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Gaius Marius's page

1,027 posts. Organized Play character for Shadow Dragon.


Full Name

Gaius Marius

Race

CG Male Human Inquisitor 7 | HP 15 / 52 | AC 19 / 15 T / 14 FF | CMD 21 | Fort + 8, Reflex + 8, Will + 9 |

Classes/Levels

Init + 10 | Perception + 13 | Speed 40 ft. | Conditions: None | Effects: | Judgement: 3/3 | Spells: 1st Level (5/5) , 2nd Level (4/4), 3rd Level (2/2) | Bane: 10/10 |

Gender

Male

Size

6', 180 lbs.

Age

19

Special Abilities

Spellcasting, Domain, Judgement 3/day, Monster Lore, Orisons, Stern Gaze, Cunning Initiative, Detect Alignment, Track, Bane, Discern Lies

Alignment

Chaotic Good

Deity

Hathor

Location

Taldor

Languages

Common and Celestial

Occupation

Inquisitor

Strength 12
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Gaius Marius

About Gaius Marius, Inquisitor of Hathor

Gaius Marius
Male Human Inquisitor 7
CG Medium humanoid
Init + 10; Senses: Perception + 13

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Defense

AC 19, touch 14, flat-footed 14 (+ 4 armor, + 2 shield [not included], + 5 Dexterity)
HP 52 (7d8 + 14)
Fort + 8, Reflex + 8, Will + 9

BAB = + 5 CMB = + 6 CMD = + 21

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Offense

Speed 40 ft.

Melee

Club (+ 6 to hit, + 1 to damage, 1d6/x2), Deals B damage
Dagger (+ 10 to hit, + 1 to damage, 1d4/19-20x2), Deals P or S damage
MW Cold Iron Short sword (+ 11 to hit, + 1 to damage, 1d6/19-20x2), Deals P damage

Ranged
+1 Composite Longbow (+ 1 Strength) (+ 11 to hit, + 2 to damage, 1d8/x3), Deals P damage, Range: 110'
Arrows (20) [2] = 38

Space: 5 ft.; Reach: 5 ft.

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Skills

Climb 5 (1 rank, + 1 Str, + 3 class skill)
Diplomacy 3 (1 rank, - 1 Dex, + 3 class skill)
Heal 7 (1 rank, + 3 Wis, + 3 class skill)
Intimidate 6 (1 rank, - 1 Cha, + 3 class skill, + 3 Stern Gaze)
Knowledge (Arcana) 13 (6 ranks, + 1 Int, + 3 class skill, + 3 Wis)
Knowledge (Dungeoneering) 12 (5 ranks, + 1 Int, + 3 class skill, + 3 Wis)
Knowledge (Local) 7 (3 ranks, + 1 Int, + 3 Wis)
Knowledge (Nature) 13 (6 ranks, + 1 Int, + 3 class skill, + 3 Wis)
Knowledge (Planes) 13 (6 ranks, + 1 Int, + 3 class skill, + 3 Wis)
Knowledge (Religion) 13 (6 ranks, + 1 Int, + 3 class skill, + 3 Wis)
Perception 13 (7 ranks, + 3 Wis, +3 class skill)
Profession (Librarian): 7 (1 rank, + 3 Wis, + 3 class skill)
Ride 9 (1 rank, + 5 Dex, + 3 class skill)
Sense Motive 12 (3 ranks, + 3 Wis, + 3 class skill, + 3 Stern Gaze)
Spellcraft 5 (1 rank, + 1 Int, + 3 class skill)
Stealth 11 (3 ranks, + 5 Dex, + 3 class skill)
Survival 11 (2 ranks, + 3 Wis, + 3 class skill, + 3 Track)
Swim 5 (1 rank, + 1 Str, + 3 class skill)

Languages: Common and Celestial

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Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Favored Class Bonus:

Favored Class Option
Human: (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Traits:

Fate's Favored (Basic, Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Point Blank Shot (1st Level Feat): You can choose whom to affect when you channel energy.

You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Bonus Human Feat): You are adept at firing ranged attacks into melee.

Prerequisites: Point Blank Shot

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot (3rd Level Feat): You can make an additional ranged attack.

Prerequisites: Dex 13, Point Blank Shot

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Friendly Fire Maneuvers (Bonus Teamwork Feat - 3rd Level): You and your teammates can anticipate one another’s ranged attacks and stay out of each others’ way.

Prerequisite: Point-Blank Shot, Precise Shot

Benefit: Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw.

Extra Bane (5th Level Feat): You can use your bane ability more often than normal.

Prerequisite: Bane class feature.

Benefit: You can use your bane ability for 3 additional rounds per day.

Coordinated Shot (Bonus Teamwork Feat - 6th Level):

Prerequisite: Point Blank Shot

Benefit: If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn’t have this feat), this bonus increases to +2.

