Elf

Evarice Bue's page

631 posts. Organized Play character for chadius.


Classes/Levels

HP 34/34 | Spells -/4+1/3+1/1+1 | 5/5 Channels | AC 21 (T 14 FF 17) | CMD 19 | Saves 6/7/8 | Init 5 | Perception 6

Gender

| Elf Female Cleric of Shelyn 6 | GM Reroll +1 | Lightning Arc (5/5) | Barkskin +3 |

Alignment

CG

Deity

Shelyn

Languages

Common, Elven, Celestial

Strength 13
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 17
Charisma 14

About Evarice Bue

Background:
Evarice comes from a long line of enforcers and preservers of art, music and entertainment. Shelyn has guided her family's hand across the ages. One particular in-law made a mess of things and now she's on the hunt for him, even if this makes her a family exile.

XP: 15
PP: 26
Fame: 28

PFS 133608-7

Saving Throws:

Fort 0 Con + 2 Domain + 5 Clr = 7
Ref 3 Dex + 2 Domain + 2 Clr = 7
Will 3 Wis + 2 Domain + 5 Clr = 10

Protection Domain - you receive a +2 resistance bonus on saving throws (unless Resistant Touch is activated)

Electric Resistance 10 (Air Domain)

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Defenses:

HP: 8 Base Clr + (5 HP * 4) Clr + 1 Favored Class = 29
AC: 10 + 3 Dex + 5 Armor = 18
T: 10 + 3 Dex = 13
FF: 10 + 4 Armor = 14
CMD: 10 + 3 Dex + 1 Str + 4 BAB = 19
Init: 3 Dex + 2 Reactionary = 5

  • Reactionary Trait: +2 Initiative
  • Attacks:

    BAB: 4
    CMB: 4 BAB + 1 Str = 5

    Melee
    Masterwork Longsword
    Attack: 4 BAB + 1 Str + 1 Masterwork = 6
    Damage: +1 Str Slashing
    Crit: 19-20/x2
    [dice=Masterwork Longsword]1d20+6[/dice]
    [dice=Damage]1d8+1[/dice]

    Glaive +1
    Attack: 4 BAB + 1 Str + 1 Enchantment = 6
    Damage: 1 Str + 1 Enchantment = 2 Slashing
    Crit: x3
    Reach 10 ft - Can't use against adjacent foes
    [dice=Glaive +1]1d20+6[/dice]
    [dice=Damage]1d10+2[/dice]

    Ranged
    Point Blank Shot: +1 attack and damage against targets within 30 feet.
    Precise Shot: No -4 penalty for shooting into melee.

    +1Composite Longbow(+1 Str)
    Attack: 4 BAB + 3 Dex +1 Enchantment = 8
    Damage: 1 Str + 1 Enchantment Piercing
    Crit: x3
    Range: 100 ft

    Ammo:
    13 Arrows
    20 Silver Arrows
    19 Cold Iron Arrows
    [dice=+1 Composite Longbow]1d20+8[/dice]
    [dice=Damage]1d8+2[/dice]

    Air Domain
    Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 5.

    Attack: +3 BAB +3 Dex = 6
    [dice=Ranged Touch]1d20+6[/dice]
    [dice=Damage]1d6+3[/dice]

    Skills:

    (Includes 5 from Favored Class)
    ACP: 0

    Acrobatics 3 Dex + 1 Rank = 4
    Appraise 1 Int + 3 In Class + 2 Rank = 6
    Diplomacy 2 Cha + 3 In Class + 2 Rank = 7
    Heal 3 Wis + 3 In Class + 3 Rank = 9
    Knowledge (Planes) 1 Int + 3 In Class + 2 Rank = 6
    Knowledge (Religion) 1 Int + 3 In Class + 5 Rank = 9
    Perception 3 Wis + 2 Racial + 3 Rank = 8
    Perform (Wind) 2 Cha + 1 Rank = 3
    Sense Motive 3 Wis + 3 In Class + 3 Rank = 9
    Spellcraft 1 Int + 3 In Class + 1 Rank = 5

    Keen Senses: Elves receive a +2 racial bonus on Perception checks.
    Elven Magic: Elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

    Low Light Vision

    Feats:

  • 1: Selective Channelling - Evarice can exclude 2 targets.
  • 3: Point Blank Shot
  • 5: Precise Shot
  • Class Features:

    Aura of Good
    Channel Positive Energy - 3d6 to all within 30 ft (DC 14 to resist), can channel 5 times per day. Selective Channelling lets her exclude 2 (Wis Bonus) foes from the channel.

