Ecclesitheurge

Ironshanks Magee's page

1,043 posts. Organized Play character for Massee.


Full Name

Ironshanks Magee

Race

Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up

Classes/Levels

Effects: Extended Heroism!

Gender

Male Dwarf

Size

Medium

Age

198 years and 200lbs

Special Abilities

Old and Stubborn

Alignment

NG

Deity

Torag

Languages

Common, Dwarven

Strength 17
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 6

About Ironshanks Magee

Ironshanks Magee - PFS # 202046-8
XP 14 | PP 11 | Fame 27 | Gold 513.7
Faction: The Grand Lodge
Male Dwarven Fighter 5
NG Medium Humanoid
Senses: Init +2, Perception +11

LANGUAGES: Common, Dwarven

DEFENSE:
AC 25: Touch 12, Flat-footed 23 (Includes +3 AC from Shield)
Base Atk +5; CMB: +8 CMD: 20 (24 vs Trip/Bull rush)(+1 with Axe Group)
HP 54 (5d10+15+5) (Includes +5 FCB) Speed 20 ft.
Fort +11, Ref +5, Will +7 (+2 to Saves vs Spells, Spell-like, Poison, and +2 Trait Bonus vs Charms and Compulsions, +1 vs Fear)(Includes +2 Resist)

TEMPORARY GEAR:

+1, +5 STR cmp longbow, 20 arrows

OFFENSE:
[dice=1H +1 Adamantine Waraxe]1d20+11[/dice]
[dice=Damage]1d10+7[/dice]

[dice=1H +1 Adamantine Waraxe, Power Attack]1d20+11-2[/dice]
[dice=Damage]1d10+7+4[/dice]

[dice=2H +1 Adamantine Waraxe, Power Attack]1d20+11-2[/dice]
[dice=Damage]1d10+8+6[/dice]

[dice=Warhammer, Power Attack]1d20+8-2[/dice]
[dice=Damage]1d8+3+4[/dice]

[dice=Dagger, Power Attack]1d20+8-2[/dice]
[dice=Damage]1d4+3+4[/dice]

[dice=Longbow]1d20+8[/dice]
[dice=Damage]1d8+3[/dice] Arrows:(14)

[dice=Ranged Light Hammer]1d20+7[/dice]
[dice=Damage]1d4+3[/dice]

TRAITS:
Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

FEATS:
Iron Will: You are more resistant to mental effects. Benefit: You get a +2 bonus on all Will saving throws.

Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Step Up (Combat): You can close the distance when a foe tries to move away. Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Weapon Focus (Combat): Choose one type of weapon (DWARVEN WAR AXE). You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Specialization Dwarven War Axe (Combat): You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Great Fortitude: You are resistant to poisons, diseases, and other maladies. Benefit: You get a +2 bonus on all Fortitude saving throws.

STATS:
Strength: 17 (Includes +1 from 4th Level)
Dexterity: 14
Constitution: 16
Intellect: 10
Wisdom: 14
Charisma: 6

SKILLS:
(0)Appraise +0 (+2 racial Greed vs nonmagical precious metals/gemstones)
(2)Climb +4 (Includes -4 ACP)
(5)Perception +11 (Includes +1 Trait Bonus)
(1)Knowledge: Dungeoneering +4
(0)Sense Motive +2 (+2 once per Adventure: Boon)
(1)Survival +6 (+2 to avoid getting lost with Wayfinder)
(1)Swim +3 (Includes -4 ACP)

EQUIPMENT
Explorer's Outfit
+1 Full Plate
+1 Heavy Darkwood Shield
+1 Adamantine Dwarven Waraxe
Cold Iron Warhammer
Dagger
Light Hammer
MW DW CP Lngbow (16str)
Backpack
Bedroll
Belt pouch
Hemp Rope (50ft)
Pitons x2
Crowbar
Grappling Hook
Waterskin
Whetstone
Wayfinder
Cloak of Resistance +2
Courtier's outfit

Consumables (Cost/PP/Weight)
Trail Rations (4)
Potion of Cure Light (1)
Wand of Cure Light (21)
Arrows (16)
Silvered Arrows (20)
Cold Iron Arrows (19)
Acid (2)
Alchemist Fire (1)
Potion of Cure Serious (1)
Remove Blindness/Deafness (1)
Potion of Prot Evil (1)
Potion of Fly (1)
Holy Water (2)
Shield of Faith Potion (2)
Haunt Siphon (2)
Snapleaf (1)
Bull Strength Potion (1)

