Combat Gear+2 evil outside bane longbow, arrows (45), durable adamantine arrows (20), silver arrows (40), blunt arrows (30), cold iron arrows (40), +1 fey bane arrows (8),+1 shock arrows (6),+1 elf bane arrows (2),+1 human bane arrows (2),+1 giant bane arrows (13), sleep arrows (5), longsword, timeworn laser pistol (4 charges), +3 mithral chain shirtOther Gear pathfinders kit, travellers clothes, courtier's outfit, shadow lodge signet, wayfinder, efficient quiver, gloves of arrow snaring, boots of striding and springing, belt of incredible dexterity +4, headband of inspired wisdom +4, cloak of resistance +3, ring of freedom of movement, hat of disguise, wand of cure light wounds (10 charges), wand of cure serious wounds (25 charges), scroll of heal, 14,763 gp
Special Abilities Fearless: You receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: You receive a +1 racial bonus on all saving throws.
Fleet of Foot: You are quicker than their kin but less cautious. You move at normal speed and have a base speed of 30 feet.
Weapon Familiarity You are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: You receive a +2 racial bonus on Perception checks.
Well-Informed: You gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Rangers Focus(4/day) You can focus on a single enemy within line of sight as a swift action. That creature remains your focus until it is reduced to 0 or fewer hit points or surrenders, or until you designates a new focus, whichever occurs first. You gain a +6 bonus on attack and damage rolls against the target of his focus.
Track: You add half your level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: You can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). You roll 1d20 and adds your ranger level and your Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, you and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
Favored Terrain:(Urban +6, Forest +2, Desert +2) You gain a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when you are in this terrain. When traveling through your favored terrain you normally leaves no trail and cannot be tracked (though you may leave a trail if you so choose).
Terrain Bond: You form a bond with the land itself, enabling you to direct others in such terrain. When in your favored terrain, you grant all allies within line of sight and that can hear you a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with you, your allies leave no trail and can’t be tracked. You can choose for the group to leave a trail, or even specific members of the group to leave a trail if you so desires.
Hunter’s Tricks:(10/day) You learn the use of hunter’s tricks, which typically grant a boon or bonus to you or a nearby ally. Once a trick is chosen, it can’t be retrained. You cannot select an individual trick more than once. This ability replaces your spells class feature. You do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Hobbling Attack: You can use this trick as a free action when you hit with an attack. The target of the attack’s land speed is reduced by 1/2 for 1d4 rounds.
Defensive Bow Stance: You can use this trick as a swift action. Until the start of his next turn, your ranged attacks do not provoke attacks of opportunity.
Surprise Shift: You can move 5 feet as a swift action. This movement does not provoke attacks of opportunity and does not count as a 5-foot step.
Catfall: You can use this trick as an immediate action when you fall 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If you take no damage from the fall, you do not fall prone
Aiding Attack: You can use this trick as a free action when you hit a creature with an attack. The next ally who makes an attack against the target creature before the start of your next turn gains a +2 circumstance bonus on that attack roll.
Woodland Stride: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you.
Swift Tracker: You can move at your normal speed while using Survival to follow tracks without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Ranger's Luck: Once per day you can either reroll one of his attack rolls or force an enemy who just hit you with an attack to reroll the attack roll. You must take the result of the second roll even if it is worse.
Inspired Moment: You can have an inspired moment once per day as a free action. You gain the following benefits until the end of your next turn. Your speed increases by 10 feet. You can take an extra move or swift action on your turn. You gain a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, you automatically confirm any critical threat you score.
Camouflage: You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn't grant cover or concealment.
Boons/Prestige Awards Confirmed Field Agent: You have been formally recognised as a field agent and given a wayfinder engraved with your name and date of graduation ('Garret Longthorn, 24th Desnus 4714').
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 would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be postive, negative or negligible regarding a secondary success condition for a scenario. If none of these options accurately reflects the actions impact on your fulfillment of the secondary success condition, 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.
Exemplar of Falcon’s Hollow: You have saved the town of Falcon’s Hollow from certain death. As a result, you are now a famed Andoran adventurer and gain a +1 circumstance bonus on any Charisma-based checks with any citizen of Andoran.
Hero of the Fey: You have saved the fey of Darkmoon Wood from certain death. As a result, you may automatically succeed on one Charisma-based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short—as a result, you may use this boon only once, after which it is discarded.
