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About Gervase GoldhawkëFemale human ranger (Abendego diver) 12
XP: 33 Fame: 61 PP: 5 --------------------
Ranger Spells Prepared (CL 9th; concentration +11) 3 – instant enemy
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Favored Enemy humanoid (humans) +2, outsiders (evil) +6, constructs +2 (Ex) +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify her Favored Enemy. At 5th level and every five levels thereafter, the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. Combat Style Feat (Ex) At 2nd level, a ranger must select a combat style to pursue (archery) Aquatic Terrain (Ex) At 3rd level, an Abendego diver gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks while underwater. Every 5 levels thereafter, the bonus on each of those checks increases by 2 while the Abendego diver is underwater (to a maximum of +8 at 18th level). Hunter's Bond (Ex) At 4th level, a ranger forms a bond with her hunting companions. This bond allows her to spend a move action to grant half her favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear her. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (2). This bonus does not stack with any favored enemy bonuses possessed by her allies. They use whichever bonus is higher. Aquatic Adaptation (Ex) At 7th level, an Abendego diver gains a swim speed equal to her unmodified base speed. (30 ft) Because she has a swim speed, she gains the standard +8 bonus on Swim checks to perform a special action or evade a hazard, the ability to take 10 on a Swim check even if distracted or threatened, and the ability to use the run action while swimming if she swims in a straight line. If she already has a swim speed, her swim speed increases by 10 feet. Shark Sense (Ex) At 8th level, an Abendego diver gains the scent ability while underwater. Evasion (Ex) When she reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Quarry (Ex) At 11th level, a ranger can, as a standard action, denote one target within her line of sight as her quarry. Whenever she is following the tracks of her quarry, a ranger can take 10 on her Survival skill checks while moving at normal speed, without penalty. In addition, she receives a +2 insight bonus on attack rolls made against her quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of her favored enemy types. She can dismiss this effect at any time as a free action, but she cannot select a new quarry for 24 hours. If the ranger sees proof that her quarry is dead, she can select a new quarry after waiting 1 hour. Camouflage (Ex) A ranger of 12th level or higher can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment. boons:
Faction Pin (Liberty's Edge): Once per session, while wearing a faction pin matching your character's faction, you may add 1 to any skill check. If you apply this benefit to one of your faction's favored skills, Escape Artist, Perform, and Disable Device you instead roll 1d4 and add the result. For this roll you also treat the faction's favored skill as if you were trained, even if you don't have a rank in it. Orator (S10 Faction Card): Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed. (2) Double this bonus if the check involves convincing the NPC to participate in an uprising. Eagle Marine Lance Corporal (Liberty’s Edge): You are invited into the ranks of the illustrious Eagle Knights with the rank of lance corporal. You become specialized in Diplomacy. Gray Corsair (Liberty’s Edge): You serve aboard an Andoren naval vessel, and gain a +3 bonus on Profession (sailor) checks made while you serve on any Andoren vessels. Captain (Liberty’s Edge): Having performed valued and extraordinary service to Andoran as a member of the Eagle Knights, you are elevated to the rank of Marine captain/Navy lieutenant and become specialized in Perform (oratory). Expert Negotiator (Captive of Crystal): You managed to talk down a primal crysmal, and you can use this confidence to impress others. You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result. Aggressive Researcher (Blakros Connection): You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check. Impossible Feat (Blakros Connection): The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18. [✓]
[ ] [ ] [ ] Worthy Foe (From the Tome of Righteous Repose): As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn. Bones: You gain the benefits above against undead creatures. Zamir joins the Society (Assault on the Kingdom of the Impossible): In Absalom or any city of 5000+ residents in Andoran, Cheliax, Jalmeray, Osirion, Qadira or Taldor, find a citizen of Jalmeray in 1d4 hours and receive +4 circumstance bonus to any one Appraise, Diplomacy or Knowledge (any) check. You may only use this boon once per scenario. Confirmed Field Agent (The Confirmation): Marcos Farabellus has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation (3 Desnus, 4719). 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 (The Confirmation): 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 fulfilment 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 Confirmation): The field agent who oversaw your Confirmation helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Legacy of a Princess (House of Harmonious Wisdom): You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle sheet. [ ] [ ] [ ] Sun Shogun Talismans (House of Harmonious Wisdom): Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900gp), talisman of good fortune (1,680gp), or talisman of warrior’s courage (450gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet. [ ] Vaultkeeper (Shattered Shield): When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the witch class. Those that already have retraining synergy with the witch class instead reduce the number of days required to retrain any class level into a witch level by 1. A witch retraining a witch class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost. You can check the box that precedes this boon when retraining to gain the gravewalker witch archetype (Pathfinder RPG Ultimate Magic 84) for free. If any other archetypes you have modify the same class feature as the gravewalker archetype replaces, you lose those archetypes at no cost. You can instead check this box and spend 2 Prestige Points to bequeath Vaultkeeper to one of your other characters, granting that character the effects of this boon instead. This allows you to use the archetype with that character as though it were allowed by Additional Resources, and you must have a copy of Pathfinder RPG Ultimate Magic and a copy of this Chronicle sheet with you when playing a character using this archetype. Explore, Report, Cooperate (Wounded Wisp): 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.
