Korvosian Wizard

Inga Blücher's page

476 posts. Organized Play character for roll4initiative.

Full Name

Inga Blücher


HP 73/73 | AC 20 (+2 Klaus), t14, ff16 (+1 vs. crits) | F +11, R +10, W +15 (+2 Klaus adjac.) | Perc. +16 | Stealth +12 | Init +7


| speed 30' | CMB +7, CMD 21 | +19 concentration | Faction missions | Active Conditions: ---


NG f human Spiritualist 10|







Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 20
Charisma 13

About Inga Blücher

PFS# 17148-10

Inga & Klaus were a young couple in love. The night before they were to elope, Klaus was killed by a werewolf when he was out hunting in the forest. He now manifests as a hybrid werewolf phantom among Inga, his one true love.


AC 20/22 (+2 shield Klaus adjac.), touch 14, flat-footed 16
(+6 armor, +4 dex, +0 natural)
Bodyguard: +1 bonus to AC against attack rolls to confirm crits.

hp: 74 (7/level)

(+4 Dex, +2 Trait, +1 Ioun Stone)

(Base +7, Con +1, Cloak +1, Horseshoe +2)
(Base +3, Dex +4, Cloak +1, Horseshoe +2)
(Base +7, Wis +5, Cloak +1, Horseshoe +2)
+2 circumstance to saves if phantom is adjacent & +2 vs. mind-affecting effects if phantom w/i 30'.
Stoic Spelunker: +1 saves vs. confusion or WIS damage effect.
Occult Pioneer: +1d4 to save vs. mind-affecting spell or effect, 1/scenario.
Lucky Horseshoe: +2 luck bonus to all saves, +5 to one save 1/day.
(Enhanced with Fate's Favored trait.)
Inner Struggle: If fail save vs. mind-affecting compulsion, delay effect & be stunned until end of next turn. Attempt new save at end of turn to end it. If fail, effect resumes. 1 time use.
Clockwork Insight: Add 1d6 to AC or saving throw vs. trap. 2/2 uses.


Speed: 30 ft.

Melee (BAB +7/+2):

[dice=+1 Morningstar]1d20+8[/dice]
[dice=spiky bash]1d8+1[/dice]

[dice=Ectoplasmic Tendril]1d20+13[/dice]
(crit x2, swift action, other tendril can attack or manipulate objects)
[dice=+1 Holy Adaptive Orc Hornbow]1d20+12[/dice]
[dice=+1 Holy Adaptive Orc Hornbow]1d20+7[/dice]
(x3 crit, 80' range, +1 PBS, -2/+4 deadly aim)


About Inga Blücher:

PFS# 17148-10
Faction: Sovereign Court
Birthplace: Varisia
Age: 22
Gender & Pronouns: Female, she/her
Height: 5' 6"
Weight: 110 lbs
Physical Appearance: Petite Varisian woman with black hair, piercing green eyes, and pale complexion. Wears a red hooded cloak.


Str 10, Dex 18, Con 12, Int 12, Wis 20, Cha 13

Base Atk +7/+2; CMB +7; CMD 21
(+1 vs. disarm & sunder)

Fashionable (Faction): +1 bluff, diplomacy, & sense motive. Diplomacy as class skill.
Reactionary (Combat): +2 initiative. 
Fate's Favored (Faith): +1 any luck bonuses.
Highlander (Region): +1 Stealth and class skill, +2 in hills & rocky areas.

1. Point Blank Shot: (+1 atk & dmg w/i 30')
2. Precise Shot: (no penalty into melee)
3. Deadly Aim: (-2/+4)
4. Combat Casting: (+19 concentration)
5. Exotic WP (orc hornbow)
6. Additional Traits: gain 2 traits

common, varisian, elven, draconic, azlanti, skald


(5 PP)
You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren't required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan's interests to important merchants, politicians, and aristocrats.
When you first purchase your caravan, you must decide how you wish to represent the caravan's interests--this decides what additional skill you can use to make Day Job checks.
If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls.

Jeeves the Porter:
(5 PP)
You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.

Noble Title (Countess):
(Fame 20, 1 PP)
You gain one of the following noble titles: baron, baroness, dame, earl/count, lord, marquis, marquise, visbaronet, visbaronetess, viscount, viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself.
You become specialized in Knowledge (nobility).

Height of Fashion:
(Fame 20, 2 PP)
Your contacts among the Taldan aristrocracy allow you to constantly update and adapt your fashion so as to never appear out of style--be it at court, on the road, or even in combat.
You gain a +3 bonus on Diplomacy checks against nobles, politicians, and artistocrats of your race.