Kassen’s Blessing:You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle. Hero of the Five Kings: For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.
The Hydra's Fang Incident: The Chelish Embassy of Absalom recognizes you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax's diabolical capital city. The Andoran Embassy of Absalom regards you as an upstanding free citizen of the Republic.
Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound.
The Frozen Fingers of Midnight: The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.
Borderland Keep: You have taken command of Fangwood Keep as a representative of either Molthune or Nirmathas. Managing the keep increases the number of followers you can retain at any one time by 1. In addition, you may forgo rolling your Day Job at the end of a scenario to manage the fort’s operations, patrol the surrounding territory, and launch raids against the enemy. Doing so allows you to recover 1 Prestige Point as you earn the acclaim and support of the selected nation, though it does not increase your Fame score. Any Prestige Points in excess of your Fame must be spent immediately or are lost.
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.
Defender of Nerosyan: The city of Nerosyan stands in part because of your actions, and Queen Galfrey 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 magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.
True Ally of the Lantern Lodge: Amara Li recognizes your invaluable contribution in ensuring a strong alliance with the Way of the Kirin, and she promises to assist you in the future. Whenever you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6. If you are a member of the Lantern Lodge faction, cross this boon off your Chronicle sheet.
Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder RPG Bestiary 4 as if pipefoxes were available as in the Additional Resources document.
Instead of taking Yrishi as a familiar, you can ask her to perform research for you. Cross the boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.
Yekai Deathhand’s Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level. The listed price assumes that you are 3rd or 4th level. If you purchase the item when you are higher level, pay the cost listed for your level in the bauble column on page 160 of Pathfinder RPG Pathfinder Unchained instead of 300 gp. Likewise, if you sell the item, use the corresponding value to calculate its effective market price. See page 160 of Pathfinder Unchained for information about scaling magic items.
Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following Vanity:
Blakros Family Member (20 PP): You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.
Custom Skillchip: While in the ruins at Sulfur Gulch, you recovered several skillchips (Pathfinder Campaign Setting: Technology Guide 52), tiny technological devices that store vast amounts of practical knowledge and insight. With the help of Isirah Tana, you have repaired one of these skillchips, configuring it for your use only. You may purchase a single Mark III skillchip for 2,700 gp for one of the following skills: Acrobatics, Climb, Craft (mechanical), Diplomacy, Knowledge (engineering), Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Stealth, Survival, or Swim. Note that to benefit from a skillchip, you must first purchase and implant a skillslot.
Portable Technologist: The explorer Isirah Tana may be constrained to the compact AI core into which she’s imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform skill checks and other tasks as though you possessed the Technologist feat (Technology Guide 7), and at the end of the adventure, you can freely retrain one feat into the Technologist feat. Alternatively, you can collaborate with Isirah before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of these benefits, cross this boon off your Chronicle sheet.
Air Affinity:Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.
Elemental Awakening: The Society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry off the Chronicle sheet in order to cast a spell-like ability, treating your caster level as 3 times the number of checked boxes.
Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223).
Earth: You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide 149) as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can instead cast either stone to flesh or stoneskin. Fire: You gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can instead cast either fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide 222, DC 20).
Water: You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide 250) as a spell-like ability. If you have two or more boxes checked, you can instead cast quench (DC 18) or water breathing. If you have all four boxes checked, you can instead cast either cone of cold (DC 20) or solid fog.
Time in Dreng's Vault: You gain a permanent +2 circumstance bonus on Knowledge (local) skill checks.
Owed a Favor: You may gain a +4 circumstance bonus on Diplomacy skill checks during one future scenario set in Absalom. Using this bonus removes this boon from your chronicle sheet-line through it upon use.
Broken Reputation:For killing a fellow Pathfinder on the Grand Lodge's grounds, you must either spend 2PP or 750 gold pieces to clear your name, or suffer a -4 penalty on Bluff, Diplomacy, and Intimidate skill checks when dealing with other Pathfinders in Absalom or beyond. Defender of Katheer: You successfully defeated the sorcerer Raamiz Ibn-Chadli earning a small amount of renown with the people of Katheer. Whenever you deal with humanoids from Katheer in the future, you receive a +1 circumstance bonus to all Diplomacy checks.