Apprentices Returned (Gallows of Madness – A Foul Breed): 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.
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. [ ] Goblin Slayer (Gallows of Madness – What Lurks in the Woods): 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 goblinoid as one of your favored enemies, increase your favored enemy bonus against goblinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
Antidotes and Remedies (Gallows of Madness – The Festering Blot): Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. 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.
[ ] [ ] Bringing the Truth to Light (Gallows of Madness – The Festering Blot): 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. [ ] [ ] [ ] Friends in Saringallow (Gallows of Madness – Bonus): 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)
Pushing Back the Abyss (Gallows of Madness – Bonus): 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. Scholar of The Gates Ajar (Day of the Demon): You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils. Contraband Dividends (Sewer Dragons of Absalom): You ensured that a valuable shipment of contraband antiquities were able to enter Absalom through the sewers without kobolds causing any problems. As a result, you receive a single item of no more than 150gp from among the non-relic bits of the cargo. You must select this item now and reflect its purchase on this Chronicle sheet. (scroll of shield CL1 [5]) Koboldfriend (Sewer Dragons of Absalom): You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype. [ ] Linnormhide Armor (Jarlsblood Witch Saga): You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of crag linnorm scales, reducing its price by up to 500 gp (minimum cost 0 gp). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type. Outstanding Bounty (Fires of Karamos): You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you have fulfilled the bounty’s conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon’s benefits. Redoubt’s Repairs (Fires of Karamos): You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item’s maximum capacity are lost. Extra Trait: You gain an extra trait from any legal source. This trait can not belong to the same type as one you already possess. (Guiding Spirit) Extra Hours: You put in extra work, even when already overtaxed by existing duties. When you apply a Chronicle sheet earned through GM credit to this character, the character is allowed to make a Day Job check. If the character does not have a class or skill ranks due to receiving Chronicle sheets only through GM credit, you may default to rolling a Day Job check with a +5 bonus. Chronicle sheets applied to this PC that would not normally grant a Day Job check to any character (such as holiday boons, convention boons, and Pathfinder Tales boons) do not grant the PC a Day Job check. Horror Resistance: Whether due to your natural mental resilience or a tolerance built up over the course of many disturbing events, your mind is especially resistant to fear. You gain a +1 bonus on Will saving throws against spells and spell-like abilities with the fear descriptor. You gain a +2 bonus on all saving throws against haunts. If you succeed at a saving throw against a haunt, you may choose to suffer its effects as if you had failed the saving throw. If you do so, you receive a clue about how to put the haunt to rest. If you have a familiar, animal companion or eidolon, it also gains these benefits, though an animal companion never chooses to suffer the effects of a haunt despite succeeding on a saving throw. Psychic Bastion: Whether due to your latent psychic potential or a tolerance built up over the course of many traumatic events, your mind is especially resistant to outside influences. You gain a +1 bonus on Will saving throws against spells and spell-like abilities with the mind-affecting descriptor. If it is also a psychic spell, this bonus increases to +2. If you succeed at such a save, you gain a +1 morale bonus on attack and damage rolls against the spell's caster for 3 rounds. Alchemical Efficiency: Life in the field with minimal supplies makes it critical to make maximal use of what you have. When you apply, consume, throw, or otherwise use a single-use alchemical object, you can activate it without having to remove the item from your inventory — either because you only needed half the normal dose or realized that you packed a replacement. To do so, check one of the boxes below for every 25 gp of the item's market price, rounded up. For example, using a thunderstone (30 gp) or antitoxin (50 gp) in this way requires checking two boxes. You cannot use this boon on an alchemical item if not enough boxes remain to offset its cost. [✓] [✓] [✓] [✓] [✓] [✓] [✓] [✓] [✓] [✓] [✓] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] Share the Wealth (Equipment): In your generosity, you have decided to share your access to rare or unusual items with another Pathfinder agent. To apply this boon, choose a Chronicle sheet that you have applied to one of your characters, then choose one of your other characters. This second character gains access to purchase all non-intelligent items that the first character earned on that Chronicle sheet, as long as the second character's level is not lower than the minimum level of the Subtier that grants access to the item. As the character gains levels, she may gain access to more items. Record the character numbers of both characters below, as well as the name of the adventure for which you are sharing item access. Be sure you have access to either the original Chronicle sheet with the shared items or a copy of it when you play the second character. Giving Character: Antonella Schiavo -4
Riftwarden Magic (Port Godless): So long as you possess this boon, ALL of your PFS characters have access to the following spells from the Pathfinder Player Companion: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders and telepathic censure. Gnoll Tactics (Slave Master's Mirror): So long as you possess this boon, ALL of your PFS characters have access to the following feats and archetypes from the Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype and the flindbar. Runewarden’s Teachings (Wrath of the Fleshwarped Queen): So long as you possess this boon, all of your Pathinder Society Roleplaying Guild characters have access to the Runeguard prestige class from Pathfinder Player Companion: Paths of the Righteous as if it appeared on the Additional Resources page. Refer to the Campaign Clarifications page for this prestige class. Prince of Wolves (Tales): You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.
