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About Faliana "Conduit" GalinaPFS info: ===================
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Experience: 18 normal progression, Fame: 34 / PP: 17 108507-3 Character sheet: ===================
Female Half-elf, Medium (Relic Channeler) 6, Brawler (Battle Dancer) 1 CG Medium humanoid (human, elf) Init +2; Senses: Low-Light Vision, Perception +10 =================== Defense =================== AC 19, touch 13, flat-footed 17 (+6 Armor, +2 Dex, +1 Deflection) hp 46 (6d8+1d10+7 Con) Fort +6, Ref +7, Will +8 (+1 trait bonus vs. fear) =================== Offense =================== Speed 20 ft. (30 without armor) Melee +8* ( *+10 with longspear 1d8+6, +2 Yellowheart Longspear, 1d6+3 Unarmed strike [Or when channeling Moke: 1d12+6 Lucerne Hammer, 1d4+5 Kukri, or 1d6+6 Bladed Scarf]) [dice=+2 Yellowheart Longspear]1d20+10[/dice]
Ranged +7 (1d8, Light Crossbow [or when channeling Moke: 1d4+5 Rope dart])
Skills and languages: ===================
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Skills with ranks (34 ranks, 4 base +6 FCB): Acrobatics (3 ranks): +8 (no acp), Diplomacy (7 ranks, w/trait bonus, ioun stone): +16, Knowledge (Religion; 1 rank): +4, Knowledge (Local, 1 rank w/trait bonus) +5, Linguistics (3 ranks): +6, Perception (5 ranks): +10, Perform (7 ranks, dance): +14 Sense Motive (3 ranks): +8. Use Magic Device (6 ranks): +13 Skills w/o ranks:
Trickster Edge Skills: Stealth: +12 (+9 w/acp), Disguise: +14, Bluff (Ioun stone): +15. Languages: Common, Elven, Polyglot, Ancient Azlanti, Cyclopean.
Possessions: ===================
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5128 gp Weapons and armor: +1 Agile Breastplate (1,500 gp, 25lbs.), Lucerne Hammer (15 gp, 12 lbs.), Bladed Scarf (12 gp, 2 lbs.), +2 Yellowheart Longspear (8,305 gp, lbs.), Light Crossbow (35 gp, 4 lbs.) Rope dart (1 gp, --) Kukri (8 gp, 2 lbs.), Machete, Phlegos’ +1 Wayfinder Consumables: Acid (1; 10 gp, 1 lbs.), Potion of Cure Light Wounds (1; gp, 1 lbs), Crossbow bolts (9; 1 gp, 1 lbs.) Vermin repellant (5 gp, -- lb.), CLW wand (49 charges) Other possessions: Inquisitor’s Kit (a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), Medium Class Abilities: ===================
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(Medium) SPIRIT (SU): A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further beginning on page 33. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance. A medium can invite his allies to participate in his seance—shared seance (see page 31) and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance. In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him. When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession. If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone. (Not allowed to take any action that would cause her to reach 5 influence.)