Explorer: Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armour check penalty for the purpose of this skill check.
Attuned to the Citysong: Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain at +1 bonus on initiative checks on Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits off the selected settlement. If you select Magnimar as your settlement of choice, increase the bonus to +2. Once you have used this boon, cross it off your Chronicle sheet.
Urban Tenacity: Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.
Ankilhi’s Gratitude: You destroyed the cursed helmet, Grimgrin, putting an end to Ankilhi’s greatest foe. Ankilhi’s spirit now watches over you, assisting in subtle ways. There’s a 50% chance that anytime you need to eat and drink but don’t have access to food and water, a fresh bowl of heated rice and small cup of drinking water appears. This is enough to feed one Medium creature. This effect can successfully occur only once per scenario.
Fossilblight’s Savior: By retrieving the artifact known as Fossilblight, you’ve given the Pathfinder Society a chance at opening the Untouchable Opal. While the magical pick is integral to the Society’s plans to open Ranginori’s prison, the Decemvirate can be convinced to allow the weapon’s use in extreme circumstances. At the start of an adventure, you can requisition use of Fossilblight for the remainder of the adventure. If you requisition the use of this powerful artifact, check the box on this boon. Only one character per adventure can use this boon to requisition Fossilblight, and only if the box on her boon is unchecked.
Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.
Initiate of Meraz: You have joined the Sentinels of Meraz and accepted the tattoo of a watchtower and scimitar on the back of your hand. You gain a +2 resistance bonus on saving throws against the spells and spell-like abilities of daemons; if you already have a resistance bonus on saving throws, it increases by 1 against such daemonic effects. The power of this tattoo can grow over the course of the Feast of Dust module, and this is treated as a watchtower tattoo for the purposes of effects later in the adventure.
The Hero We Need: The town of Dimayen has fallen on hard times, and you have taken the first steps to save it through compassion and peace; you resolved Dimayen’s troubles in during this chapter with minimal violence and considerable empathy, at the GM’s discretion. When you gain this boon, you regain 2 previously expended Prestige Points.
The Hero We Deserve: The generations of Whitewater rule have corrupted Dimayen, and you have mercilessly cauterized its figurative wounds; you have struck down members of the Whitewater family, slain afflicted citizens of Dimayen, or demonstrated other remorseless pragmatism at the GM’s discretion. Before attempting any d20 roll, you can check the box that precedes this boon to roll two dice and take the better result. During the module Feast of Dust, you can also spend 1 Prestige Point to use this ability without checking the box, reflecting the reputation you’re willing to sacrifice to help Dimayen—even if the citizens can’t bring themselves to thank you properly.
Daemonic Artifacts: If the PCs recovered one or more of the following artifacts, check its corresponding box. When beginning the third chapter of Feast of Dust, the PCs begin play with the corresponding artifact so long as at least one PC has the corresponding boxed checked.
▫ Shroud of Flies ▫ Handflower of Genocide ▫ Calabash of Last Draughts Daemonic Blessing: Exposure to daemonic artifacts can grant the power-hungry extraordinary power; however, daemons loathe mortal life, and any such blessing could be the recipient’s undoing. So long as you recovered the corresponding artifact, you may choose to gain one or more of the following boons. Cross any boon you do not wish off your Chronicle sheet immediately. Gaining any of these boons is considered an evil act, though it does not forcibly change your alignment.
Blessing of Flies (Shroud of Flies): You harness the resilience of pestilence, granting you a +1 profane bonus to Constitution. You also take a –6 penalty on saving throws against disease. So long as you possess this boon, you immediately lose the benefit of any class features, magic items, or similar sources that grant you immunity to disease. Blessing of Genocide (Handflower of Genocide): You harness the power of war, granting you a +1 profane bonus to Strength. Any attempt you make to inflict nonlethal damage always deals lethal damage instead. Furthermore, treat your Constitution as 20 points lower (minimum 0) for the purpose of determining when hit point damage would kill you. Blessing of Memories (Calabash of Last Draughts): You harness the omniscience of death, granting you a +1 profane bonus to Intelligence. You take a –3 penalty on saving throws against death effects, and your soul is condemned to Abaddon. Any character attempting to resurrect you must succeed at a caster level check (DC 10 + your character level) or the effect fails. That character can attempt to resurrect you again the following day. Spirit of the Spiral Winds: You have earned the reverence of the girtablilu tribe known as the Spiral Winds. You gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks while in desert terrain—including all encounters for the rest of the module. If you have the favored terrain (desert) class feature, your bonus instead increases by 1. Furthermore, you can purchase one minor ring of spell storing from this Chronicle sheet for 13,500 gp.
