead cross this boon off your Chronicle sheet to purchase the item at no cost.
Used 1 charge of Wand of Infernal Healing

Daughters of Fury II – 4800gp
Cursebreaker:You defeated the curse devil that was wreaking havoc on the people of Arwyll Stead. You may cross this boon off of your Chronicle sheet before attempting to remove a curse with a spell that requires a caster level check (such as remove curse or break enchantment) to treat your result as if you had rolled a natural 20. Alternatively, you may cross this boon off your Chronicle sheet to reroll a saving throw against a curse. You must use this boon after rolling the initial saving throw but before the results are revealed.
Linno’s Alchemical Mine: You helped Linno Brethun set traps to protect his property. In exchange, he gave you enough spare materials to build an alchemical mine trap of your own. Setting an alchemical mine trap requires a successful DC 15 Craft (Traps) check and takes 10 minutes. You may voluntarily increase thie DC to attempt a more complicated version of the trap if you provide some of your own materials. For every 5 points by which you increase the Craft (Traps) DC, increase the damage dealt by 1d6+1, the Reflex save DC by +2, and the number of Alchemist’s Fires you must expend by one. If you fail the Craft (Traps) check, the trap triggers on you, though you may attempt a Reflex save.
Purchase & Scribe Scrolls of Fly & Dispel Magic into Spellbook – 930gp

Daughters of Fury III – 6756 gp
[][][] Devil Slayer: You put an end to the plots of the Erinyes Shayle and her infernal children. You gain a +2 competence bonus on Perception & Sense Motive checks against devils, as well as on all Knowledge (Planes) checks regarding devils. In addition, you may check off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the bane property against devils for 1 minute. If you did not kill Yvogga, check the first two boxes of this boon immediately.
Honorary Arwyll: You saved Vegazi from being sacrificed and ended the fiendish threats to Arwyll Stead. Other families in Lastwall provide you with training to help you face against the region’s many dangers. When you the retraining rules presented in Pathfinder RPG Ultimate Campaign, the retraining takes 1 fewer day for every 5 days it would normally take (minimum 0 fewer days). For example, retraining hit points would still take 3 days, but retraining a racial trait, which normally takes 20 days, takes 16 days instead.

Daughters of Fury IV – 8712 gp
Hero of Arwyll Stead: When you earn this Chronicle sheet, you may choose whether or not to receive XP, PP & gold rewards; you may instead choose to gain no XP and gold, but instead you earn 2PP and still qualify for all the boons and items on this sheet. If you elect to earn the full rewards, you gain 3XP, 6PP, and 8712 gg.
[][][]Vegazi’s Ally The half orc ranger Vegazi spent most of her life as an outcast, but after you helped her defeat the devil determined to take her soul, she counts you as a trusted friend. You may call in a favour when performing one of the skills below to use Vegazi’s skill modifier instead of your own as she assists you. Using any of the skill based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Vegazi’s debt has been repaid; cross this boon of your Chronicle sheet.
- Handle Animal +11
- Heal +11
- Survival +10
- Vegazi casts Animal Messenger (CL6th, Concentration +8)
- Vegazi assists the PC in combat for one round, making a full attack on the PC’s initiative against a target of the PC’s choice with her +1 Composite Longbow +10/+5 (1d8+2/x3). She has the feats Deadly Aim, Point Blank Shot & Precise Shot, and gains a +2 bonus on attack and damage rolls against orcs.
Upgrade Cloak of Resistance to +2
Upgrade Headband of Intellect to +4
Purchase and Scribe Scrolls into Spellbook (Spiked Pit, Communal Resist Energy, Aqueous Orb, Dimension Door, Dimensional Anchor, Communal Protection from Energy, Summon Monster IV, Freedom of Movement, Liberating Command