Marcos Farabellus

Hanlin's page

823 posts. Organized Play character for Massee.


Full Name

Hanlin Ciderbrow Jr.

Race

Wands: CLW: 31/50 Bless: 28/50 Prot Evil: 50/50 ToG 5/6 Channel 5/10 | Divine Presence 8/8 | Nimbus 6/8 |

Classes/Levels

Effects: 1 CON Drain, Shield of Faith +3 8mins, aid, Pain: -4 attack/skills/ability

Gender

Male Cleric 8 HP (67)59/59 | AC (24)21, T 12, FF 19 | Fort +9, Ref +6, Will +11

Size

Medium

Age

32

Alignment

NG

Languages

Common, Abyssal, Infernal, Celestial, Terran, Ignan, Auran, Tien

Strength 16
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 16
Charisma 20

About Hanlin

Hanlin - PFS # 202046-6
XP 21 | PP 26 | Fame 35 | Gold 694.8
Faction: Silver Crusade
Male Human Cleric 8 of Iomedae
NG Medium Humanoid
Senses: Init +2, Perception +3
Movement: Speed 30 ft

LANGUAGES: Common, Abyssal, Infernal, Celestial, Terran, Ignan, Auran, Tien

DEFENSE:
AC 21, touch 12, flat-footed 19 (+7 Breastplate, +2 Shield, +2 Dex)
Base Atk +6; CMB +9; CMD 21
hp 59 (8d8+8)(+8 FCB) Fort +9, Ref +6, Will +11 (+2 Cloak of Resistance)

OFFENSE:
[dice=Cold Iron Dagger]1d20+9;1d4+3[/dice] (19-20 x2)
[dice=+1 Adamantine Longsword]1d20+10;1d8+4[/dice] (19-20 x2)
[dice=Silvered Light Mace]1d20+9;1d6+3[/dice] (x2)
[dice=Spiritual Weapon:Longsword, Caster Check/Attack/Damage]1d20+8;1d20+9;1d8+2[/dice]
[dice=Spiritual Weapon:Longsword Full Attack/Damage]1d20+9;1d8+2[/dice]

SPELLS:
Touch of Glory (Sp): (6x/day) You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Cleric Spells Prepared (CL 8th; concentration +11)
. . 0 (4/day) Create Water, Detect Poison, Light, Read Magic
. . 1st (5+1/day) *Shield of Faith(+3), Remove Sickness, Liberating Command , Divine Favor(+2/+2), Remove Fear
. . 2nd (4+1/day) *Bless Weapon, Shield Other, Communal Prot Evil, Delay Poison, Spear of Purity
. . 3rd (4+1/day) *Searing Light, Communal Align Weapon, Communal Resist Energy, Dispel Magic, Stone Shape
. . 4th (2+1/day) *Holy Smite, Death Ward, Restoration
Pearl of Power I

Temporary Gear:

CHANNELING:
10x/day: 4d6 (Selective Channel and vs Evil Outsiders)
Will Save DC23 vs Undead for 4d6+8 Damage, Ignore Channel Resistance.
Will Save DC21 vs Evil Outsiders for 4d6 Damage.

Glory Domain Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Sun Domain Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

TRAITS:
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. (Faith)

Unintentional Linguist: You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran. (Social)

FEATS:
Selective Channeling: You can choose whom to affect when you channel energy. Prerequisite: Cha 13, channel energy class feature. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Alignment Channel (Evil): Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype. Prerequisites: Ability to channel energy. Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

Extra Channel: You can channel divine energy more often. Prerequisite: Channel energy class feature. Benefit: You can channel energy two additional times per day.

Quick Channel: Your divine energies flash with dazzling speed. Prerequisites: Knowledge (religion) 5 ranks, channel energy class feature. Benefit: You may channel energy as a move action by spending 2 daily uses of that ability.