Weapon Finesse (7th Level Feat):

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

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Class Features

Inquisitor Class Features:

Weapon and Armor Proficiency
An Inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells
An inquisitor casts divine spells drawn from the Inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Domain Selected: Travel

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
3rd Level Feat Selected: Friendly Fire Maneuvers
6th Level Feat Selected: Coordinated Shot

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

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Spell List:

Orisons Known (9; 6 + 3 from FCB)

Acid Splash
Create Water
Detect Magic
Disrupt Undead
Guidance
Light
Read Magic
Sift
Stabilize

1st Level Spells Known (8; 5 + 3 from FCB)
1st Level Spells per Day = 5

Divine Favor (+ 3)
Shield of Faith (+ 3)
Protection from Evil
Hide from Undead
Heightened Awareness
Remove Fear
Hedging Weapons

2nd Level Spells Known (5; 4 + 1 from FCB)
2nd Level Spells per Day = 4

Invisibility
Lesser Restoration
See Invisibility
Cure Moderate Wounds
Resist Energy (20 points)

3rd Level Spells Known (2)
3rd Level Spells per Day = 2

Heroism
Invisibility Purge

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Inventory Tracking Sheet

Mundane Gear:

Studded Leather Armor
Masterwork Lamellar (leather) Armor
Shortbow
Arrows, Cold Iron (20) [3]
Arrows, Blunt (20) [2]
Darkleaf Cloth Lamellar (Leather) Armor
Potion Sponges [3]
Skeleton Key
Underwater Crossbow
MW Cold Iron Shortsword

Alchemical Gear:

Alchemist's Fire [2]
Acid [2]
Holy Water [2]
Tanglefoot Bag
Sunrod [2]
Tindertwig [5]
Weapon Blanch (silver) [2 - Used to coat 20 Arrows]
Holy Weapon Balm [2]
Weapon Blanch (adamantine) [Used to coat 10 Cold Iron arrows]
Weapon Blanch (ghost salt) [Used to coat 10 Cold Iron arrows]

Scrolls:

Scroll of Cure Light Wounds
Scroll of Magic Weapon
Scroll of Shield of Faith
Scroll of Expeditious Retreat
Scroll of Comprehend Languages
Scroll of Bless
Scroll of Protection from Evil
Scroll of Remove Fear
Scroll of True Strike [2]
Scroll of Free Swim
Scroll of Remove Paralysis
Scroll of Align Weapon

Magic Items:

Wayfinder
Wand of Cure Light Wounds [30 charges]
Wand of Divine Favor [49 charges]
Traveler's Any-tool
+ 1 Composite Longbow (+ 1 Strength)
+ 2 Belt of Incredible Dexterity
+ 2 Headband of Inspired Wisdom
+ 1 Cloak of Resistance

Potions and Scrolls:

Potion of Fly
Potion of Water Breathing
Potion of Touch of the Sea

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Shield, Heavy wooden
Arrows (20) [3]
Short Sword
Club
Dagger
Bedroll
Blanket
Soap [2]
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [4]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Holy Symbol, iron
Pouch, spell components
Waterskin
Book, journal
Ink
Inkpen [3]
Chalk [10]
Flint & Steel
Wrist sheath (spring loaded) [2]
Arrows (20) (Cold Iron)
Arrows (20) (Coated with Silver Weapon Blanch)
Bandolier [2]
Canvas (square yard) [4]
Crowbar
Grooming Kit
Grappling hook (common)
Parchment (sheet) [5]
Scroll Box
Gear maintenance kit
Cold Iron dagger
Holy Text
Alchemical Silver dagger
Wrist sheath, spring-loaded

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Gaius Marius's Boons:

Pathfinder Society Scenario #1016: 'What the Helm Hides'

A Torch in the Dark (Legacy): Your efforts to peel back the mists of time and learn about the truth of the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, your actions have paved the way for a stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle Sheet, as this boon will have certain benefits in the new organized play campaign for the Pathfinder RPG's second edition.

Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia's long ago conflict with early members of the Decemvirate. Once you earn 12 or more Fame, your superiors award you 1 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 be lost. When you use this boon, cross it off your Chronicle Sheet.

Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring truth to the Society's history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.
Boxes Remaining: Three

Dark Life Ring: You can purchase a dark life ring (see below). This black ring's carved pattern makes it resemble fossilized bone. It grants its wearer a +2 profane bonus on Will saving throws against effects that deal negative energy damage. In addition, anytime the wearer takes negative energy damage, they subtract 5 from the damage taken (calculated after the wearer has rolled their Will save against the effect), to a minimum of 0 points of damage.

Pathfinder Society Scenario #5-08: 'The Confirmation'

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle Sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 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.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Pathfinder Module: 'Gallows of Madness' (A Foul Breed):

Apprentices Returned: You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.

Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.

Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.

Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.

Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
Boxes Remaining = 1

Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.

Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.

Pathfinder Module: 'Gallows of Madness' (What Lurks in the Woods):

Courageous Recruit: You rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.

Goblin Slayer: You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
Boxes Remaining: One

Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.
Boxes Remaining: One

Pathfinder Module: 'Gallows of Madness' (The Festering Blot):

Antidotes and Remedies: Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
• Heal 1d4+1 points of damage.
• Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.

Bringing the Truth to Light: You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that
you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
Boxes Remaining: Two

Pathfinder Module: 'Gallows of Madness' (Bonus Chronicle Sheet):

Savior of Saringallow: When you earn this Chronicle sheet, you may choose whether or not to receive XP, Prestige Point, and gold rewards; you may instead choose to gain no XP and gold, but you instead earn 2 Prestige Points and still qualify for all of the boons and items on this sheet. If you elect to earn the full rewards, you gain 3 XP, 6 Prestige Points, and 3,711 gp (1,856 gp for characters use the slow track method of advancement).

Friends in Saringallow: You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
• Ask Nixa to share her expertise (Knowledge [planes] +5)
• Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
• Ask Nolaria to cast bless (CL 3rd, concentration +5)
• Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
• Ask Nixa to make a full attack against one of your foes.
Melee: Mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)
Boxes Remaining: Three

Pushing Back the Abyss: You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.