(Medium [Relic Channeler]) RELICS (SU):
(Medium [Relic Channeler]) POWERFUL BOND(SU):
(Medium [Relic Channeler]) OBJECT READING (SU):
Spoiler:
At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will. (Medium) SPIRIT BONUS (SU):
(Medium) SPIRIT SURGE (SU):
(Medium) SPELLS:
A medium can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–2: Medium. In addition, he receives bonus spells per day if he has a high Charisma score. The medium’s selection of spells is limited. At 1st level, a medium knows two 0-level spells of his choice. At each new level, the medium learns one or more new spells, as indicated on Table 1–3: Medium Spells Known. Unlike his spells per day, the number of spells a medium knows is not affected by his Charisma score; the numbers on Table 1–3 are fixed. At 5th level and every 3 levels thereafter, a medium can learn a single new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and he must choose whether to swap the spell at the same time he gains new spells known for the level. (Medium) KNACKS:
(Medium)TABOO (EX):
(Medium)SHARED SÉANCE (SU):
(Medium [Relic Channeler]) APPORT RELIC (SU):
Battle Dancer Class Abilities: ===================
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CLASS SKILLS: A battle dancer gains Perform (all) as a class skill instead of Knowledge (dungeoneering). This alters the brawler’s class skills. ARMOR PROFICIENCY:
DANCER’S CUNNING (EX):
This replaces brawler’s cunning. MARTIAL FLEXIBILITY (EX):
MARTIAL TRAINING (EX):
UNARMED STRIKE:
Racial Abilities: ===================
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(Half-elf)KINDRED RAISED While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented. Source: Inner Sea Races pg. 212 (Half-elf)LOW-LIGHT VISION
(Half-elf)ELF BLOOD
Feats and traits: ===================
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(Trait) UNFLAPPABLE Requirement: Sovereign Court Whether it is a result of your dedication to your work or just pure guts, nothing seems to shake you. You gain a +1 trait bonus on saves against fear, and the DC to demoralize you with Intimidate checks increases by 3. Source: PFS Guide to Organized Play 8.0 pg. 17 (Trait) FRIEND IN EVERY TOWN
(Feat, 1st level) COMBAT REFLEXES (Feat, 3rd level) EXTRA MARTIAL FLEXIBILITY
(Feat, 5th level) POWER ATTACK (Feat, 7th level) LEGENDARY INFLUENCE
Prerequisites: Lesser spirit powerOA class feature. Benefit: Immediately select one feat (other than an item creation feat) for each spirit you can channel. Whenever you perform a seance to channel a spirit, you can allow the spirit to gain 1 point of influence over you to gain access to that spirit’s Legendary Influence feat for as long as you channel that spirit. You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion’s legendary champion ability), but not for any other feats.
Archmage Spirit, Mariel: ===================
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Possibly: Mariel, an elf, believed deeply that the moon was the source of all magic. He strived constantly to find some sort of proof for it, until one day he had the idea that a lycanthrope might be able to give him the evidence he needed finally. He then proceeded to find a den and wait for the full moon. He was, of course, bitten and infected. Thinking this the windfall he needed for his research, he started messing with the disease with his magic. This went terribly wrong and locked him into his wolf form for good. After decades as a wolf, he died of natural causes and finally remembered who he was. Unwilling to let go of his work and pass onto the next world, he petitioned Ashava, due to her glorious connection to the moon and sympathy for lost souls, to let him continue his work. He now continues to search for the elusive moon-magic connection, while lending his host some of his magical powers. Character: Aloof and a bit of a know-it-all (even though he has forgotten most of it), Mariel still has many of the ticks and mannerisms from when he was a beast, though he never talks about it. Has a major affinity for shape shifters and lycanthropes in particular, considering them family more than his elven relatives. Occasionally, he scratches for fleas even though there are none. Gives a sharp cast to Faliana’s features and lots of toothy grins. Somewhat predatory. Intently interested in anything to do with magic, the moon, balls being thrown, or OMG A SQUIRREL! Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks. Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls. Taboo: You must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present. Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table 1–4: Mesmerist. (At first level, one base first level spell slot and one bonus from high cha.) For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell (because of powerful bond, two spells) of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. (Spells chosen: 0 level: Read Magic, Acid Splash; 1st level: Magic Missile, Chill Touch) When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components (see page 144). Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell. Legendary Influence Reach spell[/ooc] Relic:A tooth of Mariel’s from when he was a wolf.