Improved Channel: Your channeled energy is harder to resist. Prerequisite: Channel energy class feature.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

STATS:
Strength: 16 (Includes +2 Belt of Physical Might)
Dexterity: 14 (Includes +2 Belt of Physical Might)
Constitution: 13
Intellect: 10
Wisdom: 16 (Includes +2 from Headband of Wis/Cha)
Charisma: 20 (Includes +1 at 4th/8th Level)(Includes +2 from Headband of Wis/Cha)

SKILLS:
(ACP -1)(3 per level)
(8)Diplomacy +16
(1)Heal +7 (Additional +2 with healer's kit)
(1)K: Nobility +4
(2)K: Planes +5
(5)K: Religion +8
(6)Linguistics +10 (Includes +1 Trait Bonus)
(1)Sense Motive +7
*+2 Bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins via You Be Goblin Boon
*+2 Competence bonus on Perception, Sense Motive, Knowledge Planes checks against devils via Devil Slayer Boon
*+1 bonus on Charisma skill/ability checks made to influence crusaders of Mendev via Mendevian Commendation Boon x1

EQUIPMENT
Soldier's Uniform (Iomedae)
+1 Darkwood Light Quickdraw Shield
+1 Adamantine Longsword
Cold Iron Dagger
Light Crossbow
Handy Haversack
Bedroll
Waterskin
Belt Pouch
Silk Rope 50'
Holy Symbol Tattoo (Left Palm)
Holy Symbol Silver (Necklace)
Typical Holy Text
Scroll Case
Waterproof Bag
Journal
Ink and Pen
Shaving Kit
Gear Maintenance Kit
Grooming Kit
Healer's Kit
Wayfinder
Pearl of Power I
Cloak of Resistance +2
Silvered Light Mace
Pair of Platinum Rings for Shield Other
Mithril Breastplate +1
Belt of physical might +2
Headband of Wisdom/Charisma +2
Spring Loaded Wrist Sheaths x2 (BoL Scroll)
Life's Breath Talisman x1

Consumables
Trail Rations (4)
Wand of Cure Light Wounds (50)
Wand of Bless (50)
Bolts (8)
Antitoxin (1)
Antiplague (1)
Scroll of Magic Weapon x1
Scroll of Comprehend Lang x1
Wand of Prot Evil (50)
Scroll of lesser restoration x5
Scroll of water breathing x2
Scroll of invisibility purge x1
500g in diamond dust
Holy Water x2
100g in Powdered Silver
Scroll of Breath of Life x1

Human Racial:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (CHA)

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domains:

Glory Domain
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive. Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—searing light, 4th—holy smite, 5th—righteous might, 6th—undeath to death, 7th—holy sword, 8th—holy aura, 9th—gate.

Sun Domain
Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Iomedae:

THE INHERITOR
Alignment: LG
Domains: Glory, Good, Law, Sun, War
Favored Weapon: Longsword
Centers of Worship: Absalom, Andoran, Cheliax, Galt, Lastwall, Mendev, Molthune,Nirmathas, Sargava
Nationality: Chelaxian

As a mortal, Iomedae rose to prominence in the era of the Shining Crusade, when she led the Knights of Ozem in a series of victories over the Whispering Tyrant. Success in the Test of the Starstone a short time later granted the valiant swordswoman a spark of divinity and the attention of Aroden, who took her on as his herald. Today, Iomedae’s church has absorbed most of Aroden’s remaining followers and devotes a great deal of focus to the Mendevian Crusades against the horror of the Worldwound. Followers of Iomedae have a strong sense of justice and fairness and an even stronger dedication to swordcraft, statesmanship, and bringing civilization to “savage” people. Her clerics have a reputation for trustworthiness that serves them well in political affairs.

Iomedae appears as a fierce Chelaxian mistress of the sword, complete with full battle armor, heraldic markings, and resplendent shield. Formal raiment is a white cassock with gold or yellow trim and a matching mitre; most followers prefer these colors and wear them in their day-to-day garments. Pious adventurers usually wear a narrow chasuble in the goddess’colors. Her temples are bright, whitewashed buildings that double as courts and living space for holy knights. Her holy text is The Acts of Iomedae (usually just called The Acts), a recounting of 11 personal miracles performed in ancient times by Iomedae throughout Avistan and Garund as demonstrations of the power of Aroden. Having absorbed most of her dead patron’s followers, she informally enforces his teachings as well, although she is more forward-looking in her goals and doesn’t let herself be constrained by the events of history. Likewise, her followers use converted churches of Aroden as well as her own unique temples.