    Shelyn Domains - Air, Protection

    Air Domain
    Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Protection Domain
    Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

    Traits:

  • Reactionary +2 Initiative
  • Focused Mind +2 Concentration
  • Magic:

    scroll of lesser restoration
    scroll of tongues
    scroll of restoration (level 4)
    potion of remove blindness/deafness

    Concentration Check = 5 Clr + 3 Wis + 2 Focused Mind = 10

  • Focused Mind +2 Concentration

    Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.

    Level 0 DC 13, 4 known per day, cast at will

  • Create Water
  • Guidance
  • Detect Magic
  • Light

    Level 1 DC 14 4/day + 1 Domain (Obscuring Mist or Sanctuary)
    (Domain) Sanctuary - [/url=http://www.d20pfsrd.com/magic/all-spells/s/sanctuary]Sanctuary[/url]
    Bless - [/url=https://www.d20pfsrd.com/magic/all-spells/b/bless/]Bless[/url]
    Command - [/url=http://www.d20pfsrd.com/magic/all-spells/c/command]Command[/url]
    Comprehend Languages - [/url=https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/]Comprehend Languages[/url]
    Protection from Evil [/url=https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/]Protection from Evil[/url]

    Level 2 DC 15 4/day + 1 Domain (Wind Wall or Shield Other)
    (Domain) Shield Other - [/url=http://www.d20pfsrd.com/magic/all-spells/s/shield-other/]Shield Other[/url]
    Enthrall - [/url=https://www.d20pfsrd.com/magic/all-spells/e/enthrall/]Enthrall[/url]
    Find Traps - [/url=https://www.d20pfsrd.com/magic/all-spells/f/find-traps/]Find Traps[/url]
    Zone of Truth - [/url=https://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth/]Zone of Truth[/url]
    -

    Level 3 DC 16 3/day + 1 Domain (Gaseous Form or Protection from Energy)
    (Domain) Protection from Energy - [/url=http://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy]Protection from Energy[/url]
    Remove Curse - [/url=https://www.d20pfsrd.com/magic/all-spells/r/remove-curse/]Remove Curse[/url]
    -
    -

    Commonly Memorized Spells
    Command - [/url=http://www.d20pfsrd.com/magic/all-spells/c/command]Command[/url]
    Comprehend Languages - [/url=https://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/]Comprehend Languages[/url]
    Daylight - [/url=http://www.d20pfsrd.com/magic/all-spells/d/daylight]Daylight[/url]
    Dispel Magic - [/url=http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic]Dispel Magic[/url]
    Enthrall - [/url=https://www.d20pfsrd.com/magic/all-spells/e/enthrall/]Enthrall[/url]

    Find Traps - [/url=https://www.d20pfsrd.com/magic/all-spells/f/find-traps/]Find Traps[/url]
    Gaseous Form - [/url=http://www.d20pfsrd.com/magic/all-spells/g/gaseous-form]Gaseous Form[/url]
    Hold Person - [/url=http://www.d20pfsrd.com/magic/all-spells/h/hold-person/]Hold Person[/url]
    Lesser Restoration - [/url=http://www.d20pfsrd.com/magic/all-spells/r/restoration/]Lesser Restoration[/url]
    Magic Circle against Evil - [/url=http://www.d20pfsrd.com/magic/all-spells/m/magic-circle-against-evil]Magic Circle against Evil[/url]

    Magic Vestment - [/url=http://www.d20pfsrd.com/magic/all-spells/m/magic-vestment]Magic Vestment[/url]
    Obscuring Mist - [/url=http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist]Obscuring Mist[/url]
    Prayer - [/url=http://www.d20pfsrd.com/magic/all-spells/p/prayer]Prayer[/url]
    Protection from Energy - [/url=http://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy]Protection from Energy[/url]
    Protection from Evil [/url=https://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil/]Protection from Evil[/url]