Spirit of the Stormbrides: You have earned the reverence of the suli hunters known as the Stormbrides. You gain a +1 bonus on attack and damage rolls as well as Bluff, Knowledge, Perception, Sense Motive, and Survival checks against animals, magical beasts, and vermin. If you have the favored enemy class feature associated with any of these creature types, your existing bonus instead increases by 1. Furthermore, you can purchase one +2 defending scimitar from this Chronicle sheet for 13,500 gp.
Daemon Slayer: Fighting the forces of Abaddon has taught you new ways to defeat daemons. You deal 1d6 additional damage against daemons with natural and manufactured weapons, and daemons take a –1 penalty on saving throws against your spells and effects. You can cross this boon off your Chronicle sheet in order to apply these benefits against all outsiders with the evil subtype for 1 minute.
The Dust Defeated:You successfully sealed away the Jackal Prince and ended the Feast of Dust. The Whitewater family and church of Sarenrae offer you several treasures as rewards for your service. When purchasing or enchanting a weapon, suit of armor, ring, rod, or staff, you can cross this boon off your Chronicle sheet to reduce the price by 15% (maximum discount 4,000 gp). Hero of Meraz: 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 55,000 gp (27,500 gp for characters use the slow track method of advancement).
Unshakeable Sentinel: You have sealed away the Jackal Prince, awakening the full power of your watchtower tattoo. If you have the Initiate of Meraz boon and never accepted the Daemonic Blessing boon, the resistance bonus granted by the Initiate of Meraz boon increases to +4, and you can never be possessed by daemons using magic jar or similar effects. Daemons always recognize you as an enemy, even if the tattoo is covered or disguised.
Seneschal: This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While you are present, the seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on your duties as a Pathfinder instead of the day-today business of keeping your property. When you rest at your home, you automatically heal as if under long-term care using the Heal skill. In order to gain the service of such an individual, however, you must own property or a business, either in Absalom or elsewhere. You may retain the services of one seneschal per property—seneschals do not count against the normal maximum number of followers you can retain at a time.
History:
Garret Longthorn was born and raised in the Taldor capital of Oppara, raised by his single mother following his fathers sad demise during a potentially lucrative business venture. Garrets mother did all she could to provide for her son, serving as a cook in a nobles house for most of his childhood. Garret quickly learned to be self sufficient and provide as much help as he could to his mother. During his adolescent years the halfling travelled the streets and alleys of Oppara, selling his services as a guide to tourists and visiting nobility.
Despite the relative success of his profession, Garret longed for something more, although he didn't know what. The answer came in the form of a group of Pathfinders visiting the city. The hopeful halfling served as the agents guide during their visit, listening to their stories of adventure and exploration with childlike enthusiasm. By the time the field agents had completed their work in Oppara, Garret had already secured his mother support to leave Taldor with them and appeal to join the Society. Thankfully, with a few good words from the agents he'd assisted, the young halfling was permitted to join the Pathfinder Society and begin his training.
Throughout his training it became apparent that Garret had a talent for being both aware of his surrounding and operating effectively within them. Unsurprisingly, the acolyte Pathfinder quickly learnt the ins and outs of the great city of Absalom, moonlighting as a guide when not training further for the Society. Garrets keen senses and quick reflexes lent themselves well in helping the halflings training in archery, ensuring he had a way to defend himself on assignments.
Since graduating, Garret has shown his talents as both a scout and guide for his fellow field agents, supporting them with a well-informed local knowledge and a researched understanding of dungeon delving. Early into his career Garret took command of Fangwood Keep, managing the fort's operations and patrolling the surrounding forests successfully alongside his Pathfinder duties.
As Garrets reputation within the Society grew the halfling found himself dispatched not only across the Inner Sea, but as far afield as Tian Xia on a number of occasions. Whilst preventing the assassination of Drandle Dreng in Absalom Garret met fellow halfling Nev Rosyhand. Following a brief rivalry the two became fast friends and embarked on several assignments together, often frustrating other Pathfinders with there infectious enthusiasm.
