Undine

Gurgle the Undine's page

44 posts. Organized Play character for roll4initiative.


Full Name

Gurgle

Race

HP 77/77 | AC 22, t16, ff22 (SoF +3) | F +6, R +11, W +10 (evasion) | Perc. +15/+17 traps, darkvision | Stealth +12 | Init +8

Classes/Levels

| speed 30', swim 30' | CMB +6, CMD 21 | +13 concentration | Active Conditions: SoF +3 AC

Gender

N m Undine | Cleric 5/Rogue 5 | Sneak +3d6 | channel positive 3d6

Size

M

Alignment

Neutral

Deity

Besmara

Location

Coastal Osirion

Occupation

Pearl Diver

Strength 10
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 18
Charisma 16

About Gurgle the Undine

PFS# 17148-9
Experience: 29
Faction: Scarab Sages
Prestige/Fame: 23 PP; 50 Fame

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DEFENSE
------------------------------

AC 22, t16, ff 22
(+5 armor, +5 dex, +1 shield, +1 ring/protection)
notes: Uncanny Dodge

hp: 77 (7/cleric, 6/rogue)

[dice=Initiative]1d20+8[/dice]
(+5 Dex, +2 Trait, +1 Ioun Stone)
notes: +3, 1/day (Mantle of Black Rider)

[dice=Fortitude]1d20+7[/dice]
(Cleric +4, Rogue +1, Con +1, Cloak +1)
[dice=Reflex]1d20+11[/dice]
(Cleric +1, Rogue +4, Dex +5, Cloak +1)
[dice=Will]1d20+10[/dice]
(Cleric +4, Rogue +1, Wis +4, Cloak +1)

Elemental Affinities: Resist: air 4, earth 1, fire 3, water 1.
Damage Reduction: Cold 5
Scribe (faction journal): +3 saves vs. Death Effects.
Savior of the Sages: CON score +1 when die from hp damage, +1 Con to stabilize.
Rogue: Evasion
Ice Diamond Shard, Greater: +3 to any save, after rolling. One time use.

 ------------------------------
OFFENSE
------------------------------

Speed: 30 ft., Swim 30 ft.

Melee (BAB +6/+1)

[dice=+1 Agile Rapier]1d20+13[/dice]
[dice=stabby]1d6+6[/dice]
[dice=Sneak?]3d6[/dice]
(18-20/x2)
or
[dice=+1 Agile Rapier]1d20+13[/dice]
[dice=stabby]1d6+6[/dice]
[dice=Sneak?]3d6[/dice]
and
[dice=+1 Agile Rapier]1d20+8[/dice]
[dice=stabby]1d6+6[/dice]
[dice=Sneak?]3d6[/dice]

[dice=Light Mace]1d20+11[/dice]
[dice=bonk!]1d6[/dice]
[dice=Sneak?]3d6[/dice]
or
[dice=Light Mace]1d20+11[/dice]
[dice=bonk!]1d6[/dice]
[dice=Sneak?]3d6[/dice]
and
[dice=Light Mace]1d20+6[/dice]
[dice=bonk!]1d6[/dice]
[dice=Sneak?]3d6[/dice]

Ranged: 
[dice=Icicle]1d20+11[/dice]
[dice=cold damage]1d6+2[/dice]
[dice=Sneak?]3d6[/dice]
(30' max range, 7/day, cold damage)

[dice=+2 Stonebow]1d20+13[/dice]
[dice=bonk!]1d6+2[/dice]
[dice=Sneak?]3d6[/dice]
(50' range, x2 crit, cold iron bullets x16, ghost salt x10)

[dice=Hydraulic Push vs. CMD]1d20+7[/dice]
(1/day)

----------------------------

Gurgle the Twice Risen:

Birthplace: The Swells of Gozreh, Osirion
Age: 30
Gender & Pronouns: Male, he/him
Height: 5' 10"
Weight: 150 lbs
Physical Appearance: Blue-green skin with coral colored spots, lipid blue eyes, short black dreadlocks.