New Recruit (Junia):
From #7-05: School of Spirits.
Your team of Pathfinders sponsored Junia to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct Junia to cast a spell from the spiritualist list as a standard action. The spell's level can be up to 1/3 of your character level (minimum 0). Junia's caster level is equal to your character level -3 (minimum 2), and her Wisdom score is 17. She is a non-combatant and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle sheet.

Smörboll the Bodyguard:
You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character functions as a follower vanity (Pathfinder Society Field Guide 60), not taking any space on the battlefield or otherwise serving as a combatant. The bodyguard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard.

Faction Journal Card:
Confidante: Twice/adventure, can call upon contacts, either allowing a Knowledge check equal to ranks in Diplomacy or +2 bonus on check. Takes 1 minute. 2 uses if not in urban area.
Conspirator: Contacts can perform services: pay Prestige costs for getting out of jail, recover body & equipment for free in urban area, or purchase & deliver any item worth up to 60 gp (returned at end of scenario).
Well-Connected: 1/scenario, before rolling skill check involving concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks relevant to Sovereign Court's goals, gain +4 bonus on check.
Practiced Diplomat: When using Disguise skill, receive final result of 10 + goals completed (4).

(7/level, Class skills are bold)

(Rank +0, Class +0, Dex +4)
(Rank +0, Class +0, Int +1)
(Rank +1, Class +3, Cha +1, Trait +1, Ioun +1)
(Rank +0, Class +0, Str +0)
(Rank +0, Class +0, Int +1)
(Rank +8, Class +3, Cha +1, Trait +1, Ioun +1)
[dice=Disable Device]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
(Rank +0, Class +0, Cha +1)
[dice=Escape Artist]1d20+4[/dice]
(Rank +0 Class +0, Dex +4)
(Rank +1 Class +3, Dex +4, Spell +8)
[dice=Handle Animal]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
(Rank +2, Class +3, Wis +5)
(Rank +3, Class +3, Cha +1, Phantom +3)
[dice=Know: Arcana]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Know: Dungeon]1d20+5[/dice]
(Rank +1, Class +3, Int +1)
[dice=Know: Engineering]1d20+5[/dice] (Rank +1, Class +3, Int +1)
[dice=Know: Geography]1d20+5[/dice] (Rank +1, Class +3, Int +1)
[dice=Know: History]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Know: Local]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Know: Nature]1d20+5[/dice]
(Rank +1, Class +3, Int +1)
[dice=Know: Nobility]1d20+8[/dice]
(Rank +3, Class +3, Int +1, Specialized +1)
[dice=Know: Planes]1d20+7[/dice]
(Rank +3, Class +3, Int +1) 
[dice=Know: Religion]1d20+10[/dice]
(Rank +6, Class +3, Int +1)
(Rank +3, Class +3, Int +1)
(Rank +10, Class +0, Wis +5, Ioun +1)
(Rank +0, Class +0, Cha +1)
(Rank +0, Class +0, Wis +5)
(Rank +0, Class +0, Dex +4)
[dice=Sense Motive]1d20+13[/dice]
(Rank +3, Class +3, Wis +5, Trait +1, Ioun +1)
[dice=Sleight of Hand]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
(Rank +6, Class +3, Int +1)
(Rank +3, Class +3, Dex +4, Trait +1, Ioun +1)
(Rank +1, Class +0, Wis +5, Phantom +3)
(Rank +0, Class +0, Str +0)
[dice=Use Magic Device]1d20+10[/dice] (Rank +6, Class +3, Cha +1)

