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Guisseppe "Lil Frankie" Franko's page

1,110 posts. Organized Play character for Massee.


Full Name

Guisseppe Franko

Race

Effects: Aid: +9 Temp HP, +1 to hit

Classes/Levels

Unchained Rogue/Mouser 4/1 | HP 34/34 | AC 22, T 16, FF 22 Uncanny Dodge| Fort +3, Ref +11 +2 vs Traps, Evasion, Will +1 (+2 vs Fear) | Init +4 | Perc +14 (+2 vs Traps/Surprise)Trapspotter | Luck: 3/3 | Panache: 3/4

Gender

Male

Size

Small

Age

20

Alignment

CG

Deity

Desna

Location

Absalom

Languages

Common, Halfling

Occupation

Underground Candy Mogul

Strength 8
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 8
Charisma 18

About Guisseppe "Lil Frankie" Franko

Guisseppe Franko - PFS # 202046-1
XP 12 | PP 11 | Fame 24 | Gold 582.3‬
Faction: Liberty's Edge
Male Halfling Unchained Rogue 4; Swashbuckler (Mouser) 1
Chaotic Good Humanoid
Senses: Init +4, Perception +14 (Additional +2 vs Traps)(Additional +2 vs Surprise)
Movement: Speed 20 ft

LANGUAGES: Common, Halfing

DEFENSE:
AC 22: Touch 16, Flat-footed 22 (+1 AC vs Traps)(Uncanny Dodge)(Includes Buckler)
HP 34 (4d8;1d10+5) Base Atk +4; CMB +2; CMD 17
Fort +3, Ref +11, Will +1 (+2 vs Fear Racial) (Adaptable Luck 3x/day for +2/+3)(+1 Reflex vs Traps)(Includes +1 Cloak of Resistance)

OFFENSE:
[dice=Melee +1 Mithril Dagger]1d20+10;1d3+5[/dice]
[dice=Melee +1 Mithril Dagger, Defensively (+5AC)]1d20+10-4;1d3+5[/dice]
[dice=Melee +1 Mithril Dagger, Flanking, Defensively (+5AC)]1d20+10+2-4;1d3+5+2d6[/dice]
[dice=Sling + Marble]1d20+9;1d3-1[/dice]

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

Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you. (Social Trait)

FEATS/TALENTS/DEEDS:
Childlike: Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

Combat Trick: Cautious Fighter (Combat): Benefit: When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

Pass For Human: You're easily mistaken for a human rather than a member of your own race. Prerequisite: Half-elf, half-orc, or halfling (see Special).
Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise. Special: A halfling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Blundering Defense (Combat): Your feverish and sometimes comical defensive techniques offer enough distraction to aid allies. Prerequisites: Cautious Fighter, halfling.
Benefit: Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

STATS:
Strength: 8
Dexterity: 19 (Includes +1 at 4th Level)
Constitution: 12
Intellect: 10
Wisdom: 8
Charisma: 18

SKILLS:
(8 per Rogue level +4 FCB)(4 per Mouser level)(0 ACP)
(5)Acrobatics +12
(5)Bluff +16 (+2 Racial)(+1 Additional to Fool, Trait)(Includes +2 from Circlet of Lesser Persuasion)
(1)Climb +3
(5)Diplomacy +15 (+1 Trait) (Includes +2 from Circlet of Lesser Persuasion)
(4)Disable Device +15 (+2 MW Tools)(+1/2 per Rogue Level)
(4)Disguise +13 (+12 Additional to Disguise as Human Child - Always going.) (Includes +2 from Circlet of Lesser Persuasion)
(1)Escape Artist +8
(5)Perception +14 (+2 Racial)(+2 Additional vs Traps)(Includes +5 from Eyes of the Eagle)
(4)Sleight of Hand +13 (+2 Racial)(+2 Additional to Steal)(+2 Additional When Hiding Dagger)(+4 Additional to Hide Thieves' Tools)
(1)Stealth +12 (+4 Size)
(1)Swim +3
(4)Use Magic Device +13 (Includes +2 from Circlet of Lesser Persuasion)

TEMPORARY GEAR

EQUIPMENT(Gold/PP/Weight)
Pickpocket's Outfit
+1 Mithril Dagger
Cold Iron Dagger
+1 Mithril Chain Shirt
MW Buckler
Sling
Backpack
Belt Pouch
Signal Whistle
Marked Cards
Sunrod x1
Marbles
Wooden Holy Symbol of Desna
Wrist Sheath x2 (CLW Wand and Mithril Dagger)
Ioun Torch
Concealable Thieves' Tools
Superior Loaded Dice
Cocoa Mug
Courtier's Outfit + Bling
Cloak of Resistance +1
Bedroll
Blanket
Eyes of the Eagle
Wayfinder
Lesser Circlet of Persuasion (+2 CHA skills/checks)
Ring of Protection +1