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STATISTICS
------------------------------

Str 10, Dex 20, Con 12,
Int 12, Wis 18, Cha 16

Base Atk +6/+1
CMB +6; CMD 21

Traits:
Reactionary: (combat) +2 initiative.
Devotee of the Green: (race) +1 Geography & Nature (Nature as class skill). 

Feats:
1. Combat Casting: Concentration +13.
2. Weapon Finesse
3. Selective Channel: 3 targets (Cha mod.)
4. Weapon Training: weapon focus (rapier)
5. Combat Reflexes: 5 additional AoO's.

Languages:
Common, Osiriani, Aquan, Azlanti, Elven, Undercommon, Hallit, Ignan

Vanities:

--------------------------------
SKILLS
--------------------------------
(Cleric 4/lvl, Rogue 10/lvl, Class skills are bold)

[dice=Acrobatics]1d20+13[/dice]
(Rank +5, Class +3, Dex +5)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+8[/dice]
(Rank +1, Class +3, Cha +3, Ioun Stone +1)
[dice=Climb]1d20+6[/dice]
(Rank +3, Class +3, Str +0)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+12[/dice]
(Rank +5, Class +3, Cha +3, Ioun +1)
[dice=Disable Device]1d20+13[/dice]
(Rank +3, Class +3, Dex +5, Tools +2)
[dice=Disguise]1d20+3[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Escape Artist]1d20+11[/dice]
(Rank +3, Class +3, Dex +5)
[dice=Fly]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Handle Animal]1d20+3[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Heal]1d20+9[/dice]
(Rank +2, Class +3, Wis +4)
[dice=Intimidate]1d20+3[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Know: Arcana]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Know: Dungeoneer]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Know: Engineering]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Geography]1d20+4[/dice]
(Rank +2, Class +0, Int +1, Trait +1)
[dice=Know: History]1d20+5[/dice]
(Rank +1, Class +3, Int +1)
[dice=Know: Local]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Know: Nature]1d20+7[/dice]
(Rank +2, Class +3, Int +1, ? +1)
[dice=Know: Nobility]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Planes]1d20+7[/dice]
(Rank +3, Class +3, Int +1) 
[dice=Know: Religion]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Linguistics]1d20+8[/dice]
(Rank +4, Class +3, Int +1)
[dice=Perception]1d20+15[/dice]
(Rank +7, Class +3, Wis +4, Ioun +1)
[dice=Perform]1d20+3[/dice]
(Rank +0, Class +0, Cha +3)
[dice=Profession (sailor)]1d20+10[/dice]
(Rank +3, Class +3, Wis +4)
[dice=Ride]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Sense Motive]1d20+11[/dice]
(Rank +3, Class +3, Wis +4, Ioun +1)
[dice=Sleight of Hand]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Spellcraft]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Stealth]1d20+14[/dice]
(Rank +5, Class +3, Dex +5, Ioun Stone +1)
[dice=Survival]1d20+5[/dice]
(Rank +0, Class +0, Wis +4, Wayfinder +1)
[dice=Swim]1d20+12[/dice]
(Rank +1, Class +3, Str +0, Racial +8)
[dice=Use Magic Device]1d20+10[/dice]
(Rank +4, Class +3, Cha +3)

ACP -0

Non-Standard Skill Bonuses:
Jeweled Recruiter: Once per scenario before rolling a Sense Motive check, you can use this boon to gain a +2 insight bonus on the check. During any encounter with a creature that possesses a sage jewel but is not a member of the Jeweled Sages, you can cross this boon off your chronicle sheet when attempting an attack roll, skill check, initiative check, or caster level check to overcome spell resistance; roll the check twice and take the higher result.
Friend of Janira Gavix: +1 Knowledge checks attempted in the Grand Lodge.
Savior of the Sages: +3 bonus on Knowledge (history) & Knowledge (religion) checks regarding Osirion.
Warm Friend in a Cold Land: +2 bonus on Diplomacy checks in Irrisen.
Amethyst Pyramid (cracked) Ioun Stone: +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities.
Welcome in the Boundless Sea: +1 bonus on Diplomacy checks vs. undines & creatures with the water subtype.
Savior of Knowledge: Once per scenario when adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one knowledge skill check. You can check a box to instead receive direct attention from a sage anywhere. The sage attempts a trained knowledge skill check for you, with a bonus equal to twice your character's level, and provides the information to you through mental magical communication.
[ ][ ][ ][ ][ ].
Torch's Respect: When interacting with Grandmaster Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter.