ACP -0

Non-Standard Skill Bonuses:
Fashionable (trait): +1 bluff, diplomacy, & sense motive. Diplo class skill.
Fused Consciousness: +3 Intim. & Survival with phantom bonded or manifested.
Caravan Vanity: Use Diplomacy for Day Job.
Bound for Brevoy +2 CHA skill checks vs. residents of Brevoy.
Scholar of the Gates Ajar: +2 Knowledge (planes or religion) regarding daemons, demons, and devils.
Power Broker: Use Knowledge (nobility) in place of an INT, WIS, or CHA based check. Considered trained in skill. 1/scenario.
Debt of Cyphers: +2 Gather Info, Intimidate, Knowledge (arcana) & Linguistics in Riddleport.
Riddleport Respect: +2 Intimidate in Riddleport.
Azlanti Historian: +1 Knowledge (history) & +2 Linguistics regarding Azlant.
Sun Orchid Sleuth: +2 CHA check to convince other to reveal sensitive info. 2 uses.[x][x] (can use 1/scenario in Thuvia.)
The Court Grows: Knowledge (arcana) or Spellcraft, roll twice and take better on Isle of Kortos/Absalom. 3 uses. [ ][ ][ ]
House Thrune's Favor: +3 circumstance Diplomacy to members of House Thrune, Chelish Government, and Hellknights.
Princess of Wolves: +2 (untyped) Diplo & Intim vs. Lycanthropes, Intim DC for lycan to demoralize is 2 higher.
Ekujae's Blessing (Su): Permanent endure elements in heat up to 110°.
Height of Fashion Vanity: +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
Amethyst Pyramid (cracked) Ioun Stone: +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities.
Infiltrator: Before rolling stealth check, choose an ally also rolling stealth. After both roll, use highest including modifiers. One time use.
Grave Treader's Inspiration: Gain Inspiration. +1d6 to skill check. 1/3 uses.

Spiritualist AoN Link

Spell-Like Abilities:
Detect Undead (at will)
Calm Spirit (1/day)
See Invisibility (1/day, 10 mins)

Preservationist: Spells cast that would damage unattended objects in their area, such as fireball, only do so when you want them to.

Knacks: detect magic, guidance, light, mage hand, read magic.
1st: (7/day); [x][x][ ][ ][ ][ ][ ] burst of adrenaline, feather fall, mage armor, remove fear, magic fang, shield.
2nd: (5/day); [x][x][ ][ ][ ] cure moderate wounds, ghoul touch, invisibility, resist energy, stricken heart.
3rd: (4/day); [x][ ][ ][ ] fly, displacement, dispel magic, haste.
4th: (2/day); [ ][ ] confusion, freedom of movement

Confusion Chart:

01-25: Act normally.
26-50: Do nothing but babble incoherently.
51-75: Deal 1d8 points of damage + Str modifier to self with item in hand.
76-100: Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

(* special chronicle items)

Combat Gear:
+2 mithral chainshirt, +1 morningstar, +1 Holy Adaptive Darkwood Orc Hornbow (+2 Str)* & arrows x20, cold-iron arrows x20, ghost salt arrows x10, +1 flaming arrows x3, cloak of resistance +1, cold-iron scythe, belt/incred. dex +2, headband/ment. prowess (Wis & Cha +2), swarmbane clasp, handy haversack.

Magic Items:
wayfinder, alexandrite gem (glows as continual flame, CL 5)*, anti-toxin, spirit revivication incense, ectoplasmic residue x2, potion/darkvision, page/spell knowledge (1st), Lucky Horseshoe, feather token (Old Flotsam)*.

Scroll/see Invisibility x2, Scroll/doom x4, scroll/remove sickness x4, scroll/remove paralysis, scroll/psychic reading, scroll/object reading x3, Scroll/tiny hut.

Talismans (lesser)
(neck slot, up to 3)
Beneficial Winds: feather fall
Freedom: Freedom of Movement for 3 rounds.
Life's Breath: CL 9th

Wand/cure light wounds (16/50 charges)
Wand/CLW (50/50 charges)
Wand/shield (44/50 charges)
Wand/lesser restoration (6/6 charges)*
Wand/mage armor (4/10 charges)*
Wand/protection from evil (18/18 charges)*
Wand/mirror image (DC 20, 7/7 charges)*
Wand/greater invisibility (1/2 charges)*
Wand/endure elements (10/10 charges)*

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


Explore, Report, Cooperate:
As a free or immediate action, you may consider whether a particular action you name —such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item— would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Inner Struggle:
When you fail a saving throw against a mind affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Ectoplasmic Enhancement:
You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for one round. If you have at least one level in the spiritualist class, the ghost touch property persist for 3 rounds and also affects her phantom's natural attacks. When you use this boon, cross it off your Chronicle sheet.

Savior of Old Flotsam:
In thanks for retrieving her precious folding boat, Venture Captain Benarry commissions you a single token made out of a splinter of Old Flotsam herself. The special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves' tools, 100 sheets of parchment, a vial of ink with an ink pen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat's duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.

Kaghaze Redeemed (Mwangi, Sargava, The Shackles, or Sodden Lands):
Whenever you adventure in the Mwangi expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of anti-plague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.