CONSUMABLES (Gold/PP/Weight)
Potion of Cure Light Wounds x1
Wand of Cure Light Wounds (38)
Alchemist Fire x1
Acid x2
Sunrod x1
Cocoa Powder 1lb (choco + sugar)
Maple Syrup 1lb
Antitoxin x1
Antiplague x1
Snapleaf x1
Wand of Grease (46)
Smoke Stick x1
Acid x2
Rations x7
Enhanced Alchemist fire x4
Enhanced Holy Water x3

HALFLING RACIALS:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: 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.

Slow Speed: Halflings have a base speed of 20 feet.

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

Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

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

Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

ROGUE CLASS ABILITIES:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. (Dagger)

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

**Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

**Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

**Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

MOUSER CLASS ABILITIES:

Alignment: Any.
Hit Die: d10.
Parent Class(es): Fighter and gunslinger.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
The Swashbuckler's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

Skill Points at each Level: 4 + Int modifier.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) (Advanced Class Guide pg. 56): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

[PFS Legal] Dodging Panache (Ex) (Advanced Class Guide pg. 57): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Quick Steal (Ex): At 3rd level, as a swift action the mouser can spend 1 panache point when she hits a for larger than her size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature she hit. Using this deed does not provoke an attack of opportunity. This deed replaces menacing swordplay.

Hamstring (Ex): At 7th level, as long as a mouser has at least 1 panache point when she hits a foe whose size is larger than her own with a light or one-handed piercing melee weapon, she can as a swift action attempt a dirty trick combat maneuver check. Instead of the normal conditions that can be applied with dirty trick, this deed can only stagger the target if the check is successful. This deed replaces targeted strike.

Cat’s Charge (Ex): At 11th level, as long as a mouser has at least 1 panache point, when she charges a foe whose size is larger than her own, the mouser can end her charge in any space she can reach, not just the closest space. All other requirements of the charge must still be satisfied. This deed replaces bleeding wound.

Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Charmed Life (Ex): At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).

Nimble (Ex): At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).

Bonus Feats: At 4th level and every 4 levels thereafter, a swashbuckler gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Swashbuckler levels are considered fighter levels for the purpose of meeting combat feat prerequisites.

In addition, upon reaching 4th level and every 4 levels thereafter, a swashbuckler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the swashbuckler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A swashbuckler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Swashbuckler Weapon Training (Ex): At 5th level, a swashbuckler gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, she gains the benefit of the Improved Critical feat. These attack and damage bonuses increase by 1 for every 4 levels beyond 5th level (to a maximum of +4 at 17th level).

Swashbuckler Weapon Mastery (Ex): At 20th level, when a swashbuckler threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifiers of such weapons increase by 1 (×2 becomes ×3, and so on).

Purchases:

Disguise Kit: 50g (Used)
Cure Light Wounds Potion x1: 50g
MW Thieves Tools: 100g (sold for 50g)
Wand of CLW: 2PP
+1 Mithril Chain Shirt: 2100g
+1 Mithril Dagger: 2250g
Ioun Torch: 75g
Concealable Thieves' Tools: 190g
Superior Loaded Dice: 50g
Antitoxin x2: 100g
Antiplague x2: 100g
Thieves' Guild Vanity (SoH Dayjob): 4PP
Courtier's Outfit + Bling: 80g
Cloak of Resistance +1: 1000g
Snapleaf: 2PP
Wand of Grease: 2PP
Eyes of the Eagle: 2500g
Wayfinder: 1PP
MW Buckler
Cure Serious Potion x1: 2PP
Circlet of Lesser Persuasion (+2): 2,000g
Ring of Protection +1 2,000g

Chronicles:

Wounded Wisp: 6-10
Stolen Heir: 5-04
Scars of the Third Crusade: 5-22
Ungrounded but Unbroken: 8-05
Faithless and Forgotten Part 1: 7-14
Faithless and Forgotten Part 2: 7-16
Faithless and Forgotten Part 3: 7-18
Scourge of the Farheavens: 9-18
Breath of the Dragonskull: 10-12
Six Seconds to Midnight: 7-02
Rivalry's End: 4-23 2324g 2PP
From the Tome of Righteous Repose: 8-07 2365g 2PP

Boons:

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not filling 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.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past break throughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (.5XP if you use the slow track advancement option).

Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusader of Mendev (maximum +3).