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SPECIAL ABILITIES
------------------------------

Water Domain abilities:

Icicle (Sp):
As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance (Ex):
At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.

Deception Subdomain:

Associated Domain: Trickery.

Sudden Shift (Sp):
In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.

Replacement Domain Spells:
2nd—mirror image, 7th—project image.

-------------------------------
Spell-like abilities:
Efreeti Arcana: scorching ray (CL 7th), one time use.
------------------------------
CLERIC SPELLS
Deception & Water (+1 CL water)
------------------------------

Orisons: (4/day); create water*, detect magic*, guidance*, light, mending, read magic*, stabilize.

1st: (4+1/day); bless*, cure light wounds, disguise self (d), divine favor*, heightened awareness, murderous command*, obscuring mist* (d), protection from evil*, true strike.

2nd: (3+1/day); cloud of seasickness, cure moderate wounds, defending bone, fog cloud (d), hold person, lesser restoration, mirror image* (d), remove paralysis, resist energy*, see Invisibility*.

3rd: (2+1/day);
cure serious wounds, daylight, dispel magic, invisibility purge, nap stack, nondetection* (d), water breathing (d), prayer*, protection from energy, remove disease, searing light.

Special Access Spells:
detect demon
Anti-Summoning Shield
Righteous Blood
Burst With Light

------------------------------
GEAR/POSSESSIONS
------------------------------

+1 mithril kikko armor, mwk mithril buckler, +1 agile rapier, +2 stonebow, mwk light mace, scabbard of vigor, cold-iron stones x10, ghost salt stones x10, cloak of resistance +1, belt/incred dex +2, headband/mental prowess (Cha & Wis) +2, ring/prot. +1, ring of feather falling, +1 magical beast-bane stones x3, +1 human-bane stones x5, potion sponge x5.

Other Items:
cold weather outfit, Confirmation Wayfinder, 50' silk rope & grapple, handy haversack, mwk thieves' tools, oil/bless weapon, Gem of Brightness (2 charges)*, Greater Ice Diamond*, Aegis of Recovery, Boots of Speed.

Wand/CLW (16/50 charges).
Wand/lesser restoration (10/10 charges)*
Wand/protection from evil (43/50 charges)
Wand/searing light (CL 5th, 2/5 charges)*
Wand/see invisibility (13/13 charges)*
Wand/cure moderate wounds (10/10 charges)*

Potion/cure moderate x2
Potion of Waterbreathing
Scroll/align weapon

Amethyst Pyramid (cracked) ioun stone:

+2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities. 150 gp

Dark Blue Rhomboid (cracked) ioun stone:

+1 competence bonus on Perception and Sense Motive checks. 400 gp

Pale Ruby Trillian (cracked) ioun stone:

+1 competence bonus on stealth checks. 200 gp

Dusty Rose Prism (cracked) ioun stone:

+1 competence bonus on initiative checks. 500 gp

Mulberry Pentacle (cracked) ioun stone:

+1 competence bonus on Bluff and Diplomacy checks. 400 gp

-----------------------------
CHRONICLES & BOONS
-----------------------------

Mantle of the Black Rider (Assuming the Mantle):
Choose one ability score (Strength). Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider Boon that you have for this character, the bonus increases by +1. (+3 total)

Mantle of the Black Rider (Unleashing the Hut):
Once per day before rolling initiative you may gain a +1 insight bonus on that Initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1.