Iomedae most commonly shows favor in the form of mundane objects reshaping into sword-like forms, mysterious white or golden lights on a person or object, or a compass-like pull on a longsword or other long metal weapon. She shows her displeasure by flickering lights, damaging weapons against inferior materials, and causing gold or silver items to become dull and heavy.

Chronicles:

Starting Gold: 150g 0PP
Overflow Archives 6-15: 531g 2PP
We Be Goblins!: 500g 1PP
Silverhex Chronicles: 500g 2PP
Daughter's of Fury (1) Module: 3511g 4PP
Daughter's of Fury (2) Module: 4800g 4PP
Daughter's of Fury (3) Module: 6756g 4PP
Daughter's of Fury (4) Module Bonus: 8712g 7PP
Deep Market Deception 7-15: 3219g 2PP
Weapon in the Rift 5-13: 2528g 2PP
Mysteries Under Moonlight Part I 10-05: 3314g 2PP
Mysteries Under Moonlight Part II 10-07 3284g 2PP
Serpent's Rise 6-98: 4000g 2PP
The Haunting of Hinojai 3-15 3555g 2PP

Boons:

SEASON 9 FACTION REWARDS (SILVER CRUSADE)
PURIFIER (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). You can also apply this benefit when others attempt caster level checks to remove such conditions from you.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
CELESTIAL BLESSING (7+ goals): Once per adventure, you can call upon your deity as a free action to grant yourself and all allies within 30 feet to whom you have line of effect DR/evil equal to half the number of goals you have completed (rounded down) for 2 rounds.

You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

Elixir of Treasure Seeking: One of the special treasures you recovered while seeking fame and fortune was a flask of liquid that glowed softly with golden light. Drinking this elixir gives you the ability to find treasure in unlikely places, granting you a +2 competence bonus on Appraise and Perception checks for duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it of your Chronicle sheet.

Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Pleasure Doing Business: As thanks for your assistance, Uiisha offers to sell you Silverhex at a lower price-. 6,326 gp. You can increase Silverhex's enhancement bonus or apply other weapon special abilities, but you always calculate the weapon's effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silversickle—noi 18,326 gp).

Cartographer Unburied: You rescued the guard and cartographer Jerem from his hiding place in Arwyll Stead’s catacombs. Jerem is still shaken from his experiences and unwilling to engage in combat, but he agrees to accompany you for one adventure. Jerem provides you a +2 bonus on all Knowledge (geography) checks as well as on Survival checks to avoid getting lost. Additionally, Jerem provides you with a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained (this bonus does not stack with the +2 bonus on Knowledge [geography] checks). Once you use this boon, cross it off your Chronicle sheet.

Gift from Arwyll Manor: You returned to Arwyll Stead with Wate’s body and turned his gear over to his family’s manor rather than taking it for yourself. Wate’s best friend Terrin sends you a gift to thank you for respecting Wate’s memory. When you would purchase an item for 1 or 2 PP, you may instead cross this boon off your Chronicle sheet to purchase the item at no cost. (Wand of Prot vs Evil)

Cursebreaker: You defeated the curse devil that was wreaking havoc upon the people of Arwyll Stead. You may cross this boon off your Chronicle sheet before attempting to remove a curse with a spell that requires a caster level check (such as remove curse or break enchantment) to treat your result as if you had rolled a natural 20. Alternatively, you may cross this boon off your Chronicle sheet to reroll a saving throw against a curse. You must use this boon after rolling the initial saving throw but before the results are revealed.

Devil Slayer: You put an end to the plots of the erinyes Shayle and her infernal children. You gain a +2 competence bonus on Perception and Sense Motive checks against devils, as well as on all Knowledge (planes) checks regarding devils. In addition, you may check off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the bane property against devils for 1 minute. If you did not kill Yvogga, check the first two boxes next to this boon immediately.

Honorary Arwyll: You saved Vegazi from being sacrificed and ended the fiendish threats to Arwyll Stead. Other families in Lastwall provide you with training to help you face against the region’s many dangers. When you use the retraining rules presented in Pathfinder PRG Ultimate Campaign, the retraining takes 1 fewer day for every 5 days it would normally take (minimum 0 fewer days). For example, retraining hit points would still take 3 days, but retraining a racial trait, which would normally take 20 days, takes 16 days instead.