Earth Affinity: Your connection to elemental earth has grown stronger over the course of y our 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.

(0/3)Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your traning, granting you a +2 circumstance bonus on one of the following skill checks:
-an Acrobatics check to balance on a narrow or slippery surface
-any Climb check
-a Knowledge (planes) check to identify creatures or their weaknesses
-any Profession (soldier) check.

If you are not trained in the skill, you may instead check a box to treat yourself as if you were training in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet.

(0/3)Ally of the Green: You have communed the fugitive leshys of Angelmire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check on the boxes that precedes this boon and consume one of the seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefit of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boom off your Chronicle sheet.

Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a –2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

Apprentice of Coming Back Alive (Liberty’s Edge faction): The best way to survive a mission is to avoid trouble in the first place, and the halfling Tamrin Credance has taught you a few tricks for evading enemies. You can cross this boon off your Chronicle sheet before attempting a Bluff or Disguise check, or any check attempted during a chase. You gain a +4 competence bonus on the check.

Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).

(0/3)Guardian of the Farheavens: You successfully reunited Dolok Darkfur with the last god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.

(0/3)Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).

(0/2)Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a stop to simmering regional conflicts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society and help you in your journeys. When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check. This reroll represents the goblin rushing to your aid.

Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.

Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.

Fool Me Once: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you—particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.

(0/1)Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.

(0/3)Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. 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.

Purchasable Loot:

Alexandrite Gem (750g)
Cloak of Resistance +1 (1000g)
Potion of Cure Mod (300g)
Scroll of Shatter (150g)
Wand of Cause Fear (15 charges, 225g)
Belladonna (100g, limit 3 doses)
Black Adder Venom (120g, limit 3 doses)
Dust of Tracelessness (250g)
Elixir of Truth (500g)
Potion of Invisibility (300g)
Scroll of Blood Biography (375g)
Scroll of Seek Thoughts (375g)
Striped Toadstool Poison (180g, limit 3 doses)
Wand of Crafter's Fortune (10 Charges, 150g, limit 1)
Bird Feather Token (300g)
Nightdrops (250g, UE)
Scabbard of Honing (500g, UE)
Concealable Thieves' Tools (190g; Pathfinder RPG Ultimate Intrigue 233)
Dusk Agate Extract (75g; limit 4)
Invisible Ink (simple, 2g; Pathfinder RPG Ultimate Equipment 103)
Ioun Torch (75g; Ultimate Equipment 305)
Scroll of Lesser Restoration (150g)
Superior Loaded Dice (50g, Ultimate Equipment 92)
Traveler's any-tool (250g; Ultimate Equipment 323)
Defoliant polish (800 gp; Pathfinder RPG Ultimate Equipment 291)
Handy haversack (2,000 gp)
Pearl of power (1st-level; 1,000 gp)
Iron rope (750 gp; Pathfinder RPG Ultimate Equipment 306)
Potion of cure moderate wounds (300 gp)
Scroll of resist energy (150 gp)
Wand of identify (22 charges; 330 gp, limit 1)
Blue whinnis poison (120 gp; limit 2)
Boots of the friendly terrain (2,400 gp; Pathfinder RPG Ultimate Equipment 228)
Chime of opening (3,000 gp)
Circlet of persuasion, lesser (2,000 gp; acts as a circlet of persuasion but only grants a +2 bonus on related skill checks, and a PC can upgrade this to a standard circlet of persuasion by spending an additional 2,500 gp)
Elixir of hiding (250 gp)
Elixir of love (150 gp)
Javelin of thunderbolts (3,000 gp; acts as a javelin of lightning but deals 8d6 electricity damage [DC 17 for half])
Oil of taggit (90 gp, limit 2)
Scroll of remove fear (CL 4th; 100 gp, limit 1)
+1 Battle aspergillum (2,305g; Pathfinder RPG Advanced Player's Guide 176)
Catching cape (200g; Pathfinder RPG Advanced Player's Guide 302)
Elixir of fire breath (1,100g)
Elixir of vision (250g)
Key of lock jamming (400g; Advanced Player's Guide 306)
Potion of cure moderate wounds (300g)
Potion of remove disease (750g)
Potion of undetectable alignment (300g)
Scroll of cure moderate wounds (150g)
Scroll of diagnose disease (25g; Pathfinder RPG Ultimate Magic 216)
Scroll of spiked pit (375g; Advanced Player's Guide 246)
Potion of cure serious wounds (750 gp)
Ring of spell knowledge I (1,500 gp; Pathfinder RPG Ultimate Equipment 174)
Singed banner of restful nights (can be used 5 more times before falling apart, 600 gp; limit 1; Pathfinder RPG Advanced Class Guide 226)
Snapleaf (750 gp; Ultimate Equipment 319)
Wand of charm animal (23 charges; 345 gp, limit 1)
Wand of gust of wind (8 charges; 720 gp, limit 1)
Agile alpenstock (2,000 gp; Pathfinder RPG Ultimate Equipment 276)
Amulet of natural armor +1 (2,000 gp)
Banner of restful nights (5,040 gp; Pathfinder RPG Advanced Class Guide 226)
Ring of protection +1 (2,000 gp)
Ring of spell knowledge I (1,500 gp; Ultimate Equipment 174)
Snapleaf (750 gp; Ultimate Equipment 319)
Swarmbane clasp (3,000 gp; Ultimate Equipment 261)
Wand of burning hands (11 charges; 165 gp, limit 1)
Wand of charm animal (23 charges; 345 gp, limit 1)
Wand of gust of wind (8 charges; 720 gp, limit 1)
Cloak of elvenkind (2,500 gp)
Efficient quiver (1,800 gp)
**Enhanced alchemical items: The damage dealt by enhanced alchemical items is increased by half. The DC of any skill checks or saving throws that
opponents must make to oppose these items is increased by 2.
*Enhanced acid flask (20 gp; limit 4)
*Enhanced alchemist’s fire (40 gp; limit 4)
*Enhanced holy water (50 gp; limit 4)
*Enhanced tanglefoot bag (100 gp, limit 4)
Giant wasp poison (210 gp each, limit 3)
Mwk living steel heavy mace (812 gp; Ultimate Equipment 51)
Potion of cure moderate wounds (300 gp)
Potion of heroism (750 gp)
Scroll of dispel magic (375 gp)
Scroll of glitterdust (150 gp)
Scroll of haste (375 gp)
Soothe syrup (25 gp; Ultimate Equipment 101)
Universal solvent (50 gp)
Wand of scorching ray (CL 7th, 10 charges; 3,150 gp, limit 1)
Belt of incredible dexterity +2 (4,000 gp)
Cloak of resistance +1 (1,000 gp)
Elixir of green dragon breath (1,400 gp; Ultimate Equipment 295)
Elixir of hiding (250 gp)
Elixir of truth (500 gp)
Elixir of tumbling (250 gp)
Eyes of the eagle (2,500 gp)
Potion of cure serious wounds (750 gp)
Ring of delayed doom (3 charges; 15,000 gp, limit 1; Ultimate Equipment 169)
Scroll of invisibility purge (375 gp)
Sovereign glue (2,400 gp)
Dust of tracelessness (250 gp)
Potion of levitate (300 gp)
Potion of cure moderate wounds (300 gp)
Potion of invisibility (300 gp)
Dust of illusion (1,200 gp)
Ring of spell knowledge IV (24,000 gp; Pathfinder RPG Ultimate Equipment 174)
Wand of Irriseni mirror sight (10 charges, 2,250 gp; Pathfinder #67: The Snows of Summer 73)
Ring of spell knowledge II (6,000 gp; Pathfinder RPG Ultimate Equipment 174)
Aegis of recovery (1,500g)
Immovable rod (5,000g)
Restorative ointment (4,000g)
Searing arrow (1,516g)
Soul stimulant (300g)
Traveler's any-tool (250g)
Wand of protection from evil (7 charges; 105g, limit 1)
+1 Undead-bane longsword (8,315g)
Martyr's tear (6,000g)
Wand of cure serious wounds (5 charges; 1,125g, limit 1)

Season 8 Faction Journal Card:Liberty's Edge:

(Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.

BOND BREAKER (4+ goals): Once per adventure, you may perform one of two liberating acts. You may cast shatter as a spell-like ability, with a DC equal to 12 plus half the number of goals you have completed (rounded down). Alternatively, you may deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapon’s critical multiplier is ×3 or ×4, you deal 2d10 or 3d10 additional points of damage, respectively.

LIBERATOR (7+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.

(3/3)Liberate one or more slaves, captives, or hostages during an adventure.

(0/1)Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.

(1/1)In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your character level).

(1/2)Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental, fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.

(2/2)Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check (DC = 15 + your character level).

(2/2)Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

(1/1)Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not.

(0/3:0/2)Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Vanities:

Thieves' Guild (4 PP): Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves' guilds to look out for the interests of those on the opposite side of the law. As a member of one such thieves' guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.

Item Descriptions:

**Enhanced alchemical items: The damage dealt by enhanced alchemical items is increased by half. The DC of any skill checks or saving throws that opponents must make to oppose these items is increased by 2.