Eyes of the Kirin:
You have demonstrated the righteous determination of The Sovereign Court to the Way of the Kirin, a covert organization active in Tian Xia that is dedicated to justice. As a free action you can cross this boon off your Chronicle sheet in order to channel the infallibility of the Kirin for five rounds, during which time you gain electricity resistance 10, spell resistance 20 against spells cast by evil creatures, and a +5 sacred bonus on any one diplomacy check you attempt before the effect ends. Alternatively, you can cross this boon off to earn Lady Morilla's accolades restoring 2 Prestige points you had already expended. (Restored 2 PP).

Political Aspirations:
following Grand Prince Stavian's murderous scheme, the Taldan senate is fragmented and in need of new leaders more than ever before. You can either maneuver yourself to become one of Taldor's 222 senators or establish yourself as a clandestine agent who has the ear of Taldor's elite.
Power Broker: Whether it's due to your heroic deeds or your cunningly masterminded plans, you command the respect of many powerful people. When playing an adventure, you can fulfill and check up to two boxes on your Sovereign Court faction journal card. Once per adventure you can attempt a Knowledge (nobility) check untrained with a bonus equal to 5 plus the number of Sovereign Court faction journal card goals you have completed. Furthermore, once per adenture before attempting an Intelligence, Wisdom, or Charisma-based skill check, you can choose to use your Knowledge (nobility) in place of your bonus in that skill. You are considered trained in that skill for this check.

Family Feud (Legacy):
[ ] You met with the new leader of the Onyx Alliance and learned about her tragic history and her connection to the Blackros family. It's clear that the conflict between the Blackros family and Onyx Alliance is far from over, but you witnessed a pivotal moment in this conflict when the forgotten Blackros daughter, Sarnia, chose to reveal herself as the alliance's new guiding force. This boon may have benefits and effects for the Pathfinder 2e OP campaign.
Additionally, you can check the box that precedes this boon to gain the shadow blending ability as if you were a fetchling for one scenario.
Shadow Blending: Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Even while being stalked by a red reaver in its lair, you were able to keep calm and protect the valuable historical and religious relics contained within the Bastion of Light. You gain a +1 bonus to your CMD against disarm and sunder attempts, and spells you cast that would damage unattended objects in their area, such as fireball, do so only when you want them to.

Reaver of Reavers (free lodging):
Successfully slaying the fearsome Red Reaver of Rostler's Coffer was no mean feat, and word of your victory has spread throughout all of Lastwall and beyond. When staying at an inn, you can almost always secure common quality lodging, meals, and stable services for free.

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 Intimdate 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
[spoiler=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 Negotiatior:
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.


Scenarios Needed:

#6-13: Of Kirin and Kraken
#6-23: The Darkest Abduction
#7-28: Ageless Ambitions
#9-13: The Lion's Justice

1. #5-11: Library of the Lion:

Boon: Bound For Brevoy.
Fame Earned: +2
PP Spent:
Gold Earned: 510 gp
Day Job: 0 gp

2. #4-11: The Disappeared:

Boon: House Thrune's Favor
Fame Earned: +2
PP Spent:
Gold Earned: 520 gp
Day Job: 0gp

3. #2-11: The Penumbral Accords:

Boon: none.
Fame Earned: +2
PP Spent:
Gold Earned: 507 gp
Day Job: 0 gp
Burned GM star to replay

4. #6-05: Slave Ships of Absalom:

Boon: Budding Friendship (gain 1 PP if would earn none in Absalom). The Court Grows.
Fame Earned: +2
PP Spent:
Gold Earned: 514 gp
Day Job: 0 gp

5. #6-10: The Wounded Wisp:

Boon: Explore, Report, Cooperate. Prized Find.
Fame Earned: +2
PP Spent:
Gold Earned: 510 gp
Day Job: 0 gp

6. #6-15: The Overflow Archives:

Boon: none
Fame Earned: +2
PP Spent:
Gold Earned: 506 gp
Day Job: 0 gp

7. #6-08: The Segang Expedition:

Boon: Alkenstar Prototype. The Court Grows. Ragdya's Blessing (gain 20' climb speed for 1d4 rounds, if fall, affected by feather fall.)
Fame Earned: +2
PP Spent:
Gold Earned: 1176 gp
Day Job: 0 gp

8. #7-01: Between the Lines:

Boon: Inner Struggle (When fail save vs. mind-affect compulsion, delay effect & stunned until end of next turn. Attempt new save to end it. If fail, effect resumes.)
Fame Earned: +2
PP Spent:
Gold Earned: 1186 gp
Day Job: 0 gp

9. #7-05: School of Spirits:

Boon: New Recruit.
Fame Earned: +2
PP Spent:
Gold Earned: 1202 gp
Day Job: 0 gp

10. PFS #7-19: Labyrinth of Hungry Ghosts (GM):

Boon: Ectoplasmic Enhancement (Activate as swift action to grant all attacks ghost touch for 3 rounds.)
Fame Earned: +2
PP Spent:
Gold Earned: 1295 gp
Day Job: n/a

11. PFS #7-21: The Sun Orchid Scheme:

Boon: Sun Orchid Sleuth.
Fame Earned: +2
PP Spent:
Gold Earned: 1887 gp
Day Job: n/a

12. #7-22: Bid for Alabastrine (GM):

Boon: Prophet's Ally.
Fame Earned: +2
PP Spent:
Gold Earned: 1908 gp
Day Job: n/a

13. PFS #7-24: Dead Man's Debt:

Boon: Ekujae's Blessing
Kaghaze Redeemed: receive gifts when in Mwangi, Sargava, The Shackles, or Sodden Lands.
Fame Earned: +2
PP Spent:
Gold Earned: 1903 gp
Day Job: 0 gp

14. #7-27: Beyond Azlant Ridge:

Boon: Azlanti Historian.
Fame Earned: +2
PP Spent:
Gold Earned: 2244 gp
Day Job: 0 gp

15. #4-15: The Cyphermage Dilemma (GM):

Boon: Debt of Cyphers & Riddleport Respect.
Fame Earned: +2
PP Spent:
Gold Earned: 1940 gp
Day Job: 0 gp

16. #8-23: Graves of Crystalmaw Pass:

Boon: Clockwork Insight, Earth Affinity, Grave Treader's Inspiration.
Fame Earned: +2
PP Spent:
Gold Earned: 3227 gp
Day Job: 0 gp

17. #9-03: On the Border of War:

Boon: Peacemaker of Brevoy (all characters have access to Noble Born trait).
Fame Earned: +2
PP Spent:
Gold Earned: 2597 gp
Day Job: 0 gp

18. #4-02: In Wrath's Shadow (GM):

Boon: none
Fame Earned: +2
PP Spent:
Gold Earned: 3260 gp
Day Job: n/a

19. #9-13: The Lion's Justice:

Boon: Always Welcome in Breezy Creek (legacy). Power Broker: can fulfill and check up to 2 boxes on faction card.
Fame Earned: +2
PP Spent:
Gold Earned: 6169 gp
Day Job: 0 gp

20. #5-14: Day of the Demon:

Boon: Scholar of the Gates Ajar (+2 Know (planes or religion) regarding demons & devils).
Fame Earned: +2
PP Spent:
Gold Earned: 3205 gp
Day Job: 0 gp

21. #7-03: The Bronze House Reprisal:

Boon: none.
Fame Earned: +2
PP Spent: -5 (caravan vanity)
Gold Earned: 3991 gp
Day Job: 0 gp

22. #6-13: Of Kirin and Kraken:

Boon: Eyes of the Kirin (For 5 rounds; gain elec resistance 10, spell resistance 20 vs. evil creatures, +5 sacred bonus to Diplomacy. One time use.)
Fame Earned: +2
PP Spent:
Gold Earned: 4461 gp
Day Job: 20 gp

23. #10-18: The Daughter's Due (GM):

Boon: Family Feud (legacy): Gain shadow blend ability for one scenario.
Fame Earned: +2
PP Spent:
Gold Earned: 5520 gp
Day Job: n/a

24-26. Module: No Response from Deepmar (GM):

Boon: Infernal Capital: gain 250 gp gems for spell components when in Cheliax.
Stoic Spelunker: +1 saves vs confusion or Wis damage.
Fame Earned: +2 (& +2 math error)
PP Spent: -5 porter, -2 height of fashion, -1 noble title.
Gold Earned: 14,862 gp
Day Job: 0 gp

27. #9-11: The Jarlsblood Witch Saga:

Boon: Linnormhide Armor, Personal Guard, Rare Weapons.
Fame Earned: +2
PP Spent:
Gold Earned: 5449 gp
Day Job: 20 gp

27½. #10-4: Reaver's Roar (slow):

Boon: Preservationist, Reaver of Reavers.
Fame Earned: +1
PP Spent:
Gold Earned: 3847.5 gp
Day Job: 50 gp

28. #0-28: Lyrics of Extinction (slow):

Boon: none
Fame Earned: +1
PP Spent:
Gold Earned: 3305 gp
Day Job: 20 gp