(0/3) Yvogga Redeemed: You spared Yvogga, and your mercy helped set her on the path to redemption. You may call in a favor when performing one of the skills below to use Yvogga’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Yvogga leaves to seek her own adventures; cross this boon off your Chronicle sheet.
• Disable Device +8
• Bluff +10
• Use Magic Device +8
• Cast bull’s strength (CL 4th, concentration +6)
• Cast invisibility (CL 4th, concentration +6)
• If you are a summoner or another character with the eidolon class feature, Yvogga can restore your eidolon back to its peak vitality as a full-round action. This ability only functions if your eidolon is within 100 feet of you. Check off all boxes next to this boon to restore all of your eidolon’s hit points.

Hero of Arwyll Stead: When you earn this Chronicle sheet, you may choose whether or not to receive XP, Prestige Point, and gold rewards; you may instead choose to gain no XP and gold, but you instead earn 2 Prestige Points and still qualify for all of the boons and items on this sheet. If you elect to earn the full rewards, you gain 3 XP, 6 Prestige Points, and 8,712 gp (4,356 gp for characters use the slow track method of advancement).

(1/3)Vegazi’s Ally: The half-orc ranger Vegazi spent most of her life as an outcast, but after you helped her defeat the devil determined to take her soul, she counts you as a trusted friend. You may call in a favor when performing one of the skills below to use Vegazi’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Vegazi’s debt has been repaid; cross this boon off your Chronicle sheet.
• Handle Animal +11
• Heal +11
• Survival +10
• Vegazi casts animal messenger (CL 6th, concentration +8)
• Vegazi assists the PC in combat for one round, making a full attack on the PC’s initiative against a target of the PC’s choice with her +1 composite longbow; +10/+5 (1d8+2/×3). She has the feats Deadly Aim (–2 to hit, +4 damage), Point-Blank Shot, and Precise Shot, and she gains a +2 bonus on attack and damage rolls against orcs.

Curious Pipefox: Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder (RPG Bestiary 4) as if pipefoxes were available as in the Additional Resources document.
Instead of taking Yrishi as a familiar, you can ask her to perform research for you. Cross the boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.

Marnarius’s Blade: You defeated Tseka and claimed the blade that Marnarius gifted to her. You may purchase a lesser sword of subtlety (see page 21). A lesser sword of subtlety is a +1 shortsword that provides a +2 bonus on its wielder’s attacks and damage rolls when he is making a sneak attack with it. If you played this scenario in Subtier 6–7, you may purchase either a lesser sword of subtlety or sword of subtlety.

Yekai Deathhand’s Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level.
The listed price assumes that you are 3rd or 4th level. If you purchase the item when you are higher level, pay the cost listed for your level in the bauble column on page 160 of Pathfinder RPG Pathfinder Unchained instead of 300gp. Likewise, if you sell the item, use the corresponding value to calculate its effective market price. See page 160 of Pathfinder Unchained for information about scaling magic items.

Champion of Ghalcor’s Legacy: Over the course of a short battle, you laid to rest a fallen cleric’s restless spirit, battled a powerful demon, and reclaimed a weapon that routed the hordes of the Abyss. Needless to say, Ollysta Zadrian was impressed by your valor. Halve the cost of Silver Crusade faction vanities you purchase with Prestige Points (maximum discount 4 PP). In addition, reduce the Fame requirement for qualifying for the Silver Crusader vanity (Pathfinder Society Field Guide 22) to 30.

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).

(0/1)Celestial Lycanthropy: You have received a blessing from the azata Luvyire that has imbued you with a spark of celestial energy, which will transform you into a celestial werewolf when the time is right. You can check the box that precedes this boon to gain a portion of that power, gaining resistance 5 to acid, cold, and electricity for 1 hour. This boon will provide additional benefits in a future scenario.

Grobaras’s Gloryhounding: You now own a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city. If you destroy these objects, cross this boon off your Chronicle sheet.

Monument’s Blessing: By sanctifying several of Magnimar’s monuments, you have created a small enduring link with the sacred forces that give the city’s monuments their power. You can perform a particular action tied to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the check, gain the listed benefit for 24 hours, and then cross this boon off your Chronicle sheet.

Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on attack rolls made with melee weapons.

Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Fortitude saves.

Founder’s Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the DC of your fire spells by 1.

Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.

Mistress of Angels: Meditate for 10 minutes with any object that reminds you of the events of this scenario and succeed at DC 15 Religion to gain +1 morale bonus on Initiative checks.

(0/1)Werewolf ’s Resilience: Ashava has granted you the ability to call upon a lesser form of her blessing again in the future. You can check the box that precedes this boon to gain DR 5/silver for a number of rounds equal to your character level. If you also have the Celestial Lycanthropy boon, checking the box that precedes this boon also grants the benefits of Celestial Lycanthropy.

Spoils of the Siege (Shohiraj): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Shohiraj or her schemes, you can qualify to receive a special boon at the end of the adventure to reflect Shohiraj's increased resources.

(0/1) Trusted Pathfinder: In the wake of the Aspis Consortium's siege on the Grand Lodge, venture-captains have decided to release several items from the vaults to their most trusted agents. You may check the box preceding this boon in order to purchase one of the following items.
Armor of Luck (18,500g plus the price of a suit of masterwork armor of the appropriate type) You may purchase a suit of armor that has all of the properties of a banded mail of luck. This armor may be of any type (such as leather, breastplate, or full plate), but it cannot be made of a special material.
Circlet of persuasive disguise (7,200g): This splendid circlet functions simultaneously as a circlet of persuasion and a hat of disguise.
Elven rune-cloak (price varies): This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750g to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an Elven rune-cloak's resistance bonus from +1 to +2 costs 3,000g).
Lesser versatile metamagic rod (6,000g): This functions as a metamagic rod and has 3 charges per day; however, these charges can be used to replicate the effects of any of the following metamagic feats: Extend Spell, Merciful, or Reach Spell.

Purchasable Loot:

Wand of Cure Light Wounds (15 charges; 225g, limit 1)
Scroll of Dimensional Door (750g)
*Chief ’s Personal Very Useful Robe [robe of useful items] (2,334; 4 patches left—a ladder, a threelegged turtle, a horseshoe, and a bullhorn)
*Desnan candle (5 gp; when lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. Each projectile deals 1 point of nonlethal damage and 1 point of fire damage if it hits; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a Desnan candle is a ranged touch attack and always has a –4 nonproficiency penalty.)
Gorge of Gluttons [+1 horse bane dogslicer] (2,308 gp)
Dragon breath gourd [Elixir of fire breath] (1,100 gp)
Paper candle (1 gp; This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.)
Ring That Lets You Climb Real Good [ring of climbing] (2,500 gp)
*Skyrocket (50 gp; When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving in a straight line with a fly speed of 90 for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot burst [DC 15 Reflex save for half ]. If a skyrocket impacts a solid surface or a creature before reaching its maximum range, it detonates prematurely at the point of impact. Anyone who takes damage from the explosion is either blinded or deafened [a 50% chance of either] for 1 round.)
Wand of create food and water (CL 5th, 2 charges; 450 gp)
Grim lantern (5,800 gp; Pathfinder PPG Ultimate Equipment 301)
Silverhex (+1 spell storing alchemical silver sickie; 8,326 gp)
Silverhex (+2 spell storing alchemical silver sickie; 16,326 gp)
+1 Orc bane arrow (160 gp, limit 3)
Periapt of protection from curses (12,000 gp, Pathfinder RPG Ultimate Equipment 260)
Wand of see invisibility (16 charges; 1,440 gp; limit 1)
Murktouch cloak (20,000 gp)
Wand of charm animal (10 charges; 150 gp, limit 1)
Wand of cure light wounds (12 charges; 180 gp, limit 1)
Wand of magic fang (23 charges; 345 gp, limit 1)
+1 Cruel arrow (160 gp, limit 5; Pathfinder RPG Ultimate Equipment 138)
Bax’s mask (9,000 gp)
Angelfall bow (26,900 gp)
Belt of physical might +2 (Dex and Str, 10,000 gp)
Deep red sphere ioun stone (8,000 gp)
Incandescent blue sphere ioun stone (8,000 gp)
Pale blue rhomboid ioun stone (8,000 gp)
Pink and green sphere ioun stone (8,000 gp)
Pink rhomboid ioun stone (8,000 gp)
Scarlet and blue sphere ioun stone (8,000 gp)
Staff of minor arcana (8,000 gp, Pathfinder RPG Ultimate Equipment 198)
Flask of reconcoction (price varies)
Lesser sword of subtlety (9,310 gp)
Purple worm poison (700 gp; limit 1)
Shadow essence (250 gp; limit 3)
Wand of shocking grasp (CL 4th, 12 charges; 720 gp, limit 1)
+1 Virulent shortsword (8,310 gp; Pathfinder RPG Monster Codex 177)
Lesser selective metamagic rod (3,000 gp; Pathfinder RPG Advanced Player’s Guide 295)
Nightmare vapor (injury poison; 1,800 gp, limit 1)
Oil of dispel magic (750 gp)
Sword of subtlety (22,310 gp)
Wand of heroism (5 charges, 1,125 gp)
Wand of shocking grasp (CL 4th, 12 charges, 720 gp, limit 2)
+1 Axiomatic bolt (267 gp, limit 3)
+1 Planar arrow (267 gp, limit 1; Pathfinder RPG Ultimate Equipment 146)
+2 Seeking sling stone (267 gp, limit 4)
Cassock of the clergy (4,600 gp; Pathfinder RPG Ultimate Equipment 214)
Faith orb (2,250 gp, limit 1)
Potion of shield of faith (CL 12th; 600 gp, limit 1)
Dreamcatcher (2,800g; Pathfinder RPG Occult Adventures 257)
Elemental gem (fire; 2,250g)
Talisman of life's breath (lesser; 3,500g; Occult Adventures 263)
Lucky horseshoe (6.800g; Occult Adventures 260)
Necklace of fireballs (type IV; 5,400g)
Prayer beads (lesser; 9,600g)
Scroll of restoration (1,700g)
Wand of lesser restoration (10 charges; 900g; limit 1)
+1 Returning starknife (8,324g; can be enhanced into a dancer's starknife by paying an additional 8,000g)
Dust of emulation (800g; Pathfinder RPG Advanced Player's Guide 304)
Ring of protection +1 (2,000g)
Wand of cure moderate wounds (CL5th; 5 charges; 450g; limit 1)
Dancer's Starknife (16,324g)
Ring of delayed doom (1 stone; 5,000g; Advanced Player's Guide 292)
Tangle ammunition (as tangle bolt; limit 4; Advanced Player's Guide 291)
Wand of cure moderate wounds (CL5th; 9 charges; 810g; limit 1)
Cloak of resistance +2 (4,000 gp)
Dust of emulation (800 gp; Pathfinder RPG Advanced Player’s Guide)
Dusty rose prism ioun stone (5,000 gp)
Potion of cure moderate wounds (300 gp)
Potion of invisibility (300 gp)
Ring of protection +1 (2,000 gp)
Scroll of blur (150 gp)
Scroll of displacement (375 gp)
Scroll of fly (375 gp)
Scroll of gust of wind (150 gp)
Scroll of ice storm (700 gp)
Amber spindle ioun stone (10,000 gp; Pathfinder Player Companion: Seekers of Secrets, +1 resistance bonus on all saves [stacks])
Hat of disguise (1,800 gp)
Ring of protection +2 (8,000 gp)
Scroll of chain lightning (1,650 gp)
Scroll of cone of cold (1,125 gp)
Scroll of invisibility (150 gp)
Scroll of lightning bolt (375 gp)
Scroll of minor image (150 gp)
Scroll of scorching ray (150 gp)
Scroll of shadow conjuration (700 gp)
Scroll of shout (700 gp)
Scroll of slow (375 gp)
Scroll of wall of ice (700 gp)
Scroll of wind wall (375 gp)
Wand of glitterdust (CL 3rd, 10 charges; 900 gp, limit 1)
Scroll of dispel magic (375 gp)
Scroll of freezing sphere (1,650 gp)
Scroll of greater invisibility (700 gp)
Scroll of interposing hand (1,125 gp)
Scroll of telekinesis (1,125 gp)
Scroll of teleport (1,125 gp)
Wand of acid arrow (CL 3rd, 5 charges; 450 gp, limit 1)

Season 9 Silver Crusade Faction Goals:

Once per adventure when you accomplish one of the following goals, you can 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.

