Sanvil Trett

Garrett Goodleaf's page

296 posts. Organized Play character for Faelyn.


Full Name

Garrett Goodleaf

Race

Halfling

Classes/Levels

5th level Bard | HP 37/37 | AC 21 | T 14 | FF 18 | CMD 15 | Fort +5 | Ref +9 | Will +6 | Init +5 | Perc +10 | Bardic Per 15/15 | Spells: 1st - 5/5, 2nd - 3/3

Gender

Male

Size

Small

Age

32

Special Abilities

Bardic Knowledge; Bardic Performance; Cantrips; Versatile Perfomance (Oratory); Well-Versed; Lore Master

Alignment

Neutral

Deity

Desna

Location

Absalom

Languages

Common, Halfling, Elven, Goblin

Occupation

Performer

Homepage URL

Character Sheet

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 16

About Garrett Goodleaf

Garrett Goodleaf
Male Halfling Bard 5
Neutral Humanoid
Init +5; Senses Perception +10
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Defense
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AC 21, touch 14, flat-footed 18 (+3 Dex, +5 Armor, +2 Shield, +1 Size)
hp 37
Fort +5, Ref +9, Will +6
Defensive Abilities Fearless; Halfling Luck; Well-Versed
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Offense
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Speed 20 ft.
Melee
M/W Whip +8 (1d2/x2) 15ft.
+1 Short Sword +8 (1d4+1/19-20/x2)
Dagger +7 (1d3/19-20/x2)
Ranged
Sling +7 (1d3/x2) 50 ft.
Dagger +7 (1d3/19-20/x2) 10ft.
M/W Shortbow +8 (1d4/x3) 60 ft.
Special Attacks
Bard Spells Known (CL 5):
Cantrips (At Will) - Dancing Lights, Detect Magic, Ghost Sound, Lullaby, Message, Prestitidigitation
1st (4+1/day) - Hideous Laughter, Silent Image, Sleep, Ventriloquism
2nd (2+1/day) - Heroism, Minor Image, Silence
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Statistics
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Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +2; CMD 15
Feats Weapon Finesse, Spell Focus: Illusion

Skills:

Acrobatics +13/+15 (5 Rank, +4 Dex, +3 CS, +2 Racial, 0 ACP)
Appraise +2 (0 Rank, +2 Int)
Bluff +7 (1 Rank, +3 Cha, +3 CS)
Climb +6 (1 Rank, +0 Str, +3 CS, +2 Racial)
Diplomacy +11 (1 Rank, +3 Cha, +3 CS) - Versatile Performance
Disable Device +3 (0 Rank, +3 Dex)
Intimidate +3 (0 Ranks, +3 Cha)
Knowledge: Arcana +9 (2 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Dungeoneering +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Engineering +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Geography +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: History +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Local +9 (2 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Nature +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Nobility +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Planes +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Knowledge: Religion +8 (1 Rank, +2 Int, +3 CS, +2 BK)
Linguistics +6 (1 Rank, +2 Int, +3 CS)
Perception +10 (5 Rank, +0 Wis, +3 CS, +2 Racial)
Perform: Oratory +11 (5 Rank, +3 Cha, +3 CS)
Perform: String +10 (2 Rank, +3 Cha, +3 CS, +2 Equipment)
Sense Motive +11 (0 Rank, +0 Wis) - Versatile Performance
Sleight of Hand +8 (3 Rank, +2 Dex, +3 CS)
Spellcraft +8 (3 Rank, +2 Int, +3 CS)
Stealth +13 (3 Rank, +3 Dex, +3 CS, +4 Size)
Swim +0 (0 Rank, +0 Str)
Use Magic Device +8 (2 Rank, +3 Cha, +3 CS)

Languages Common, Halfling, Elven Goblin, Ancient Osirian
SQ Bardic Knowledge, Bardic Performance, Cantrips, Versatile Performance, Well-Versed
Other Gear Masterwork Whip, Short Sword +1, Dagger (2), Sling w/ 10 bullets, Masterwork Shortbow w/ 20 arrows, Mithral Shirt +1, Darkwood Buckler +1, Cloak of Resistance +1, Handy Haversack (Bedroll, Winter Blanket, Trail Rations (4), Masterwork Lute, Grappling Hook, Silk Rope (50 ft.)), Belt Pouch (Sunrod (2), Tindertwig (10), Flint & Steel), Belt Pouch (Smokestick (2), Acid, Alchemist Fire (2), Potion of Cure Light Wounds (2)), Waterskin, Wand of Silent Image (50), Wand of Cure Light Wounds(50).
0pp 3275gp 3sp 0cp
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Traits
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Unorthodox Strategy: You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares.

