Zon-Kuthon Sacrifice

Hamarabi Ali's page

121 posts. Organized Play character for Big Joe.


Full Name

Hamarabli Ali

Race

Male Human Cleric 12 l HP 76/76 l AC 14, T 11, FF 13 l CMB +9 l CMD 20 l Fort* +11, Ref* +8, Will* +15 (*=+1 vs. Death Effects) l Perc: +21 l Init +1 l Move 20' l

Size

Medium

Age

28

Alignment

Lawful Neutral

Deity

Zon-Kuthon

Occupation

Priest

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 20
Charisma 21

About Hamarabi Ali

Hamarabi Ali the Risen
Male human cleric of Zon-Kuthon 12
LN Medium humanoid (human)
Init +1; Senses Perception +21
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 76 (12d8+13)
Fort +11, Ref +8, Will +15; +1 against death effects
Defensive Abilities death's embrace
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine spiked chain +11/+6 (2d4+2) or
. . mwk cold iron spiked chain +11/+6 (2d4+1) or
. . unarmed strike +10/+5 (1d3+1 nonlethal)
Special Attacks channel negative energy 10/day (DC 24, 6d6), death's kiss 8/day
Domain Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—touch of darkness (6 rounds)
Cleric Spells Prepared (CL 12th; concentration +17)
. . 6th—harm (DC 23), shadow walk[D] (DC 21), spellcrash[ACG] (DC 21)
. . 5th—breath of life (DC 20), major curse[UM] (DC 22), life bubble[APG] (DC 20), slay living (DC 22), summon monster V (summons 1d3 shadows)[D]
. . 4th—blessing of fervor[APG] (2, DC 19), death ward, enervation[D], restoration
. . 3rd—bestow curse (DC 20), deeper darkness[D], dispel magic, prayer (2), communal resist energy[UC]
. . 2nd—arrow of law[UM] (2, DC 17), blindness/deafness[D] (DC 19), boneshaker (DC 19), defending bone (2)
. . 1st—bless, cause fear[D] (DC 18), comprehend languages (2), sanctuary (3, DC 16)
. . 0 (at will)—detect magic, guidance, light, read magic
. . D Domain spell; Domains Darkness, Death (Undead[APG] subdomain)
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Statistics
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Str 12, Dex 12, Con 12, Int 12, Wis 20, Cha 21
Base Atk +9; CMB +10; CMD 21
Feats Additional Traits, Blind-fight, Command Undead, Extra Channel, Greater Spell Focus (necromancy), Improved Channel, Selective Channeling, Spell Focus (necromancy)
Traits dangerously curious, deft dodger, sacred conduit, tomb raider
Skills Acrobatics -2 (-6 to jump), Diplomacy +5 (+6 on all checks made while in Absalom., +7 on Diplomacy checks to influence girtablilus.), Heal +20, Knowledge (history) +9 (+12 regarding Osirian and its Gods., +11 on checks pertaining to Magnimar.), Knowledge (planes) +5 (+10 identify creatures with the air, earth, fire, or water subtype), Knowledge (religion) +6 (+9 regarding Osirian and its Gods., +6 Once per scenario roll twice and take the better result.), Linguistics +19, Perception +21, Spellcraft +11, Survival +5 (+7 when navigating the Pillars of the Sun.), Use Magic Device +21
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dark Folk, Draconic, Dwarven, Infernal, Jistka, Necril, Osiriani, Shadowtongue, Thassilonian, Varisian
SQ eyes of darkness (6 rounds/day)
Combat Gear lesser persistent metamagic rod[APG], lesser reach metamagic rod[APG], potion of cure serious wounds (5), potion of fly, scroll of animate dead (CL 10th), scroll of desecrate, scroll of lesser restoration (CL 6th), scroll of make whole, make whole, make whole, scroll of owl's wisdom, scroll of resist energy, resist energy, resist energy, resist energy, resist energy, wand of cure light wounds (10 charges), wand of freedom of movement (7 charges), wand of infernal healing (50 charges), wand of lesser confusion (10 charges), alchemist's fire (5), holy water (3), tangleburn bag[UE] (2), troll styptic (4), unholy water (2); Other Gear +1 adamantine spiked chain, mwk cold iron spiked chain, bag of holding i, belt of giant strength +2, bracers of armor +3, cloak of resistance +2, first aid gloves, handy haversack, headband of alluring charisma +2, Anamnesis (functioning as a headband of inspired wisdom +4, neck slot), bandolier[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (The Umbral Leaves)[UE], masterwork portable altar, masterwork snorkel[UE], mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of Zon-Kuthon (on face)[UE], torch (10), trail rations (3), waterskin, wooden unholy symbol of Zon-Kuthon, diamond dust (worth 2,000 gp), onyx gemstone (25 gp each) x 34 (worth 850 gp, 10 lb), silver dust (worth 25 gp), 12,763 gp, 5 sp
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Tracked Resources
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Alchemist's fire - 0/5
Breath of Life (2) - 1/2
Cleric Channel Negative Energy 6d6 (10/day, DC 24) (Su) - 1/10
Cure Critical Wounds (1) - 0/1
Cure Light Wounds (5) - 0/5
Cure Light Wounds, Mass (1) - 0/1
Cure Moderate Wounds (2) - 0/2
Cure Serious Wounds (1) - 0/1
Death's Kiss (6 rounds, 8/day) (Su) - 0/8
Eyes of Darkness (6 rounds/day) (Su) - 0/6
First aid gloves (10 charges) - 5/10
Holy water - 0/3
Persistent metamagic rod (lesser, 3/day) - 0/3
Portable altar, masterwork (Zon-Kuthon, 20 uses) - 2/20
Potion of cure serious wounds - 0/5
Potion of fly - 1/1
Reach metamagic rod (lesser, 3/day) - 0/3
Tangleburn bag - 0/2
Temple (1/session) - 0/1
Torch - 0/10
Touch of Darkness (6 rounds, 8/day) (Sp) - 0/8
Trail rations - 0/3
Troll styptic - 0/4
Unholy water - 0/2
Wand of cure light wounds (10 charges) - 10/10
Wand of freedom of movement (7 charges) - 0/7
Wand of infernal healing (50 charges) - 21/50
Wand of lesser confusion (10 charges) - 0/10
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 6d6 (10/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric Domain (Undead)
Command Undead (DC 24) Channel energy can take control of undead.
Death's Embrace (Ex) Heal damage from channeled negative energy.
Death's Kiss (6 rounds, 8/day) (Su) Melee touch attack makes target count as undead for positive/negative energy healing/harming
Eyes of Darkness (6 rounds/day) (Su) As a standard action, gain the ability to see in any darkness.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Touch of Darkness (6 rounds, 8/day) (Sp) With a melee touch attack, target suffers 20% miss chance
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Chronicle Boons

Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.

Kassen’s Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.

Mantle of the Black Rider (Assuming the Mantle): You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. 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. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Ability Score: Charisma GM Initials: MN

Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders’ expedition pays off, certainly the society will remember your contribution.

News of the Diamond Sage: You learned of a figure known as the Diamond Sage, a mystic who has some connection to Amenopheus, the Sapphire Sage. If you are a member of the Osirion faction, Amenopheus encourages you to continue to Azir, where the Diamond Sage was last seen; the next time you travel to Rahadoum for a Pathfinder Society mission, Amenopheus gives you a single item worth 250 gp. You do not have to choose the item until the mission begins.

Nascent Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Fearsome Reputation (1+ Disrepute): When you make an Intimidate check or a saving throw against a fear effect, you may spend 1 point of Disrepute to gain a +1 bonus on the roll. For every additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).

Captured Ship (1+ Disrepute): You may spend any number of Disrepute to reduce the cost of purchasing the Ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62) by an equal number of Prestige Points. If you reduce the cost to 0 Prestige Points, you gain the Ship vanity for free. You may only use Disrepute to reduce the cost of a single ship.

Seeking the Sages (Osirion Faction): You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Subtle Revenge: You chose to undermine Torch’s schemes in Osirion, and it seems he never found out about your sabotage. This may lead him to miscalculate a risk or fail at an important scheme in the future.

Exceptional Deeds: You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5–16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain two of the following abilities for the duration of the scenario so long as you have the Exceptional Deeds ability from the Mythic Power 1 Chronicle sheet.

Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Rally: As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d20 roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.

Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.

Savior of the Sages (Osirion Faction): With your help, the Osirion faction has realized its goal of rebuilding the order of the Jeweled Sages. Like the order, you are able to linger at the edge of death yet awaken again when conditions are right, and your time studying the sages’ secrets has made you an expert in Osirian history. 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 this series, increase these bonuses by 1.

Ghalcor’s Spellcraft: Following the battle at Ghalcor’s Tower, you were able to study the dead cleric’s notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter’s Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.

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 crusaders of Mendev (maximum +3).