Dwarf Racials:

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class Abilities:

Class Features

The following are class features of the fighter.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. (Axe Group +1)

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Purchases:

Wand of Cure Light Wounds 2PP
MW Darkwood Composite Longbow (16 STR) 2PP
Potion of Cure Serious Wounds 2PP
+1 Full Plate Armor (Sold Breastplate for 100g) 2650g
+1 Darkwood Large Shield 1250g
Potion of Remove Blindness/Deafness 2PP
Wayfinder 1PP
+1 Adamantine Dwarven Waraxe (sold MW Waraxe) 4865g
Cloak of Resistance +2 4000g
Potion of Cure Serious Wounds 2PP
Potion of Fly 2PP
Snapleaf 2PP
Haunt Siphon (2) 800g

Chronicles:

Starting Gold: 150g 0PP
From Under Ice 6-18: 508g 2PP
Delirium's Tangle 45: 512g 2PP
Consortium Compact 7-10: 430g 2PP
The Stolen Heir 5-04: 509g 2PP
Slave Pits of Absalom #8: 457g 2PP
Confirmation 5-08: 508g 2PP
Ungrounded not Unbroken 8-05: 1211g 2PP
Echoes of the Overwatch 3-07: 1168g 2PP
Cosmic Captive 8-00: 875g 2PP
Debt to the Quah: 10-14: 1187g 1PP
Night March of Kalk: 4-19 1882g 2PP
Call of the Copper Gate: 9-05 2233g 2PP
The Disappeared: 4-11 1850g 2PP
School of Spirits: 7-05 1900g 2PP

Boons:

Tapestry Traveler (Grand Lodge): In recognition of your detailed reports about Naldak's descendants, the Pathfinder Society gifts you with insights that may prove useful on a future journey into the Hao Jin tapestry. You may activate this boon at any time within the Hao Jin tapestry, and its benefits apply for the rest of the scenario. You gain favored terrain +2 (Hao Jin tapestry) as per the ranger ability of the same name. A character with the favored terrain ability may instead chose to permanently change one of his favored terrains to the Hao Jin tapestry. When you use this boon, cross it off your Chronicle sheet.

Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.

You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 Circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all your Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increased to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Corruption Uncovered (Andoran): Honoring the request of Major Colson Maldris, you sought out and uncovered corruption in Andoran. Discovering such immorality in the ledgling democracy has taught you to be increasingly suspicious, and once per scenario before you make a Sense Motive check, you may add a +2 bonus to the check.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not 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 action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

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

(1/3)Ungrounded Veteran: While your time in the ungrounded was not easy, he rose to face the challenges that Capt. oath is through in your way. You may check a box before the spoon to call upon the skills you reinforced through your training, granting you a +2 to circumstance bonus and one of the following skill checks:
-An Acrobatics check to balance on a narrow or slippery surface
-Any Climb check
-A Knowledge(Planes) check to identify creatures or their weaknesses
-Or any Profession (soldier) check.
If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, crosses boon off your Chronicle sheet.

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.

(0/1)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.

(0/2)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.

Flameleaf Extract (500g): The flameleaf plant is named both for its red-tinged leaves and its uncanny ability to survive fire. Distilled flameleaf extract provides its drinker with 20 fire resistance for 1 hour. However, it also makes them more sensitive to cold. If the drinker takes cold damage while under the extract's effects, she must succeed at a DC20 Fortitude save or be staggered for 1 round. The DC of the Craft (alchemy) check to create flameleaf extract is 20.

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.
Subtier 4–5: You may instead cast continual flame, dispel magic, lesser globe of invulnerability, or restoration.

(0/2)Wary of Space: Your brush with the Dark Tapestry has made you paranoid. You can check a box that precedes this boon to add a +2 bonus on a saving throw against an any effect created by an aberration or a creature from the Dark Tapestry. You can add this bonus after rolling but before learning the result.

House Thrune's Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy hecks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

New Recruit: Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, 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.