(2/2)Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.

(0/2)Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

(2/2)Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

(1/1)Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

(1/1)Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

(1/1)Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).

(1/1)In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.

(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.

Future Gear/Feats:

Phylactery of Positive Channeling (27 Fame Minimum)
Price 11,000 gp; Aura moderate necromancy; CL 10th; Weight —
This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.
Construction Requirements: Cost 5,500 gp
Craft Wondrous Item, creator must be a 10th-level cleric

Ghostvision Gloves

Price 4,000 gp; Aura faint divination and evocation; CL 5th; Weight —

These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to more clearly see the restless dead for the next 10 rounds. While active, ghostvision gloves grant the following effects.

The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet.
If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecting no other creatures), except she rolls d12s instead of d6s.
While the gloves are active, constructs and living opponents treat the wearer as blind.

Unique Items Found:

BAX’S MASK PRICE
9,000 GP
SLOT head CL 3rd WEIGHT 2 lbs.
This plain mask is made of a reflective, dark gray ceramic. When worn, the mask transforms to look like the wearer’s skull, and it gradually becomes eerier and more fearsome the closer a viewer gets to the wearer. Whenever a creature enters a square adjacent to the wearer of Bax’s mask, that creature must succeed at a DC 13 Will save or become shaken for as long as it remains adjacent to the wearer. An affected creature can attempt a new save by moving away from the wearer and reentering a square adjacent to the wearer. A creature that succeeds at the save is immune to the mask’s effect for 24 hours. A creature shaken by Bax’s mask does not become frightened if affected by the mask again, but other fear effects stack with the creature’s shaken condition as normal.

ANGELFALL BOW PRICE
26,900 GP
SLOT none CL 7th WEIGHT 3 lbs.
AURA strong evocation
Black feathers adorn the tips of this ebony +1 composite longbow (+5 Strength bonus). The bow gives off the faint scent of brimstone when the string is drawn back. Three times per day as a swift action, the wielder of an angelfall bow can imbue the next arrow she fires that round with the bow’s inherent raging energy. On a hit, the attack deals damage as normal and acts as a trip combat maneuver to knock the target prone, treating the result of the wielder’s attack roll as the wielder’s combat maneuver check result. If the target is flying, it must immediately succeed at a DC 25 Fly check to stay aloft or plummet to the ground.
One per day when the wielder of an angelfall bow would be affected by a spell or spell-like ability with the light descriptor, she can attempt an immediate dispel check (using the caster level of the bow) to counter the effect. This manifests as a pulsating darkness emerging from the bow and swallowing the light.

FAITH ORB
Aura moderate evocation; CL 9th Slot none; Price 2,250 gp; Weight — DESCRIPTION
This brass orb is a bit larger than a human fist. It’s covered with symbols of goodness and law and thick studs. If used as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of overcoming damage reduction.
The faith orb is activated when a special stud is depressed, usually marked by a different color metal. Activating the orb is a standard action, though the orb may be thrown as a ranged touch attack (10-foot range increment) as part of the same action used to activate it. At the end of the action or when it hits its target, it triggers a flame strike centered on the orb. Creatures caught in the blast area suffer 9d6 damage as the spell (Reflex DC 17 half). The faith orb is consumed in the process.

Dancer’s starknife
(Aura moderate transmutation; CL 7th; Slot —; Price 16,324 gp): A dancer’s starknife is a +1 returning starknife that allows its wielder to cast dispel magic (CL 7th) as a standard action once per day. If the dispel attempt succeeds, the magic surges into the starknife. At any time in the next 24 hours, the wielder can unleash this energy to make a ranged touch attack as a standard action that deals 1d6 points of force damage for every spell level of the dispelled effect (minimum 1d6) with a range of 100 feet. A dancer’s starknife can be augmented with further enhancements—treat it as a +2 weapon with a price of 8,000 gp when determining the additional cost.

Talisman of Life’s Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life.