As Garret neared the position of Seeker within the Society, he was dispatched to Qadira with a handful of equally reputed agents. Despite his skill and successful career the other agents initially viewed Garret humorously. The initial investigations within the deserts of the Meraz soon escalated into a race against apocalyptic forces, with Garret and the other Pathfinders being inducted into the thin ranks of a secret order of daemon hunters known as the Sentinels of Meraz. While Garrets good nature remained throughout, the trials he faced in the desert tested both his resolve and morally, tempering his spirit.
Personality:
Garret is as friendly as any halfling, but having spent most of his life associating with complete stranger for brief periods of time, he finds it difficult to build lasting bonds or friendships. Nevertheless, he is perfectly pleasant to be around and enjoys showing his knowledge of any area, sharing points of interest with any that wish to listen.
When on duty for the Pathfinder Society, Garret takes his role seriously, knowing that the information and guidance he offers his allies may make the difference for the missions success. He's happy to scout ahead, making use of his small size to gather information to allow his allies to better prepare. If a combat is unavoidable, Garret typically falls back and offers ranged support.
While Garrets loyalties currently lie between both Taldor and the Society, the halfling is starting to lean closer to fully pledging his support to the Decemvirate and whatever their overall goals may be.
Appearance:
Like all halflings, Garret is short in stature and of nimble build. However, Garret is also incredibly lean and quick footed, likely as a result of years of leading group of visitors across sprawling cities. Garret is fairly unremarkable in appearance, with a full head of dark, windswept hair and equally dark eyes. He easily blends into a crowd, likely as a combination of his unremarkable appearance and his aptitude at hiding. He typically wears loose, practical clothing over his chain shirt. Garret prefers to wear clothes of either blue or green in coloration, to honor his Taldan homeland.
PFS information for the GM:
PFS # 129255-5
XP: 37 (normal advancement)
Faction: Grand Lodge
Fame: 63 / Prestige: 50
Prestige Spent: 1 on wayfinder, 15 on Borderland Keep property, 2 on wand of cure light wounds, 2 on Broken Reputation, 2 on Orc as a bonus language, 1 on Hero We Deserve, 2 on Seneschal,
Chronicles applied:
25/05/2014 - Scenario #5-08 The Confirmation
30/05/2014 - Intro 1 First Steps Part I: In Service to Lore
01/06/2014 - Scenario #43 The Pallid Plague
08/06/2014 - Scenario #2-21 The Dalsine Affair
14/06/2014 - Pathfinder Module: Crypt of the Everflame
15/06/2014 - Scenario #37 The Beggar's Pearl
20/07/2014 - Scenario #02 The Hydra's Fang Incident
26/07/2014 - Scenario #5-19 The Horn of Aroden
03/08/2014 - Scenario #04 The Frozen Fingers of Midnight
08/08/2014 - Scenario #23 Tide of Morning
10/05/2015 - Pathfinder Module: Fangwood Keep
27/03/2016 - Pathfinder Society Special: Siege of the Diamond City
06/08/2016 - Scenario #4-21 Way of the Kirin
23/08/2016 - Scenario #7-15 The Deepmarket Deception
30/11/2016 - Scenario #6-02 The Silver Mount Collection
04/12/2016 - Scenario #8-04 Wardens of Sulfur Gulch
19/03/2017 - Scenario #7-99 Through Maelstrom Rift
06/04/2017 - Scenario #2-04 Shadows Fall on Absalom
14/05/2017 - Scenario #27 Our Lady of Silver
19/05/2017 - Scenario #4-04 King of the Storval Stairs
20/05/2017 - Pathfinder Tales: Blood of the City
25/05/2017 - Scenario #4-17 Tower of the Ironwood Watch
02/06/2017 - Scenario #8-13 What Sleeps in Stone
03/06/2017 - Scenario #8-99 The Solstice Scar, Version A
20/07/2017 - Pathfinder Module: Feast of Dust Part 1, In The Jackal's Shadow
05/10/2017 - Pathfinder Module: Feast of Dust Part 2, Oblivion and Sand
07/12/2017 - Pathfinder Module: Feast of Dust Part 3, Flesh for the Famine Prince