    Remove Blindness/Deafness - [/url=http://www.d20pfsrd.com/magic/all-spells/r/remove-blindness-deafness]Remove Blindness/Deafness[/url]
    Remove Curse - [/url=https://www.d20pfsrd.com/magic/all-spells/r/remove-curse/]Remove Curse[/url]
    Sanctuary - [/url=http://www.d20pfsrd.com/magic/all-spells/s/sanctuary]Sanctuary[/url]
    Searing Light - [/url=http://www.d20pfsrd.com/magic/all-spells/s/searing-light]Searing Light [/url]
    Silence - [/url=https://www.d20pfsrd.com/magic/all-spells/s/silence/]Silence[/url]

    Shield of Faith - [/url=http://www.d20pfsrd.com/magic/all-spells/s/shield-of-faith]Shield of Faith[/url]
    Shield Other - [/url=http://www.d20pfsrd.com/magic/all-spells/s/shield-other/]Shield Other[/url]
    Spiritual Weapon - [/url=https://www.d20pfsrd.com/magic/all-spells/s/spiritual-weapon/]Spiritual Weapon[/url]
    Summon Monster X - [/url=http://www.d20pfsrd.com/magic/all-spells/s/summon-monster]Summon Monster X[/url]
    Wind Wall - [/url=http://www.d20pfsrd.com/magic/all-spells/w/wind-wall/]Wind Wall[/url]

    Zone of Truth - [/url=https://www.d20pfsrd.com/magic/all-spells/z/zone-of-truth/]Zone of Truth[/url]

  • Gear:

    Hats!
  • Wayang Hat
  • Stupid fancy hat (1)
  • Tricone Hat
  • Fur kobold hat

    Combat

  • Arrows (1 per 20)
  • Glaive +1 (2308)
  • Masterwork Longsword (315)
  • Mithral Chain Shirt +1
  • +1 Composite Longbow(+1) (2500)
  • 2 Flasks of Holy Water
  • 1 flask of Alchemist's fire (20)
  • 20 Silver Arrows 41
  • 20 Cold Iron Arrows 2

    Other

  • Piccolo (1)
  • Entertainer's Outfit (3)
  • Cleric's Kit (16)
  • Explorer's Outfit
  • Cold-weather outfit (8)
  • 50 ft of rope (1)

    5433 gp

  • Season 9 Faction Goals:

    1/2: Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.
    Solstice Scar B

    0/2: Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

    0/2: Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

    0/2: Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

    0/1: Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

    0/1: Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).

    0/1: In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.

    2/3, 0/2: 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.
    Traitor's Lodge, Trouble in Tamran

    CORE Chronicles
    -------------------------

    1 Slave Ships of Absalom:

    Chronicle
    Thread

    Legalized slavery? Is this really what the world came to?

    My first Pathfinder mission stayed local, in Absalom. Venture-Captain Alissa Moldreserva wanted us to rescue Lady Anilah Salhar, who had been kidnapped and sold into slavery. Her husband is well-connected in the Society, and so we're here to rescue her. What about the other slaves in Slave Row? Why can't we stop that?

    Our first lead was a tavern called the Second Chance. Really, it's a drug den, and one druggie named Frederik knew something about Lady Salhar. Too bad he was soon beset by several thugs. In exchange for rescuing him, he tried to flee! For a whole gold piece he was willing to tell us his buyer: Pardu Pildapush, owner of a shop in the Slave Pits. Joy. He ran off to buy some more of his drug of choice, grit.

    Misery Row. A raised platform, full of cages where you can see the "inventory" that makes up the slave pits. If I could, I would destroy this place in an instant. So many lives ruined because someone declared them property. This isn't what I fought for. This isn't what my comrades died for.

    The shop was closed, yet we heard an argument from the inside. Titus is quite the locksmith though and got us inside. The owner was inside, concluding a business deal of some kind. He wanted us to wait until tomorrow before he did his research. We pressed him a little further and he revealed he sold our captive to a slave ship that will sail off the next day. Idiot.