Champion Spirit, Moke: ===================
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Moke was a tribal warrior of the Jambala Jaeg. Died and successfully went to the Boneyard but Pharasma judged him to still have a role to play in the world of the living and prevented him from moving on. He spent a good century there waiting, when he was called back to Golarion by the nemeses of his tribe, the evil monkey spirits of _____. Unwilling to help them, he resisted their machinations and fought back against them. He was soon joined by a beautiful woman of a similar height (Anavi), who proved herself capable with a longsword. Thought he didn’t share her language the two made a fast bond of mutual attraction. When the spirits where once again contained, he was still trapped on the material plane, bound to his weapon. Character:
Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Séance Boon: You gain a +2 bonus on all non-spell damage rolls. Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level. Taboo: You are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities. Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, (because of powerful bond, two weapons) which you choose each time you channel a champion spirit. (Bladed scarf and Rope dart) Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting. Legendary Influence:[url=https://www.aonprd.com/FeatDisplay.aspx?ItemName=Spirit%20Focus]Spirit Focus (Champion) Relic: A delicate jade-bladed kukri.
Guardian Spirit, Themptius: ===================
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The former working class servant of the Scholar-Priests of a Goh-lan temple in what is the present day Mwangi expanse. He lived his life by keeping his head down, his mouth shut, and his hands moving. He did learn the basics of combat just in case the temple ever was attacked, but the timid cyclops could only really keep himself safe. One day the temple found an evil demonic snake creature and tried to seal it away. As the ritual was being performed however, the snake started to wake up and threatned to ruin the ritual. Themptius planted himself in front of the doors and wrestled the creature while the ritual was finished, sacrificing his life by getting sealed with it. The snake's aid burned his one eye, a trait that he kept even after becoming a wandering spirit, and for the next 10,000 plus years he wandered the temple, until the snake started to break free again. A group of adventurers came and were working to seal the snake again, but one of them was about to die, but Themp tried to sacrifice himself again in activating a magic item around the woman's neck. He didn't die this time, but his spirit did get bound up in the chain left behind. Character: Extremely shy and reticent, Themp tries not to stand out and possibly earn the ire of those around him who he sees as his betters. However if someone is in trouble he is the first to rush in and help. Extremely curious about the world, and humans specifically, he loves learning about things that didn't exist when he was alive or finding things that have stood the test of time. The differences in physiology from one eye and two causes Faliana pounding headaches if she doesn't cover one eye. Currently a little depressed over what happened in some cyclops ruins. Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves. Seance Boon: You gain a +1 bonus to CMD. Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus. Taboos: You must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked. Guardian's Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields). Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrificeAPG to your medium spells known as a 2nd-level spell. [b]Legendary Influence: Bodyguard
Relic: Partially melted gold chain. Heirophant Spirit, Sasha: ===================
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Sasha was an energetic young gnome who had been raised in a highly sheltered noble family. One night a couple friends of his invited him out to go drinking and decided to play a prank on Sasha by ditching him in the middle of town. That night Sasha discovered three things, how unprotected the peasantry was, the horror of undead, and, through a wandering priest who happened to be nearby, the glories of Ashava. Enamored the young man quickly devoted himself to worshiping the goddess and learning how to be a cleric. He would have likely been a powerful cleric if he had not learned of the poor country of Ustlav, with all of those poor lost undead souls needing comfort and guidance. He promptly got himself killed within two hours of the border. Now from the other side of death, he is focused on continuing his studies of the clerical arts, but he still is naïve to a fault and believes any and everyone is essentially good and should never be lied to. Character: Excitable and fast-paced, Sasha very rarely slows down. He also talks at high speed and is curious with just about everything in the whole world. Has high, high energy levels and is sometimes prone to doing stupid things. Extremely caring and sympathetic. Makes Fali's face look like she 15 despite being in her forties. Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves. Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects. Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith. Taboo: you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer. Divine Surge (Lesser, Su): This power functions as the Archmage arcana spirit power, (use mesmerist spells per day, add 2 spells from sor/wiz list) except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one. (Spells chosen; 0 level: Create Water, Vigor; 1st-level: Cure Light Wounds, Protection from Evil.) Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power. Legendary Influence: Selective Channel Relic: A singed and stained portion of Sasha’s holy symbol.
