Iramine

Electra Firemind's page

451 posts. Organized Play character for Helikon.


Full Name

Electra Firemind

Race

Elf

Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15

Classes/Levels

Wizard Conjurer (9)

Gender

f Picture of Electra

Size

medium

Age

89

Special Abilities

Acid Dart / Pseudodragon familiar

Alignment

CG

Deity

Saranrae

Location

Absolom

Languages

Common, Elf, Celestial, Draconic, Sylvan, Gnoll, Gnome, Ancient Osirion, Auran, Terran

Occupation

Scribe

Homepage URL

Electra

Strength 9
Dexterity 14
Constitution 14
Intelligence 24
Wisdom 10
Charisma 8

About Electra Firemind

Combat:

Hit Points: 65 / 65 (9D6+18+9)
Init: +8
Tanto (Dagger) -1 1d4-1 19-20/x2/P&S
Attack:
Melee: 2 = 3(base) + -1(STR);
Range: 5 = 3(base) + 2(DEX);
CMB: 2 = 3(base) + -1(STR);
CMD: 14 = 10 + 3(base) + -1(STR) + 2(DEX);

AC:
AC: 12 = 10 + 0(Armour) + 0(Shield) +2(Dex);
Touch: 12 = 10 + 2(Dex);
Flat: 10 = 10 + 0(Armour) + 0(Shield);
Saves:
Fort: 7 = 3(base) + 2(CON) +2 magic;
Ref: 7 = 3(base) + 2(DEX) +2 magic;
Will: 8 = 6(base) +0 (WIS) +2 magic;


Racial & Conjurer Traits:

Elves
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Elves are Humanoids with the elf subtype.
Base Speed:
Elves have a base speed of 30 feet.
Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Elven Magic:
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.
Conjurer Abilities
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp)
Familiar
Arcane School
Conjuration Arcane School
he conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Prohibited Schools
Enchantment+Necromancy
Summoner's Charm (Su):
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp):
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp):
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Spell Focus Conjuration
At 1st level, a wizard gains Spell Focus in his chosen school as bonus feat
Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats. A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Spellbooks
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.


Feats, Traits &Skills:

Feats:
Spell Focus Conjuration (W)
Augment summoning (1)
Alertness (F)
Improved Iniative (3)
Toughness (5)
Extend Spells (W)
Improved familiar (7)
Spell Penetration (Ioun Stone)
Traits:
Reactionary
+2 Ini
Tomb Raider
You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (Perception) becomes a class skill for you.
Skills: Skillpoints gained/level (28) 9x 5(int)+9 ranks in Know Planes + 9 ranks in Know local
Acrobatics: +2 (0 ranks; ; +2 Dex; 0 armor)
*Appraise: +12 (1 ranks; +3 trained; +5 Int+3Familiar)
Bluff: -1 (0 ranks; +0 trained; -1 Cha)
Climb: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
*Craft (Scribing): 20 (9 ranks; +3 trained; +7 Int+ MW tools)
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Escape Artist: +2 (0 ranks; ; +2 Dex; 0 armor)
*Fly: 9 (3 ranks; +3 trained; +2 Dex; 0 armor)
Heal: +0 (0 ranks; +0 trained; +0 Wis)
Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
*Know (arcana): 19 (9 ranks; +3 trained; +7 Int)
*Know (dungeoneering): 11 (1 ranks; +3 trained; +6 Int+1trait)
*Know (Engeneering): 11 (1 ranks; +3 trained; +7 Int)
*Know (local): 21 (9 ranks; +3 trained; +7 Int+2FG)
*Know (history): 21 (9 ranks; +3 trained; +7 Int+2)
*Know (nature): 11 (1 ranks; +3 trained; +7 Int)
*Know (planes): 19 (9 ranks; +3 trained; +7 Int+2FG)
*Know (religion): 12 (2 ranks; +3 trained; +7 Int)
*Linguistics: 14 (4 ranks; +3 trained; +7 Int)
*Perform (Sing): -1 (0 ranks; +0 trained; -1 Cha)
*Perception: 17 (9 ranks; +3 trained; +0 Wis+2+2+1trait)
Ride: +2 (0 ranks; ; +2 Dex; 0 armor)
Sense Motive: 2 (0 ranks; +0 trained; +0 Wis+2)
Stealth: +2 (0 ranks; ; +2 Dex; 0 armor)
*Spellcraft: 19 (9 ranks; +3 trained; +7 Int)
Survival: 0 (0 ranks; +0 trained; +0 Wis)
Swim: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
Use magic device -1 (0 ranks; +0 trained; -1 Cha)