    When we approached the deck we were quickly ambushed by five acrobatic halflings, who went by the name Puddlejumpers. The ambush was quite sound, honestly. Luckily their numbers did not match their strength. But they were quite charismatic. Pardu Pildapush didn't like how we treated him (I called his Qadrian rug filthy. Oh, and we broke his nose and tied him up), so he decided to stop us.

    No matter, we planned to board the ship when we were stopped by the gnoll sailors. I moved up to aid Johann's wounds. The foreman was smart enough to realize how key I was and struck me down. I couldn't stand, and I couldn't think. I was ready to give my life for the greater good, but my allies saved my life that day.

    With the six of us the Gnoll captain stood no chance. We stabbed, pummelled and burned him to a crisp, rescuing everyone on the ship. I took his tricone hat as a spoil of war. It's good quality, and with some cleaning and resizing it would fit.

    I can't free all of the slaves like this. Don't get me wrong, our success today is great, and I'm glad to save everyone there. But Misery Row is another deal entirely. It's clear that I need the strength of the Pathfinder Society to help me with this goal.

    Nice hat, at least.

    2 Wounded Wisp:

    Chronicle

    Sales

  • Studded Leather Armor (12.5 gp)

    Purchases

  • Masterwork Studded Leather Armor (175 gp)
  • Masterwork Composite Longbow(+1) (600 gp)

    Venture Captain Dreng dressed as a beggar. I almost gave him coins before he stopped me. Funny.

    I visited the inn to retrieve a bottle of wine. Well, turns out it led us to learning much about a legendary Pathfinder. We also visited a Gnome's house name Fibrik. It was a 313: Illusion Trap. This Wizard and this chipper human noted a summoning trap, but we didn't notice the wizard wasn't there!

    The Wall of Names: So many Pathfinders died in the line of duty. Reminds me of the War. I played a somber tune named "Ode to the Fallen" and many thanked me for it. Thank you Sheyln.

    The Shrine of the Fallen was another somber moment. Watching fools like Sir Reinheart- I shouldn't badmouth his name, but he tried to ascend to godhood and failed on the first obstacle. Why would you want to live forever, anyway? I've lost too many friends to inevitability.

    On our way out some punks tried to ambush us but they were routed. I need to work on my aim better, and I'll have to upgrade my bow.

    I can't run from my family forever. I have to write them a letter, and tell them where I am...ugh. But what will happen if my relatives finally find me on the Wall of Names? I can't let them go through that.

  • 3 Prince of Augustana:

    Thread
    Chronicle

    Selling:
    Longbow (75 gp)

    Buying:
    Masterwork Glaive (308 gp)

    You can find altruism anywhere and everywhere. From the lowliest beggar to the mightiest king.

    We met a man this evening who went by the name of "Gandros, the long-lost Prince of Augustana." He swore he was the heir of the kingdom, who was attacked by assassins and fled here for aid. I wonder if he was a veteran of some forgotten conflict, his mind split apart by the horrows of conflict. My family prides itself upon its efforts in battle, but too many of my siblings and relatives returned as broken shells. Without the grace of Sheyln I too would have been lost.

    Gandros mentioned travelling through the sewers and seeking refuge from someone called the Almsman. This Almsman character, rumor has it, helps the poor, the forgotten and the rejected of Absalom in his home beneath the sewers. A gang called the Steel Wyverns make their home there, recovering from some pointless turf war.

    We made our way through a sewer pipe, crawling through waist high sewage. Aloisuis had the wisdom to fly over, while Taerel looked a bit green. Naturally we came head to head with a group of Steel Wyverns. They were all too happy to show off their spiked chains, or as they called it "Wyvern Stings". These weapons were quite unique, able to clobber at close range at a long range like my glaive. I was impressed, and I would ask about their construction. But these criminals were out for blood, and I won't keep confiscated weapons for myself.

    After dealing with them, we continued up the tunnel where a swarm of spiders quickly crawled ovr me and tried to bite my tricone hat! You can take everything else, leave the hat alone! I won it off a pirate captain fair and square! Imrana had a good idea to throw a vial of Alchemical Fire at the spiders, but she didn't note the flammable gas in the tunnel. Luckily I had scurried out of the blast radius, so I was able to patch everyone up.