Purchasable Loot:

Cleats (5g)
Furs (12g)
Snowshoes (5g)
Hat of Disguise (1,800g)
Potion of Resist Energy Cold (300g)
Scroll of lesser restoration (150g)
Wand of Daze (375g)
Wand of Magic Missiles (CL3rd)(2,250g)
Wand of Water Breathing (2 Charges) (Limit 1; 450g)
Cloak of Resistance +1 (1,000g)
Drow Poison (75g, limit 6)
Feather Token (whip) (500g)
Oil of Arcane Lock (325g)
Potion of Cure Moderate Wounds (300g)
Potion of Invisibility (300g)
Wand of Cure Moderate Wounds (5 charges; 450g, limit 1)
Wand of Grease (11 charges; 165g, limit 1)
Belladonna (100 gp, limit 3 doses)
Black Adder Venom (120 gp, limit 3 doses)
Dust of Tracelessness (250 gp)
Elixir of Truth (500 gp)
Potion of Invisibility (300 gp)
Scroll of Blood biography (375 gp, Pathinder RPG Advanced Player’s Guide 206)
Scroll of Seek Thoughts (375 gp, Advanced Player’s Guide 242)
Striped Toadstool Poison (180 gp, limit 3 doses)
Wand of Crafter’s Fortune (10 charges; 150 gp,limit 1)
Potion of Cure Moderate Wounds (300g)
Amulet of natural armor +1 (2,000g)
Bracers of armor +1 (1,000g)
Elixir of swimming (250g)
Pearl of power (1st level spell; 1,000g)
Potion of barkskin (300g)
Ring of protection +1 (2,000g)
Scroll of gust of wind (150g)
Scroll of mage armor (CL6th; 150g)
Wand of burning hands (CL3rd, 4 charges; 180g, limit 1)
Wand of cure light wounds (CL3rd, 8 charges; 360g, limit 1)
Concealable Thieves' Tools (190g; Pathfinder RPG Ultimate Intrigue 233)
Dusk Agate Extract (75g; limit 4)
Invisible Ink (simple, 2g; Pathfinder RPG Ultimate Equipment 103)
Ioun Torch (75g; Ultimate Equipment 305)
Scroll of Lesser Restoration (150g)
Superior Loaded Dice (50g, Ultimate Equipment 92)
Traveler's any-tool (250g; Ultimate Equipment 323)
Potion of Invisibility (300g)
Scroll of Web (150g)
Wand of Burning Hands (16 charges; 240g, limit 1)
+1 returning bolas (8,305g; Pathfinder RPG Ultimate Equipment 24)
Bag of holding (type I; 2,500g)
Daredevil boots (Ultimate equipment 230)
Flameleaf extract (500g; limit 1)
Scavenger's stone (2,000g)
Bracer's of armor +1 (1,000g)
Cloak of resistance +1 (1,000g)
Elixir of swimming (250g)
Hat of disguise (1,800g)
Phylactery of faithfulness (1,000g)
Potion of cure moderate wounds (300g)
Scabbard of vigor (1,800g; Pathfinder RPG UE)
Wand of ray of enfeeblement (16 charges; 240g, limit 1)
+1 Vicious greataxe (8,320g)
Book of Harms (with preparation ritual; 900 gp; Pathfinder RPG Ultimate Magic 122)
Elixir of monstrous form (1,400 gp; CL 5th; limit 1; gives the benefits of monstrous form to its drinker but expires 1 minute after opening; Ultimate Magic 229)
Lesser silent metamagic rod (3,000 gp)
Lesser talisman of sealed summons (chaotic, 450 gp; Pathfinder RPG Occult Adventures 263)
Malyass root paste (250 gp each; limit 2)
Prismatic crystal (30 gp; Occult Adventures 250)
Shards of Aucturn (400 gp each; limit 3)
Wand of anticipate peril (10 charges; 150 gp, limit 1; Ultimate Magic 206)
Wand of magic missile (CL 5th, 16 charges; 1,200 gp; limit 1)
+1 Aberration bane ammunition (166 gp each; limit 5)
Elixir of monstrous form (1,400 gp; limit 1; see Subtier 3–4)
Insights of Far-Seeing Taernis (with preparation ritual; 6,355 gp; Pathfinder RPG Ultimate Magic 124)
Lesser silent metamagic rod (3,000 gp)
Lesser talisman of freedom (900 gp; Pathfinder RPG Occult Adventures 263)
Lesser talisman of healing power (2,400 gp; Occult Adventures 263)
Lesser talisman of protection from frost (as lesser talisman protection from flames but protects against cold damage; 1,250 gp; Occult Adventures 263)
Lesser talisman of sealed summons (chaotic, 450 gp; Occult Adventures 263)
Nitharit (650 gp each; limit 4)
Prismatic crystal (30 gp; Occult Adventures 250)
Shards of Aucturn (400 gp each; limit 3)
Wand of anticipate peril (10 charges; 150 gp, limit 1; Ultimate Magic 206)
Wand of heroism (8 charges; 1,800 gp, limit 1)
Wand of vampiric touch (10 charges; 2,250 gp; limit 1)
Cloak of elvenkind (1,500g)
Dust of disappearance (3,500g)
Elixir of hiding (250g)
Hat of disguise (1,800g)
Improved ring of climbing (10,000g)
Greenwood club (450 gp; Pathfinder RPG Ultimate Equipment 50)
Greenwood heavy wooden shield (657 gp; Ultimate Equipment 50)
Haunt siphon (400 gp, limit 2)
Potion of spider climb (300 gp)
Scroll of remove disease (375 gp)
Wand of lesser restoration (6 charges; 540 gp, limit 1)
Wand of protection from evil (18 charges; 270 gp, limit 1)
Darkleaf cloth leather armor (760 gp; Pathfinder RPG Ultimate Equipment 49)
Ghostvision gloves (4,000 gp; Ultimate Equipment 236)
Haunt siphon (400 gp, limit 4)
Hollywreath band (5,700 gp; Ultimate Equipment 252)
Potion of barkskin (CL 6; 600 gp, limit 1)
Potion of cure moderate wounds (300 gp)
Scroll of breath of life (1,125 gp)
Scroll of soften earth and stone (150 gp)
Snapleaf (750 gp; Ultimate Equipment 319)