Mantle of the Black Rider (Wisdom of Eons):
Once per day as a swift action, you gain a +1 bonus on skill checks and ability checks for 1 minute. For every additional Mantle of the Black Rider Boon that this character possesses, the bonus increases by 1 to a maximum of a +6 bonus. You may not benefit from more than one mantle of the Black Rider boon at a time. (+3 total)

Back to the Grave:
As a swift action, gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.

Enlightened Ambassador:
As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 ft for one round, or ignore concealment when making attacks for one round. When you're trance ends, cross this boon off your chronicle sheet.

Elemental Awakening:

[x][x][x][x] Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly.
[x] [ ] [ ] [ ] Earth: You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the Earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast Stone Shield as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can instead cast either stone to flesh or stoneskin.
[x][x][x][ ] Fire: You gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the Fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can instead cast either fire shield or fire snake (DC 20).
[x][ ] [ ] [ ] Water: You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the Water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea as a spell-like ability. If you have two or more boxes checked, you can instead cast quench (DC 18) or waterbreathing. If you have all four boxes checked, you can instead cast either cone of cold (DC 20) or solid fog.

Jiraku's Respect:
You may use one of the following spell like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
invisibility, longstrider, stone shape, wind wall, dispel magic, mirage arcana.

Gemstone Secrets:
when you would expend a use from a magic gem, such as a pearl of power or an elemental gem, you may immediately cross this boon off your Chronicle sheet to recover the expended use: for example, you could use a pearl of power a second time during the day, or summon another creature later with the elemental gem. This boon does not affect any magic item effect that replicates a spell of 7th level or higher.

Aquel's Favor:
[x][ ] You may check both boxes that precede this boon to surround yourself in holy radiance as a standard action, gaining the benefits similar to an angel's protective aura for 1 round per character level you have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect with a radius of 20 ft and a caster level equal to your character level. If you are an undine you can use this ability by checking a single box.

Scarred Champion (undead):
[ ] When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body - a reminder of Vildeis's assistance.

Blood & Courage:
[ ][ ][ ] As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefitting from these bonuses, you can check one box that precedes this boon to demoralize all creatures in a 15-foot cone as a standard action.

Jewel Seeker:
[ ][ ][ ] You have confirmed the location of a sage jewel, earning you considerable esteem with the rest of your faction. When any of your Pathfinder Society Organized Play characters recovers an intact sage jewel, you may check one of the boxes that precedes this boon and regain 1 previously spent Prestige Points. You cannot check a box for a particular scenario more than once, even if you receive credit both as a player and as a GM.

------------------------------
Pathfinder Tales Boons
------------------------------

Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain 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:

Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you 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.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. 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.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. 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.

Magical Scrivener:
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll's caster level by 2. When this boon is used, cross it off your chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiator:
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:
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.

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CHRONICLES
-----------------------------

1. #5-12: Destiny of the Sands, Pt. I:

Boon: Seeking the Sages.[/s]
Fame Earned: +2
PP Spent:
Gold Earned: 508 gp
Day Job: n/a

2. #5-15: Destiny of the Sands, Pt. II:

Boon: Seeking the Sages
Fame Earned: +2
PP Spent:
Gold Earned: 515 gp
Day Job: 0 gp

3. #5-08: The Confirmation (GM):

Boon: Wayfinder; Explore, Report, Cooperate; Friend of Janira Gavix.
Fame Earned: +2
PP Spent:
Gold Earned: 430 gp
Day Job: n/a

4-6. Reign of Winter: The Snows of Summer (GM):

Boon: Mantle of the Black Rider (Strength)
Fame Earned: +4
PP Spent:
Gold Earned: 1398 gp
Day Job: n/a

7. #5-19: The Horn of Aroden (GM):

Boon: Horn of Aroden
Fame Earned: +2
PP Spent:
Gold Earned: 1179 gp
Day Job: n/a

8. #5-16: Destiny of the Sands, Pt. III:

Boon: Savior of the Sages: Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on knowledge (history) and knowledge (religion) checks regarding Osirion and its gods. For each Seeking the Sages Boon you have from earlier parts of the series, increase these bonuses by one. (+3 total).
Fame Earned: +2
PP Spent:
Gold Earned: 1282 gp
Day Job: n/a

9. #47: The Darkest Vengeance:

Boon: none
Fame Earned: +2
PP Spent:
Gold Earned: 1205 gp
Day Job: n/a

10. Module: Risen from the Sands:

Boon: Back to the Grave.
Fame Earned: +2
PP Spent:
Gold Earned: 1237 gp
Day Job: n/a
Notes: Killed by a mimic! Resurrected in game.