    The Almsman had built an underground tunnel leading beneath the church. People believe he is a priest who wears a mask to remain anonymous. He remained here, helping the poor. The Steel Wyverns had harrassed him recently for "protection" money, and he knew they would return. I was glad to get a chance to set up an ambush and clobber them again.

    Perhaps Sheyln did not enjoy my bloodlust, as she did not grant me some protection during the fight. Nonetheless we were able to quickly dispatch the enforcers and send the gang a message: The Almsman is not for sale! With that distraction out of the way, the Almsman was glad to lead us to where he found Gandros. Before we left, I promised I would return to aid him and his charity work.

    We visited a place once known as Relios's Emporium, now charred to a crisp. One burnt body had a crown reading "Emperor Relios". I didn't have much time to process things, as three demonic entities emerged from behind the back and struck at us. Sheyln forgive me, I had to drop my glaive to hit them. But hit them we did (except for that one demon who fled. Note to self: Hunt it later tomorrow.)

    Checking the back of the Emporium answered almost all of our questions. The storeroom was overflowing with yellow hallucinogenic mushrooms. We also noticed a consumed scroll that can summon creatures from another plane. I suspect Gandros ate too many mushrooms and accidentally activated a scroll. Poor man. That burnt body is his father's, who fell on hard times and considered selling his wayfinder.

    Tonight I gave him a suggestion. Tomorrow we should return to the Almsman. We will help him on his mission to aid the poor. After all, what kind of king would let his subjects wither away? He was quite responsive to it. I will also suggest that the Almsman cleans the Emporium and uses it as a storage or secondary base of operations.

    I pray this provides Gandros with some closure. He still thinks of himself as a lost prince, but time heals all wounds. May Sheyln smile upon me tomorrow and further aid my abilities.

    4 The Icebound Post:

    Chronicle
    Thread

    Buying

  • Cold-weather outfit (8 gp)
  • 50 ft of rope (1 gp)
  • 1 flask of Holy Water (25 gp)
  • 1 flask of Alchemist's fire (20 gp)

    Another day, another mission. I was told this would have some religious significance, though. I didn't know it would be so cold.

    We were dispatched through the Hao Jin Tapestry to a stone temple dedicated to the Vurdan Monkey-God, Ragdya. This was one of the many locations the Aspis Consortium had gained access to recently, and had been looting it. Terrible.

    How did they gain access to this other world, though? We had to travel to a distant land and win the tapestry through the Ruby Phoenix Tournament. Perhaps there is another way in we haven't considered.

    We touched the tapestry, spoke the magic words (I tried to sing. Bad idea.) and we were transported to an open-roof temple on a mountaintop. It was cold and windy. We slowly snuck forward, but they noticed us. We downed the front guard and his sister came in, full of rage. I offered to heal the man, but she would hear none of it. As we wasted time fighting her, a third guard ran away.

    I looked in their guardhouse and discovered they had desecrated the inner shrine. Wrote all over the walls, and they set several documents on fire! Ledt and I spend time putting out the flames. One of the many texts is the Mizravrtta Brahmodya, a very rare, valuable religious text. Had I more time I would have read through it all. Once the documents were recovered, I applied emergency aid to the fallen guards.

    Looking around a bit, we found a beautiful mural showing images of the Outsiders associated with Vudra, from the wicked to the enlightened.

    Around the corner we found the Aspis ambush the last remaining guard set up for us. They even used four slaves as shields!

    Ledt restrained all of the enemy with webs. He seemed to enjoy hurting the slave driver, perhaps too much. Webbed, on fire and already wounded, the lone mage refused mercy after I offered it. She was quickly defeated. Are all Aspis this stubborn? Maybe they way Ledt treated the slaver made her worry too much.

    We moved the slaves to the guardroom, where they could huddle for warmth among the cots. I cannot believe people are left as nothing more than beasts of burden.

    They told us about the leader of the Aspis team, Leska. She and her men were trying to recruit a local ratfolk to their cause, probably filling his head with lies. We found a few more treasures they tried to smuggle out, and several more beautiful murals. Something spooky happened in a room, but it didn't do much.