Season 9 Faction Goals:

(6/8) Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

(2/2) Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

(1/1) Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.

(1/1) Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again. This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

(1/2) Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill this goal.

(0/2) Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.

(1/1) Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

(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.

Season 9 Faction Boons:

PREPARED AGENT (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.

GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (for example, dominate person or glitterdust), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.

EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.

Unique Item Descriptions:

SCAVENGER'S STONE:
2,000g; slot none, CL1st; 1lb; aura faint transmutation.
This jagged, egg-shaped stone emits a faint red glow when not in direct sunlight. By rubbing a scavenger's stone against a damaged (but not destroyed) construct or object as a full round action, you repair 1d6 points of damage to the object or construct. If this brings a broken object's hit points above half its maximum hit points, it loses the broken condition. As a standard action, you can smash a scavenger's stone against a destroyed object or damaged construct. Doing so immediately repairs the object to full functionality or heals a damaged construct of 10d6 points of damage. Destroyed magic items can be repaired in this manner if their caster level is no higher than 3rd - more powerful destroyed magical items cannot be repaired by a scavenger's stone. A newly createdscavenger's stone has 50 charges - smashing a stone against an object uses up 10 charges. Construction Requirements: 1,000g and Craft Wondrous Item, Make Whole Spell.

GAMIN THE MISFORGED
Aura faint transmutation; CL 5th
Slot none; Price 7,015 gp; Weight 2 lbs.
Alignment neutral good; Senses 30 ft.
Intelligence 10, Wisdom 11, Charisma 10; Ego 2; Language speech (Common)
DESCRIPTION
This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window. Gamin is a +1 allying mithral longswordAPG with the permanent broken condition, and when held he can cast guidance on his wielder at will. Only a master swordsmith might repair Gamin’s imperfections, and the Pathfinder Society does not have access to such a resource at this time.
CONSTRUCTION Requirements Craft Magical Arms and Armor, guidance, magic weapon

SHARDS OF AUCTURN
Price: 400 GP | SLOT none CL 5th WEIGHT 8 lbs. | AURA faint transmutation
This bag contains 56 assorted pieces of debris connected to the distant planet Aucturn. Dumping the bag fills a 10-foot square area with shards, which function as magic caltrops with a +1 bonus on their attack roll. If a creature steps on a shard, it suffers the usual effects of a caltrop injury,and the shards animate into a swarm (rolling their own initiative). The activated shards function as a spider swarm without poison. A creature that takes damage from the swarm must succeed at a DC 11 Fortitude save or take 1d2 points of precision damage from invasive lacerations to whichever ability score is currently the highest. Once activated, the shards attack their target and any other nearby creatures. After 5 rounds, the shards disintegrate.
CONSTRUCTION REQUIREMENTS COST 200 GP Craft Wondrous Item, animate objects, bleed

HAUNT SIPHON
Price: 400 GP | SLOT none CL 3rd | WEIGHT 1 lbs. | AURA faint necromancy
Small wisps of white vapor churn within these glass vials. To capture a haunt’s energies in a haunt siphon, twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenade-like splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.