11. #6-01: Trial by Machine (GM):

Boon: Access to a few sci-fi items.
Fame Earned: +2
PP Spent:
Gold Earned: 1845 gp
Day Job: n/a

12. #6-18: From Under Ice:

Boon: Icy Jewel Recovery: Recovered an Ice Diamond; warm friend in a cold land.
Fame Earned: +2
PP Spent:
Gold Earned: 1886 gp
Day Job: n/a

13-15. Reign of Winter: The Shackled Hut (GM):

Boon: Mantle of the Black Rider (Unleashing the Hut).
Fame Earned: +2
PP Spent:
Gold Earned: 8712 gp
Day Job: n/a

16. #6-19: Test of Tar Kuata (GM):

Boon: Enlightened Ambassador, Jeweled Recruiter, Tar Kuata Initiate.
Fame Earned: +2
PP Spent:
Gold Earned: 3242 gp
Day Job: n/a

17. #7-99: Through Maelstrom Rift:

Boon: Air Affinity +1; Elemental Awakening.
Fame Earned: +2
PP Spent:
Gold Earned: 2910 gp
Day Job: 0 gp

18. #8-02: Ward Asunder (GM):

Boon: Coiled Companion, Jiraku's Respect.
Fame Earned: +2
PP Spent:
Gold Earned: 3232 gp
Day Job: n/a

19. #8-09: Forged in Flame, pt. I:

Boon: Fire Affinity
Fame Earned: +1
PP Spent:
Gold Earned: 3990 gp
Day Job: 10 gp

20. #8-11: Forged in Flame, pt. II:

Boon: Efreeti Arcana: cast scorching ray (CL 7th) as a SLA.
Fame Earned: +2
PP Spent:
Gold Earned: 4054 gp
Day Job: 20 gp
Notes: Killed in Action! 16 PP & 1280 gp paid!

21. #8-17: Refugees of the Weary Sky:

Boon: Earth Affinity, Gemstone Secrets.
Fame Earned: +2
PP Spent:
Gold Earned: 6109 gp
Day Job: 75 gp

22-24. Reign of Winter: Maiden, Mother, Crone (GM):

Boon: Mantle of the Black Rider (Wisdom of Eons).
Fame Earned: +4
PP Spent:
Gold Earned: 17,766 gp
Day Job: n/a

25. #8-20: Torrent's Last Will:

Boon: Aquel's Favor, Water Affinity Welcome in the Boundless Sea (got potion of waterbreathing).
Fame Earned: +2
PP Spent:
Gold Earned: 6062 gp
Day Job: 20 gp

26. #8-99: The Solstice Scar, Version A:

Boon: Belkzen Veteran: spend 2 prestige to learn Orc language; Martyr's Shard; Scarred Champion.
Fame Earned: +2
PP Spent:
Gold Earned: 6500 gp
Day Job: 50 gp

27. #9-07: Salvation of the Sages:

Boon: Exemplar of the Order, Savior of Knowledge, Torch's Respect.
Fame Earned: +2
PP Spent:
Gold Earned: 6104 gp
Day Job: 10 gp

28. #8-99: The Solstice Scar, Ver. D (GM):

Boon: Blood and Courage, Empyreal Revenant, Martyr's Shard 4.
Fame Earned: +2
PP Spent:
Gold Earned: 6062 gp
Day Job: 20 gp

29. #6-23: The Darkest Abduction:

Boon: Jewel Seeker.
Fame Earned: +2
PP Spent:
Gold Earned: 6062 gp
Day Job: 20 gp