Reactionary: 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.
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Special Abilities
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Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:
: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
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Standard Racial Traits:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Feat and Skill Racial Traits:
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Offense Racial Traits:
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits:
• Keen Senses: Halflings receive a +2 racial bonus on Perception checks.


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Background:

Description and Personality:
Image!!
Height 3’ 2” Weight 37 lbs
Skin Tanned Eyes Grey Hair Brown and shaggy
Garrett is fairly tall, for a halfling, though most of the taller races may not realize it. He is slender and quick on his feet, but lacks much muscle mass. His hair is shaggy, but he keeps it out of his eyes. His eyes are a strange grey not seen in many halflings, yet they still sparkle with that same mischievous look so readily apparent in his kind.

Garrett is an avid storyteller and his favorite pastime is coming up with new, and preferably audacious, stories to tell to anyone who will listen. He claims most of his stories are chronicles of his own adventures as a Pathfinder, despite being fairly new to the Society. Despite his near constant talking, he seems to have a better understanding of his surroundings than some halflings and becomes like a shadow when things become dangerous. He is quick and quiet when he needs to be...

PFS (Core) Character Information:

PFS#: 13693-10
Faction: Silver Crusade
XP: 12
Fame: 21
Prestige: 13/21
Inventory Tracking Sheet
Scenarios:
The Emerald Spire: The Cellars [3 XP, 4 PP, 1536gp, 50gp Day Job] Chronicle Sheet
- Boons:
- River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.
- Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

The Emerald Spire: Splinterden [3 XP, 5 PP, 3711gp, 20gp Day Job] Chronicle Sheet
- Boons:
- River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land. - Splinter Slayer: In Splinterden, you fought a bandit group named the “Splinters.” These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Destiny of the Sands, Part 1 [1 XP, 2 PP, 1183gp, 5gp Day Job] Chronicle Sheet
- Boons:
- Reckless Revenge: You chose to undermine Torch's schemes in Osirion, but he easily identified your plans. You have developed a reputation as one who seeks Torch's downfall, even if you are not always successful.

Destiny of the Sands, Part 2 [1 XP, 2 PP, 1190gp, 20gp Day Job] Chronicle Sheet
- Boons: None

Destiny of the Sands, Part 3 [1 XP, 2 PP, 1282gp, 0gp Day Job] Chronicle Sheet
- Boons:
- Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you can the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
- Scrutiny of the Stars: Performing an eldritch ritual temporarily granted you power, but it also attracted the attention of some creature from beyond the stars. The haunting certainty that the someone is watching you leaves you paranoid, and whenever you are confused and roll to determine your behavior in a given round, add 5 to the result. In addition, whenever you sleep, there is a 20% chance that the alien entity attempts to contact you and torments your dream with terrifying visions, per the spell nightmare (DC 17). If you are a sorcerer with the aberrant bloodline, you ignore these effects and instead gain an additional daily use of you acidic ray bloodline ability. You may cross this boon off your Chronicle sheet if you are the target of a heal spell while under the effects of nondetection.

The City of Strangers, Part 1 [1 XP, 2 PP, 1268gp, 20gp Day Job] Chronicle Sheet
- Boons: None

The City of Strangers, Part 2 [1 XP, 2 PP, 1350gp, 5gp Day Job] Chronicle Sheet
- Boons: None

The Solstice Scar [1 XP, 2 PP, 1250gp, 10gp Day Job] Chronicle Sheet
- Boons:
- 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 out 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 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 (120,604gp; 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 hour Martyr’s Shards boons, reduce the cost of an Avenging Dagger to 110,604gp, 100,604gp, or 90,604gp 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 the 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 a 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’ assistance.