Dragon Empires Expert (Tales: Master of Devils): You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle. Temple Trained (Tales: Master of Devils): You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle. Lifetimes of Experience (Tales: Death's Heretic): As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle. Fugitive from Numeria (Tales: City of the Fallen Sky): When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet. Practised Artificer (Tales: City of the Fallen Sky): You gain a +1 insight bonus on Use Magic Device checks — increasing to a +4 bonus when activating an item blindly — lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your Chronicle sheet. Nidalese Apostate (Tales: Nightglass): When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet. True Magic of the Shadowcaster (Tales: Nightglass): As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.
Attuned to the Citysong (Tales: Blood of the City): 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 a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet. Urban Tenacity (Tales: Blood of the City): 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 also 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. Five Kings Negotiatior (Tales: Song of the Serpent): Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves. Kalistrade Appraisal (Tales: Song of the Serpent): You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet. Distrust of Witches (Tales: Winter Witch): You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle. Competent Cartographer (Tales: Winter Witch): A combination of your skill with maps and your knowledge of the wilderness gives you an edge when navigating your favorite places. The bonus gained from the first favored terrain you gain through a class feature is increased by +1 for the duration of one scenario. When the boon is used, cross it off your Chronicle. Unwitting Spelunker (Tales: Called to Darkness): You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet. Subterranean Slayer (Tales: Called to Darkness): You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet. alexandrite gem:
glows as affected by continual flame heightened to a 3rd-level spell [CL 5th] dream journal of the pallid seer :
(From Pathfinder Adventure Path #27 – What Lies in Dust)
Aura no aura (or faint divination); CL 3rd
DESCRIPTION This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome. Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again. The dream journal of the pallid seer is affected by a permanent magic aura that makes it appear to be nonmagical. CONSTRUCTION REQUIREMENTS
background:
“There are three types of people in the Inner Sea: Sheep, wolves … AND sheepdogs. No child of mine is EVER going to be one of the other two.” Gervase Goldhawkë was born to two Twilight Talons intelligence officers in the Andoran capital, Almas. When Gervase was two, her father surprised his wife on her 21st birthday with a family vacation to the sleepy town of Bellis. Sadly, the young mother did not survive the Goldhawkës’ first evening in Bellis in what the shocked local constable concluded was a robbery gone wrong. Although Gervase was too young to remember the event, it deeply affected her father. Whenever he returned from the field, every spare moment of Gervase’s time was spent learning survival, self-defense and elementary fieldcraft. Bow-hunting, fishing, boating and swimming became the girl’s favorite pastimes. Although she enjoyed history, Gervase was an average student and certainly wasn’t part of the popular crowd. However, the Mean Girls clique gave her a wide berth after an incident involving the prom queen, a goat and a vial of sovereign glue. On graduation at the urging of her father, Gervase entered the Gray Corsairs Naval Academy, after spending the summer interning at a local shipping company. After four years of study, disillusioned with the strict discipline and bureaucracy of the Gray Corsairs, Midshipman Goldhawkë paid off from the navy to sign on to a government-backed expedition to the ruined continent of Azlant. The young ranger’s resourcefulness, curiosity and infectious optimism were noted by an undercover Pathfinder agent at the Andoran colony, who eventually recruited her to the Society. Gervase has participated in the following missions: The Confirmation
Wounded Wisp
Gallows of Madness III — The Festering Blot
Assault on the Kingdom of the Impossible (GM) My Enemy's Enemy (GM)
Immortal Conundrum
Technic Siege
Jarlsblood Witch Saga
Captive in Crystal
The Harrowing
Refugees of the Weary Sky
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