Spells:

Concentration:1d20 +6 =+1 level + 5 stat)
Lv0:4 Lv1: 4+2+1 Lv2: 3+2+1 Lv3: 3+2+1 Lv4: 2+1+1
Cantrips
Known: All
Prepared: Disrupt Undead ,Detect Magic, Prestidigation, Read Magic
Level 1:
Grease, Summon Monster I, Colour Spray, Mage Armor, Magic Missle, Comprehend Language, Enlarge Person, Silent Image, Protection from Evil, Monkey fish
Prepared:
*Grease DC 18,Summon Monster I; Protection from Evil, Enlarge Person, Magic Missle x3
Level 2:
Glitterdust, Invisibility, See Invisibility, Fox Cunning, Summon Monster II, Mirror Image, Levitate, Acid Arrow, Fire Breath, Haunting Mists, Resist Energy
Prepared:
*Glitterdust (DC 18), Invisibility, Summon Monster 2, Fox Cunning, Mirror Image, One slot open
Level 3:
Summon Monster 3, Haste, Fireball, Fly, Gaseous Form, Lightning Bolt, Phantom Steed, Suggestion, Tongues, Dispel Magic, Stinking Cloud
Prepared:
*Summon Monster 3,Haste x2, Fly, Dispell Magic, One slot open
Level 4:
Dimension Door, Summon Monster 4, Greater Invisibility, Mnemonic Enhancer, Black Tentacles
Prepared:
*Dimension Door, Summon Monster 4, Black Tentacles, Mnemonic Enhancer
Level 5:
Summon monster V; Baleful Polymorth
Prepared:
Summon monster V x3

Equipment:

Weapons:
Dagger 2
Miscenellous:
Kit, Wizards
Price 41 gp; Weight 33-1/2 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Spellbook
Spell component pouch 5
MW Scribes Tools 55
Scroll Comprehend L (25g)
Scroll Burning Hands (1x) (25gp)
Wand of Cure light wounds (2PP)
Wand of Ray of enfeeblement (2PP)
Wand of Mage Armor (2PP)
Wand of Magic Missle (2PP)
Scroll of Summon Monster 2, Invisibility,, Invisibility, See Invisibilty, Mirror Image, Fox Cunning (2PP)
Headband of intelligence +6 16000
Belt of Constitution +2 4000
Wayfinder
Ocher Rhomboid Ioun Stone: Spell Penetration
Statuette Shining Alabaster Pegasus(broken) 1000gp
Cloak of resistance +2 4000gp
Handy Haversack
Holy symbol of Saranrae with heigthened (level 5 10 Caster level) continual flame.
Carrying Capacity:
Light Load: 0 lbs - 76 lbs
Medium Load: 77 lbs - 153 lbs
Heavy Load: 154 lbs - 230 lbs
Lift Over Head: 230 lbs
Lift Off Ground: 460 lbs
Push or Drag: 1150 lbs
587gp

Scarab Sages S8:

PLANAR SAGE (2+ goals):
You are versed in the ancient cultures and the bound elementals that helped built their wonders.
You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number
of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
SOUL WARDEN (4+ goals):
You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score
as 4 points higher for the purposes of determining when hit point damage kills you.
ELEMENTAL WARD (7+ goals):
You are skilled at defending yourself and your allies against creatures with the air, earth, fire, or water subtypes. You and all allies within 10 feet gain a sacred bonus to AC and on all saving throws against such foes equal to 1 plus 1 for every 4 goals you have completed (rounded down).
--------------------------------------------------------------------
[X][X]Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the
site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
[X][X]Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment
requires a Diplomacy or Knowledge (local) check (DC = 15 + your character level).
[X]Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure. A gem-like wondrous item
such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
[X][X]Successfully conclude—such as with violence, negotiation, or coercion—an encounter with an elemental creature. If slain, the elemental must have a Challenge Rating at least equal to your character level.
[][]Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
[]Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.
[X]Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics.
[X][X][X]/[X][X]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Scarab Sages S9:

LESSONS OF HISTORY (2+ goals):
You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).
SOUL WARDEN (4+ goals):
You studied ancient secrets that help anchor your soul to your body. Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.
SAGE JEWEL CANDIDATE (7+ goals):
The benefits of soul warden extend to all allies within 30 feet. After spending Prestige Points in order to be restored to life, you gain a number of temporary Prestige Points equal to half the number expended. You can spend these temporary points only to retrain your character before the end of your next adventure, after which time unused points are lost.
--------------------------------------------------------------------
[X][X]Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
[][]Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
[X]Recover a gem worth at least 400 gp plus 100 gp × your character level during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
[][]Participate in an adventure in which your opponents include divs, followers of divs, or evil necromancers.
[][]Successfully complete a scenario in Season 3 of Pathfinder Adventure Card Guild: Season of Plundered Tombs.
[]Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.
[X]Have a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

RIDDYWIPPLE:

Faerie dragon CR 2

XP 600
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13

OFFENSE

Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)

3/day greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)

1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

STATISTICS

Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

SPECIAL ABILITIES

Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Spells
A faerie dragon casts spells as a 3rd-level sorcerer.
Alertness (Ex):
While a familiar is within arm's reach, the master gains the Alertness feat.

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 empathically 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.


Boons:

Mantle of the Black Rider (Assuming the Mantle): (Intelligence)
You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. Once per day as a swift action you may gain a +2 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Mantle of the Black Rider (Unleashing the Hut):
When you freed Baba Yaga’s hut, the Mantle of the Black Rider grew in power. Once per day before rolling initiative you may gain a +2 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1.
Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find:
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
[]Knight of Taldor:
You successfully supported Remaio’s bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of your services to Taldor, Princess Eutropia herself made you a knight of Taldor. You gain a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. After your considerable assistance, Remaio is in your debt. You gain a free courtier’s outfit. Additionally, Remaio helps you prepare for one of your future missions. After rolling a Knowledge check at the beginning of an adventure, you may call upon Remaio’s contacts to gain a +5 bonus and treat the Knowledge skill as if you were trained in it. Alternatively, you may grant Remaio’s bonus to another PC. When you use this bonus, check off the box next to this boon.
Impressive Find:
A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Taldor and its former colonies and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Mythic Legacy:
Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modiied by the feat), you gain the beneits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it of your Chronicle sheet.
Savior of the Sages (Osirion Faction): +3
With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. Your efective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.
Elemental Conquest:
[]Earth:[/b]You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.

Exemplar of the Order (Scarab Sages Faction):
Jeweled Sage (30 PP):

Through a ritual you led with the other Jeweled Sages, you have created a sage jewel that will grow in power with you and preserve your knowledge for all time. You gain a +3 insight bonus on Knowledge (history) and Linguistics checks, and all Knowledge skills are class skills for you. Once per day, when attempting a Knowledge skill check, you can roll twice and take the higher result. Additionally, you can cast comprehend languages once per day as a spell-like ability (CL 15th). You are recognized as a leading scholar in many ields and gain +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other scholars and experts.
[][][][][]Savior of Knowledge:
You aided the Jeweled Sages in their hour of need, and they quickly answer your calls for help. Once per scenario when you’re adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one Knowledge skill check. You can check a box in front of this boon to instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication.
Torch’s Respect:
Torch has developed a grudging respect or passing fondness for you and makes an effort to avoid harming you. When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks. If you would die while ighting Grandmaster Torch or his agents, you can cross this boon of your Chronicle sheet to return to life with 0 hit points at the end of the encounter.
You can cross this boon of your Chronicle sheet to cross of the Reckless Revenge boon of another Chronicle sheet.
------------------------------
[][]Ranginori’s Debt:
You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Savior of the Sages (Osirion Faction):
Your efective Constitution score for determining when you would die from hit point damage increases by 1 (3), and you gain a +1 (3)bonus on Constitution checks to stabilize. In addition, you gain a +1 (3) bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.
Knight of Taldor:
+1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor.
[]Gemstone Secrets
Earth Affinity

Faerie Dragon Improved Familiar:


Introduction:

Lady Electra Firemind is a medium sized young woman of elven slimness, about 5`6`` with maybe 96 pounds. She has long, wavy platinum blond hairs with silver eyes.
Usually she wears a soft white robe of fine osirion linen, embroided at the hem with cloth of gold over a brown velvet doublet over a simple double slit green linen skirt.
Only a simple dagger at her hip seems to be her only weapons, but in her garters there are are a few wands ready for use.
Always with her friend, the familiar Riddywipple, a fearie dragon.