    On our way out, the Aspis company leader arrived. Besides her loyal allies, she also had a ratfolk play a flute to bolster her allies. I politely asked him to surrender as we fought the enemy.

    With his allies defeated, the musician fled into the wintry tundra. I chased him briefly, but I remembered our mission and the slaves we rescued. I cried into my piccolo as the sound was lost among the howling winds.

    Why did he fear us so much? Why did the other agents fight to the death, rather than surrender against superior odds? Is this the power of Aspis? Or Pathfinder weakness? We have much work to do if we can't earn the public's trust.

    I didn't have much time to think about it, though. The big Pathfinder celebration was the next day. Time to get my clothes cleaned!

  • 5 Siege of Serpents:

    6 Among the Living:

    7 Among the Dead:

    Thread
    Chronicle

    Idiots, all of them. Killing their own members because it pleases their superiors..

    8 (GM) The Traitor's Lodge:

    Applying GM credit.

    Chronicle
    Thread

    Now level 4, Evarice gets +1 to Wisdom.

    Buying
    Glaive +1 enchantment for 2000
    Masterwork Longsword for 315

    Selling
    Longsword for 15 / 2

    20 Point Buy Audit:

    Without the level 4 +1 Wis bonus or the racial bonus:

    Str 13 (3)
    Dex 14 (5)
    Con 12 (2)
    Int 10
    Wis 14 (5)
    Cha 14 (5)

    That's 20 points. No problem!

    9. The Dalsine Affair:

    10. (GM) Trouble in Tamran:

    Evarice did not participate, I was the GM.

    Thread

    Chronicle

    11 To Seal A Shadow:

    Thread

    Chronicle

    Buying
    scroll of lesser restoration 150
    scroll of tongues 375
    scroll of restoration 700
    potion of remove blindness/deafness 700
    Wayang Hat

    Upgrade the Composite Longbow to +1 for 1900
    Sell the Masterwork Studded Leather for 87.5

    I'm Level 5!:

    5 Cleric
    Max HP: d8 + Con (5, max is 29)
    Feat: Precise Shot
    Protection Domain bonus increases by +1 (noted)
    Channel Energy, 3d6

    1 Level 3 spell (+1 Domain Spell) (noted)
    Domain spells are
    Protection from Energy - [/url=http://www.d20pfsrd.com/magic/all-spells/p/protection-from-energy]Protection from Energy[/url]
    Gaseous Form - [/url=http://www.d20pfsrd.com/magic/all-spells/g/gaseous-form]Gaseous Form[/url]

    Skills: 2 Clr + 1 Int + 1 FCB
    Diplomacy (now +7)
    Knowledge (Planes) (now +6)
    Perception (now +6)
    Sense Motive (now +7)

    Oh, I have an unused Skill Point lying around.
    Heal (now 8)

    12 Solstice Scar B:

    Thread

    Chronicle

    Faction Goal completed:
    Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level

    Acknowledged by GM Ladile

    20 Silver Arrows 41
    20 Cold Iron Arrows 2

    13 3-03 The Ghenett Manor Gauntlet:

    Chronicle
    Thread

    Buying
    Headband of inspired wisdom +2 (4000)
    Mithral Chain Shirt +1 (2100)

    Now I have a 17 Wisdom.
    Will Saves +1 (now +9)

    Skills increase by 1:
    Heal +9
    Perception +7
    Sense Motive +8

    Spell DC increases by 1 (Now DC 13 + level)
    Also I can memorize 1 more 3rd spell per day.

    14 8-99 D Solstice Scar:

    Chronicle

    Evarice did not participate, but she gets credit

    I'm Level 6:

    Cleric 6

    HP d8

    BAB +1 (now +4)

    All Saves +1 (now 7/7/10)
    Skill Points: 2 + 1 Int + 1 FCB
    Appraise
    Knowledge (Religion)
    Perception
    Sense Motive

    Spells:
    1 more 2nd level (noted)
    1 more 3rd level (noted)

    Air Domain:
    Lightning Arc Damage +1 (now +3)
    Electric Resist 10 (noted)