Blakros Blacklist: Though a strange creature may have been directing his movements at the time, it was your hand that slew Pendleton Blakros, young scion of the noteworthy Blakros family. The family makes deliberate efforts to blacklist you from their business dealings and burn those who refuse to do the same. You take a permanent –2 penalty on all Day Job rolls on the Isle of Kortos or on a Blakros vessel. You may buy off this penalty with enough favors: you may expend one prestige per adventure doing favors for the Blakros family and sending appropriate condolences. Once you have spent 2 Prestige Points in this manner, cross this boon off your Chronicle sheet.

Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following Vanity:
Blakros Family Member (20 PP): You are a member of the well-established Blakros noble family, granting you a comfortable townhouse in Absalom’s fashionable Petal or Ivy districts and a small staff of servants to care for it. You gain a +1 bonus on Knowledge (nobility) checks and may use that skill to make Day Job rolls. In addition, while in Absalom, your family connections grant you a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate when dealing with other members of high society.

Return the Favor: You have gone into the dark and dangerous lands of Nidal, learned about the horselords, and thwarted the enemies of the Lodge. You may use this boon to have your body and possessions recovered by a Pathfinder rescue team (Guide to Pathfinder Society Organized Play 26) at no cost. When you use this boon, cross it off your Chronicle sheet.

Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Honored Acolyte (Scarab Sages faction): The flawed sage jewel that you created did not have lasting power, but Tahonikepsu believes it still has the capacity to store memories, focus thoughts, and serve as a model by which the order might one day create a new sage jewel. Choose one Knowledge skill and record it below. While this jewel is in your possession, you treat the chosen skill as though it were a class skill. If it is already a class skill, you can use this boon once per scenario to roll two dice and take the better result when attempting a check with that Knowledge skill. This boon may have other uses in future scenarios.
Skill: Knowledge (religion)

Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon off your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

[] [] Pathfinder’s Excellence (Magic): Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium’s employ suffer a –2 penalty on any saving throw against the spell.
As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross this entire boon off your Chronicle sheet.

[] [] Pathfinder’s Excellence (Skill): Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet.

Friend of Kasadei: Kasadei is impressed by your restraint in dealing with the Apsis Consortium. She spreads the word that Pathfinders are upstanding individuals, and she spends some time teaching youabout the city of Magnimar. You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.

Hero of the Day: Organizations throughout Magnimar are grateful for your efforts in thwarting the Aspis Consortium’s fire attack. Magnimar’s Golemworks offers you training in fighting constructs. You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.

Recovered Treasures: When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet.
Amulet of armored fists (28,000 gp; neck slot): This barbed amulet allows its wearer to take advantage of his enemies’ weaknesses and protects its wearer from harm. It functions simultaneously as a cruel menacing amulet of mighty fists and an amulet of natural armor +2 (Pathfinder RPG Ultimate Equipment 138, 145).
Amulet of the god caller (gills, swim; 6,000 gp; neck slot): The wearer of this amulet grows a pair of gills, and can breathe underwater indefinitely. She also gains a swim speed equal to her base land speed.
Mask of mental warding (16,000 gp; head slot): This intricate mask from the elves of the Mordant Spire helps its wearer combat mental influences. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment, as if wearing a ring of mind shielding. In addition, once per day when the wearer fails a saving throw against a mind-affecting effect, she may attempt a new saving throw on the following round as a free action to end the effect.

Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Conqueror of Time: Your ferocity and skill defeated the Lady Arodeth and saved the Pathfinder Society, allowing Kreighton Shaine to return your companions to the present. Your martial skill attracts members of the Harbingers of Fate with passion and skill with weapons to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: bully, child of the streets, or killer.
Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
Defender of Time: You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.

Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Blaispear Hero: By solving the recent abductions in Karcau without stepping on anyone’s toes, you have upset the unfair Ustalav notion that Pathfinders are merely troublemakers. Blaispear Plaza and its famous statues of heroes stretch before the Cloisoi Theater, and several of its granite pedestals remain vacant; however, the people of Karcau have agreed to create a statue in your image to display here. If your Fame score is lower that twice your XP total when you gain this boon, your Fame score increases by 1. If your Fame score is instead lower than your XP total, your Fame score increases by 2.

[] [] [] Jewel Seeker (Scarab Sages faction): 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 Point. 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.

Better Dead Than Despoiled (Scarab Sages faction): All knowledge is sacred, but lore is better destroyed if evil has tainted it. So too have you forsworn eternal life if the cost is undeath. You delay any effect such as the create spawn ability that would cause you to animate as an undead creature for 1 hour. You can cross this boon off your Chronicle sheet when you would be killed to instead be reduced to 1 hit point and gain 50 temporary hit points. After 1d4+1 rounds, you die, and your body crumbles to ash; only resurrection or more powerful magic can restore you to life.