Marshal Spirit, Anavi: ===================
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Anavi was a general, and she was a good one. She could rally her troops in from sleep to battle-readiness in 15 minutes flat and then further inspire them to march for 15 hours straight. She was even able to lead not one, not two, but three successful expeditions to the Worldwound during the First Mendevian Crusade, losing only minimal troops to the enemies. However, she felt she had to keep up a strong face for her troops to the point that even sharing her problems, much less her bed or heart, with another person would bring her hard-won reputation tumbling down. During her fourth attempt at an expedition she took a stray arrow to the head. Ashava, pitying the intensely lonely woman, decided to claim Anavi’s soul for her own and allow the woman another chance. Anavi is still a brilliant leader and unwilling to lose subordinates, but she also wants to find someone to love for both herself and her host. Character: Anavi is a stern but caring woman, who genuinely cares for her subordinates. She is aggressive about pursing men, and possibly some women who show interest but knows little about how. She is also extremely naïve to what happens in a relationship and is easily embarrassed. Is currently courting with Moke. Has the battle hardened expression of a veteran crusader and the posture of a venture captain. Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check. Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon. Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and séance boon. Taboos:You may never leave an ally behind or allow yourself or your allies to sacrifice another ally. Marshal's Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your séance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round. Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action. Legendary Influence: Combat Advice Relic: A piece of Anavi’s personal flag.
Trickster Spirit, Fritania: ===================
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Fritania’s childhood had not been pleasant; born to a controlling, overbearing father she grew up with little freedom and when she did try to do something her father didn't want her to she was often betrayed by the people she had trusted. The worst blow was when she became pregnant and her lover, who had promised never to tell, turned around and asked her father for permission to marry her and keep her shame hidden. This final betrayal of her trust caused her to create a new persona and name, Fritania, and run away, leaving her baby. Unwilling or unable to face the world seriously, Fritania took on a cavalier hedonistic attitude, and took up dancing in a troupe of performers. She tried to care little about anything other than dancing, flirting and sex and used them to shadow and hide the real her. In death, she found some solace, but also learned her child, the only other person she cared about, had been taken in and raised by her lover. Unwilling to leave him a second time, Fritania choose not to pass on, but instead protect her son and his descendants from the pains and dangerous people of the world. Character: Fritania acts with a cavalier frivolity and shamelessly leads people by the nose, either seducing them, belittling them, or scorning them. She never shares true information about herself and often acts if she feels Faliana, her great-grandchild, is threatened. Fey and impish, has a thing against all men, distrusts Monty but has a truce with him for now. Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves. Séance Boon: Choose one skill when you gain this séance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you. Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you. Taboo: You can’t abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies. Trickster's Edge (Lesser, Su): Choose any two skills. (Due to powerful bond, three skills) These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level). (Stealth, Bluff and Disguise) Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours. Legendary Influence: Improved Feint (Must use martial flexibility to gain Combat Expertise to benefit from this feat) Relic: Fritania’s dance veil.
Spells Known: ===================
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Medium spells: 0-level: Dancing Lights, Guidance, Detect Magic, Pretidigitation 1st-level: Calm Spirit, Implant Urge, Enlarge Person, Ill Omen Archmage spells:
Hierophant Spells
Consumables & other tracking: ===================
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Spells Medium Spells 0th level: As many as humanly possible 1st level: 2/2 Archmage or Heirophant spells
Crossbow Bolts 8/10
Chronicle 1: 6-97 Siege of Serpents: ===================
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Sheet! Was not a play-by-post so I don't have specifics I can point to. Purchases, Sales and Earnings:
Totals:
Chronicle 2: 5-08 Under the Ice: ===================
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Sheet! Purchases, Sales and Earnings:
Totals:
Consumable expenditures:
Chronicle #3: 0-05 Mists of Mwangi: ===================
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Chronicle Purchases, Sales and Earnings:
Totals:
Consumable expenditures: None Chronicle #4/#5: 2-01 Bloodcove disguise: ===================
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This was a replay! Chronicle! SALES, PURCHASES, GP TOTALS:
Bought
Last minute Hot weather outfit 8 gp Total: 1227 gp TOTALS:
Consumable expenditures: None Chronicle #6: 2–02: Before the Dawn, Part II: Rescue at Azlant Ridge: ===================
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Chronicle! SALES, PURCHASES, GP TOTALS:
Bought
Total: --gp TOTALS:
Consumable expenditures: None Chronicle #7: 6–14: Scions of the Sky Key, Part 2: Kaava Quarry: ===================
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Chronicle! SALES, PURCHASES, GP TOTALS:
Bought
TOTALS:
Consumable expenditures:
Chronicle #8: 7-24: Dead Man’s Debt: ===================
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Chronicle! SALES, PURCHASES, GP TOTALS:
Bought
Gold to group wand purchase: 150
Consumable expenditures: None Chronicle #9: 7-27: Beyond Azlant Ridge: ===================
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Chronicle SALES, PURCHASES, GP TOTALS:
Bought
TOTALS:
Consumable expenditures: None
Chronicle #10: 1-35: Voice in the Void: ===================
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Chronicle SALES, PURCHASES, GP TOTALS:
Bought
TOTALS:
Consumable expenditures: None
Chronicle #11: AP: Rise of the Runelords, Book 1: ===================
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Chronicle Pending SALES, PURCHASES, GP TOTALS:
Bought
TOTALS:
Consumable expenditures: None
Chronicle #12: 8-18: The Champion's Chalice I: Blazing Dangerous Trails: ===================
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Chronicle SALES, PURCHASES, GP TOTALS: Sold Mwk Longspear 152.5 Bought
TOTALS:
Consumable expenditures: None
Chronicle #13: 8-21: The Champion's Chalice II: Agents of the Eye: ===================
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Chronicle SALES, PURCHASES, GP TOTALS:
Bought
TOTALS:
Consumable expenditures: None
Chronicle #14: 6-00 Seige of the Diamond City, GM credit: ===================
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Chronicle SALES, PURCHASES, GP TOTALS:
Bought
TOTALS:
Consumable expenditures: None
Chronicle #15: 10-21 Slaver’s End: ===================
Chronicle #16: 9-05 Call of the Copper Gate: ===================
Chronicle #17: 10-05 Mysteries Under Moonlight Part 1 - Testament of Souls: ===================
Chronicle #18: 10-07 Mysteries Under Moonlight Part 2 - The Howling Dance: ===================
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Chronicle not yet earned SALES, PURCHASES, GP TOTALS:
Bought TOTALS:
Consumable expenditures: None
Boons!: ===================
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WARM FRIEND IN A COLD LAND: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet. From Chronicle #2 [_][_] PATHFINDER’S EXCELLENCE (MAGIC):
As a standard action you can instead check two boxes to recall a spell that you have already cast that day. The spell is then prepared again, just as if it hadn't been cast. Once you check the last box cross this entire boon of your chronicle sheet.
THE FAVOR OF CARTAHEGN:
GRIPPLIS’ FAVOR:
EKUJAE’S BLESSING:
KAGHAZE REDEEMED:
PRACTICED DIPLOMAT (2+ goals):
AZLANTI HISTORIAN
SLITHERBANE
CHALICE CHAMPION:
INFUSED EXTRACTS:
SIGHT OF THE CYCLOPS: You aided in the restoration of the ancient Ghol-Ghani city of Kaddodi, earning the respect and thanks of the long-dead cyclops mystic, Akmon. For your efforts, you gained a lingering aspect of the Sight of the Cyclops. You can expend this boon to reroll any single d20 roll after the first roll is made but before the results of the roll are determined. You must take the second result, even if it is lower. You cannot use this boon on any roll already being rerolled by another effect. Once you have used this boon, cross it off your Chronicle sheet.
DEFENDER OF NEROSYAN (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
SIEGE–HARDENED: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.
Faction Card!: ===================
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[X] [_] [_] Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). [_] Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure. [X] [X] Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. [X] [X] Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal. [_] [_] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level. [X] Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive. [_] Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard. [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.
| Spirit: Only the one she was born with | Infl: | Taboo surges: 2/2 | MF: 7/7 | Active conditions: Champion seance and spirit bonus Until dawn! |