Relevant boons
- Yagevna family #1: +2 Diplomacy on Irrisen when mentioning the Yagevna family and how you helped them.
- Friend of Janira Gavix #3: +1 to Knowledge checks while in the Grand Lodge.
- Confirmed Field Agent #3: Free wayfinder acquired. Vanity purchases for the wayfinder are reduced by 1PP.
- Explore, Report, Cooperate #3: Cross this boon to require the GM if certain action is good, bad or have no effect to accomplish the secondary success condition.
- Kelishite Patron #4: Trade Prince Aaqir al'Hakam recognizes in you ambition. You treat the Trade Prince Vanity (PFS Field Guide 19) as without Fame requirement, and business vanities (PFS Field Guide 19 and PFS Primer 29) with -1 PP cost (min 2 PP).
- Inside Knowledge #5: Thanks to Magali Delroya, former Aspis, +2 K. local about Aspis Consortium and can roll untrained. Can cross the boon to take 20 on one of this rolls.
- Lord Avid's Recommendation #5: Lord Avid speaks highly of your discretion, +2 circumstance bonus on all Cha-based skill checks against nobility while on the Isle of Korthos. Can cross to make it a +4 and apply it against anyone in the Isle of Korthos.
- Banish the Hag #7: Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Cross this boon to gain a +4 on a save vs a curse or a witch’s hex, or to give a caster a +4 to remove a curse from you.
- Leshy Token #7: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. This magical neck item gives +1 circumstance bonus on all Charisma-based checks to influence or control plants. Cross this boon to give the token to a plant creature, gaining a +5 circumstance bonus on such check, or +10 if it is a leshy.
- Rosehaven Redemption #7 [ ][ ]: You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. Cross one box to use your ranks in Craft or Perform instead of your save bonus in a saving throw. Include class abilities, traits, or feats bonuses to that skill.
- Open Road and Jalmeray coin #8: After convincing Zamir of joining the Society, you get a copper coin that gives a +4 circumstance to Appraise, Diplomacy or Knowledge skill once per adventure in a city in Absalom, Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor (it takes 1d4 hours to locate one Jalmeray assistant).
Faction Jorunal Cards
#4, # Recruit a named NPC scholar, archaeologist or the like
#1, #2, #3, #, # GM the scenario
ENELTH
Femle half-elf ranger 2
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision, Perception +11
DEFENSE AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 23 (2d10+2+2+3)
Fort +5 (3 class, 2 Con), Ref +5 (3 class, 2 Dex), Will +2 (0 class, 2 Wis), (immune vs sleep, +2 vs. enchantment spells and effects)
OFFENSE Speed 20 ft
Melee mwk greataxe +6 (1d12+4) 20/x3 slashing, or
silver warhammer +5 (1d8+3) 20/x3 bludgeoning silver, or
cold iron dagger +5 (1d4+3) 19/x2 slashing piercing cold iron
Ranged cold iron dagger +4 (1d4+3) 19/x2 slashing piercing cold iron,
sling +4 (1d4+3) 20/x3 bludgeoning
STATISTICS Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Skill Focus (Perception)*, Toughness, Precise Shot*
Traits Gold Finger: +1 Disable Device and Sleight of Hand, and DD becomes a class skill.
(your choice) becomes a class skill for you.
Armor expert: -1 ACP
Skills (6x2=12; ACP=-2)
Acrobatics +2 (2 Dex, 2 rank, -2 ACP),
Craft (class)
Climb +8 (4 Str, 1 rank, 3 class, 2 item, -2 ACP),
Diplomacy -1,
Disable device +9 (2 Dex, 2 rank, 3 class, 2 item),
Handle animal +3 (-1 Cha, 1 rank, 3 class),
Heal +4 (2 Wis, class, 2 item),
Intimidate (class),
K. dungeoning +4 (0 Int, 1 rank, 3 class),
K. geography (class),
K. nature +4 (0 Int, 1 rank, 3 class),
K. religion (undead) +2,
Mount (class),
Perception +12 (2 Wis, 2 rank, 3 class, 3 feat, 2 racial),
Profession (class),
Spellcraft (class),
Stealth +6 (2 Dex, 1 rank, 3 class, -2 ACP),
Survival +6 (2 Wis, 1 rank, 3 class; +1 vs track),
Swim +2 (4 Str, class, -2 ACP)
Languages Common, Elven
SPECIAL ABILITIES AND RACIAL TRAITS Elf blood Count as both elf and human for any effect related to race.
Elven inmunities Immune to magic sleep effects and +2 racial saving throw against enchantments.
Keen senses +2 racial bonus on Perception checks.
Favored enemy (Ex) Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack and damage against undead (+2). These Knowledge checks can be made untrained.
Track (Ex) +1/2 level to Survival when following tracks
Wild Empathy (Ex): Diplomacy roll against animals with a bonus equal the ranger level and his Charisma (+1). The animal must be within 30 feet under normal visibility conditions. Generally, takes 1 minute, but may vary. It can also influence a magical beast with an Intelligence score of 1 or 2 with a –4 penalty.
EQUIPMENT:
Worn
mwk breastplate, 350 gp
Weapons
mwk greataxe, 320 gp
silver warhammer, 102 gp
cold iron dagger, 4 gp
mwk composite longbow (+3 Str), 2PP (700 gp)
arrows [x20], 1 gp
cold iron arrows [x20], 2 gp
silver arrows [x20], 3 gp
sling, 0 gp
Waterproof bag
-
Belt
wand of cure light wounds (46 44/50), 2PP
Bandolier 1 (2/8)
oil of bless weapon, 50 gp
potion of cure light wounds, 50 gp
Bandolier 2 (4/8)
alchemist fire [x2], 20 gp
acid flask [x2], 10 gp
Backpack
mwk thief's tools, 100 gp
climber's kit, 80 gp (+2 Climb)
healer’s kit, 50 gp (+2 Heal)
crowbar, 2 gp (+2 to open Str checks)
flint and Steel, 1 gp
silk rope, 10 gp (50' break 24 DC)
Daughter of a half-elf shoanti ranger named Delendir, Elneth was raised without mother and lived his early life in Sandpoint, Varisia.
From young age she got used to live and survive in the nature, educated by the stout and dour ranger. Despite their mutual love, communication was never good between both, and when Elneth came of age and told him she wanted to know more about the world, it was difficult for her father to accept.
By that time her father was making a new family with a human woman named Amira, and Elneth felt she was not part of that new family. When a Varisian boy from a caravan just arrived to Sandpoint started to get interest in Elneth, it was easy for her to get in love. Against the will of her father, Elneth left with the gipsy to make her life of adventure.
In the varisian caravan Elneth discovered a new life and to enjoy every single bit of it. Attracted by the stories she uncovered in her travels with the Varisian people, she got in touch with the legends of old Thassilion. Her gipsy boy resulted to work on exploring old Thassilion ruins and recover ancient objects to get money and trade.
It was easy for her to love that life of adventure, and the skills learned from her father, a trapmaster and hunter, were most useful for the varisian caravan. After some rides on ancient ruins, her gipsy boy and her were contacted by the Pathfinder Society. They had got notice of some of their findings and skills and were interested on them.
So then, Elneth found yet again a new way of continuing the adventure, doing that she liked the most, traveling and exploring old ruins, placing her skills and combat recklessness to good work.