Ouroboros Rebirth (Scarab Sages faction): The serpentine torc represented rebirth and eternity—even in the face of hardship. Sinuhotep has taught you how to cheat death and continue your essential work. As an immediate action when you would be reduced to 0 or fewer hit points, you may cross this boon off your Chronicle sheet to recover 3d8+5 hit points before dying or falling unconscious. Alternatively, you can cross this boon off your Chronicle sheet when you die to force your soul to linger in your body for a few crucial moments; the spell breath of life can restore you to life so long as you died within the past 1d4+1 rounds.

Sacred Scorpion Tattoo: You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings offer to tattoo a scorpion on your arm, shoulder, or neck using cactus flower ink and a scorpion’s stinger. If you choose not to be tattooed, cross this boon off your Chronicle sheet. Whenever the tattoo is visible, you gain scorpion empathy (as wild empathy using your character level as your effective druid level, save that it works only on scorpions) and a +2 bonus on Diplomacy checks to influence girtablilus. However, you suffer a permanent –2 penalty on Fortitude saves against girtablilu and scorpion venom.

Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
[] Earth: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.
[] Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.
[] Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.

[][] Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Custom Skillchip: While in the ruins at Sulfur Gulch, you recovered several skillchips (Pathfinder Campaign Setting: Technology Guide 52), tiny technological devices that store vast amounts of practical knowledge and insight. With the help of Isirah Tana, you have repaired one of these skillchips, configuring it for your use only. You may purchase a single Mark III skillchip for 2,700 gp for one of the following skills: Acrobatics, Climb, Craft (mechanical), Diplomacy, Knowledge (engineering), Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Stealth, Survival, or Swim. Note that to benefit from a skillchip, you must first purchase and implant a skillslot (see below).

Portable Technologist: The explorer Isirah Tana may be constrained to the compact AI core into which she’s imprinted, yet she remains as eager to explore as ever. Even though Society scholars jostle for the opportunity to learn from Isirah directly, you can borrow her for the duration of one adventure. During this time, you can perform skill checks and other tasks as though you possessed the Technologist feat (Technology Guide 7), and at the end of the adventure, you can freely retrain one feat into the Technologist feat. Alternatively, you can collaborate with Isirah before an adventure in order to restore 1d4+1 charges to one timeworn weapon, armor, or item. After you use either of these benefits, cross this boon off your Chronicle sheet.

Scion of Geb: You have saved the town of Geb’s Rest and your legend has spread far and wide in the nation of Geb. Any future dealings with native Gebbites inside or outside of the country grants you a +1 circumstance bonus to any Charisma based checks made while dealing with them.

Exemplar of the Order (Scarab Sages Faction): Your devotion to the Jeweled Sages has you poised to become the next member of the order. When playing an adventure, you can fulfill and check up to two boxes on your Scarab Sages Faction Journal Card. If you have fulfilled at least 10 goals across these cards and have either earned the Honored Acolyte (Scarab Sages) boon or purchased Anamnesis, you can spend 30 Prestige Points to gain the Jeweled Sage boon below.
Jeweled Sage (30 PP): Through a ritual you led with the other Jeweled Sages, you have created a sage jewel that will grow in power with you and preserve your knowledge for all time. You gain a +3 insight bonus on Knowledge (history) and Linguistics checks, and all Knowledge skills are class skills for you. Once per day, when attempting a Knowledge skill check, you can roll twice and take the higher result. Additionally, you can cast comprehend languages once per day as a spell-like ability (CL 15th). You are recognized as a leading scholar in many fields and gain +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other scholars and experts.
Players who accomplish this goal are encouraged to post in the “Chronicling Salvation of the Sages” discussion (http://paizo.com/threads/rzs2uodu?Chronicling-Salvation-of-the-Sages-SPOIL ERS), including the character’s name, race, class, alignment, and a short description (more information is welcome).

[][][][][] [/b]Savior of Knowledge:[/b] You aided the Jeweled Sages in their hour of need, and they quickly answer your calls for help. Once per scenario when you’re 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 in front of this boon 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 level, and provides the information to you through mental magical communication.

Torch’s Respect: Torch has developed a grudging respect or passing fondness for you and makes an effort to avoid harming you. When interacting with 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.
You can cross this boon off your Chronicle sheet to cross off the Reckless Revenge boon off another Chronicle sheet.

Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes.

[] Gemstone Secrets (Scarab Sages): Your experience in working closely with magical gems has given you insight into how to efficiently utilize their magic. When you would expend a use from a magic gem, such as a pearl of power, elemental gem, or a gem from a helm of brilliance, 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.