Wild Elf

Jaervahn Swiftbrook's page

74 posts. Organized Play character for roll4initiative.


Full Name

Jaervahn Swiftbrook

Race

| HP 120/120| AC 25 (28*), t 16, ff 23 | CMB +16, CMD 21 | Fort +14, Ref +15, Will +11 (evasion, +2 vs. enchant.) | Init: +5/+9 | Percept: +19 (low-light)

Gender

NG male Elf | Ranger 13

Special Abilities

Stealth, Archery

Alignment

NG

Deity

Erastil

Location

Forests

Languages

Common, Elven, Draconic, Sylvan

Occupation

Hunter

Strength 14
Dexterity 20
Constitution 15
Intelligence 14
Wisdom 16
Charisma 12

About Jaervahn Swiftbrook

PFS# 17148-1
Faction: Liberty's Edge
Birthplace: Andoran
Age: 131
Gender & Pronouns: male, he/him
Height: 5' 10"
Weight: 145 lbs
Physical Appearance: Slender & toned with scraggly brown hair, emerald green eyes, bronze skin. Wears colors of the forest (brown, green, tan).

------------------------------
DEFENSE
------------------------------
[dice=Initiative]d20+5[/dice]
(+4 forest, +4 underground, +2 urban)

AC 26, touch 16, flat-footed 20
(+7 armor, +1 shield, +5 dex, +2 natural, +1 ioun stone)

hp: 120 (8+1 fcb/level)

[dice=Fortitude]1d20+14[/dice]
(Base +8, Con +2, Cloak +2, Profane +2)
[dice=Reflex]1d20+15[/dice]
(Base +8, Dex +5, Cloak +2)
[dice=Will]1d20+11[/dice]
(Base +4, Will +3, Cloak +2, Misc +2)

Evasion: If take half damage on successful save, take no damage.
Sihedron Brand: +2 profane bonus Fortitude saves.
Savor the Sun Orchid: +1 to CON & +2 saves against aging, curses, diseases, and poisons.
Four Leaf Clover: +2 luck bonus on single ability check, saving throw, or skill check. 3/day.

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

Speed: 30 ft., Ignore diff. terrain (Feather Step Slippers), Woodland Stride.

Ranged: 
[dice=+1 holy adaptive seeking comp. longbow of frost]1d20+19[/dice]
[dice=arrow]1d8+3[/dice]
[dice=frost dmg]1d6[/dice]
[dice=holy dmg]2d6[/dice]
(range 100'; x3 crit; +1 pbs; deadly aim -4/+8)

Deadly Aim, Manyshot, Rapid Shot, & PBS:

[dice=+1 holy adaptive seeking comp. longbow of frost]1d20+14[/dice]
[dice=2 cold iron arrows]2d8+24[/dice]
[dice=frost dmg]2d6[/dice]
[dice=holy dmg]4d6[/dice]
[dice=+1 holy adaptive seeking comp. longbow of frost]1d20+14[/dice]
[dice=cold iron arrow]1d8+12[/dice]
[dice=frost dmg]1d6[/dice]
[dice=holy dmg]2d6[/dice]
[dice=+1 holy adaptive seeking comp. longbow of frost]1d20+10[/dice]
[dice=cold iron arrow]1d8+12[/dice]
[dice=frost dmg]1d6[/dice]
[dice=holy dmg]2d6[/dice]
[dice=+1 holy adaptive seeking comp. longbow of frost]1d20+6[/dice]
[dice=cold iron arrow]1d8+12[/dice]
[dice=frost dmg]1d6[/dice]
[dice=holy dmg]2d6[/dice]

Melee:
[dice=+1 keen corrosive curve blade]1d20+19[/dice]
[dice=slashing]1d10+4[/dice]
[dice=acid dmg]1d6[/dice]
(Crit 15-20/x2; Power Atk -4/+12)

Multi-Attack & Power Attack:

[dice=+1 keen corrosive curve blade & PA]1d20+15[/dice]
[dice=Slashing]1d10+15[/dice]
[dice=acid dmg]1d6[/dice]
[dice=+1 keen corrosive curve blade & PA]1d20+10[/dice]
[dice=Slashing]1d10+15[/dice]
[dice=acid dmg]1d6[/dice]
[dice=+1 keen corrosive curve blade & PA]1d20+5[/dice]
[dice=Slashing]1d10+15[/dice]
[dice=acid dmg]1d6[/dice]

[dice=+1 adamantine lt. flail]1d20+19[/dice]
[dice=Bonk!]1d8+3[/dice]
(x2 crit; Power Atk -4/+8; disarm & trip)

Favored Enemies:
1. Magical Beasts +4
2. Humans +4
3. Undead +2
Bonus: +1 attacks vs. Nagas & Nagaji

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

Str 14*, Dex 20*, Con 15*,
Int 14, Wis 16**, Cha 12
*Belt of Phys Perf. +2, **Headband of Wisdom +2

Base Atk: +13/+8/+3;
CMB: +16 (+2 trip); CMD: 21

Traits:
1. Freedom Fighter (faction): +1 stealth & attack rolls during surprise round.
2. Child o/t Temple: +1 Knowledge (nobility & religion), religion class skill.

Feats:
1. Point Blank Shot: +1 atk & dmg w/i 30'.
2. Precise Shot: No penalty shooting into melee.
3. Endurance: +4 on various Constitution checks & saves.
4. Deadly Aim: -4/+8 ranged
5. Rapid Shot: make extra attack.
6. Manyshot: atk fires 2 arrows.
7. Weapon Finesse: use Dex to attack.
8. Quick Draw: free action to draw weapon.
9. Imp. Precise Shot: ignore cover/miss chance.
10. Power Attack: -4/+8 melee
11. Clustered Shots

Vanities:
Varisian Manor: Treat as Hunting Lodge [+2 Knowledge (geography) and Survival] while in Varisia.

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

SKILLS
(8/level; Class Skills are bold)

[dice=Acrobatics]1d20+23[/dice]
(Ranks +9, Class +3, Dex +5, Boots +5, Ioun +1)
[dice=Appraise]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Bluff]1d20+1[/dice]
(Ranks +0, Class +0, Cha +1)
[dice=Climb]1d20+10[/dice]
(Ranks +5, Class +3, Str +2)
[dice=Craft]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Diplomacy]1d20+10[/dice]
(Ranks +5, Class +3, Cha +1, Spec. +1)
[dice=Disable Device]1d20+11[/dice]
(Ranks +4, Class +0, Dex +5, Tools +2)
[dice=Disguise]1d20+1[/dice]
(Ranks +0, Class +0, Cha +1)
[dice=Escape Artist]1d20+8[/dice]
(Ranks +3, Class +0, Dex +5)
[dice=Fly]1d20+5[/dice]
(Ranks +0 Class +0, Dex +5)
[dice=Handle Animal]1d20+10[/dice]
(Ranks +2 Class +3, Cha +1, Ranger +4)
[dice=Heal]1d20+12[/dice]
(Ranks +4, Class +3, Wis +3, Tools +2)
[dice=Intimidate]1d20+7[/dice]
(Ranks +3, Class +3, Cha +1)
[dice=Know: Arcana]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Know: Dungeon]1d20+11[/dice]
(Ranks +6, Class +3, Int +2)
[dice=Know: Engineering]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Know: Geography]1d20+8[/dice]
(Ranks +3, Class +3, Int +2)
[dice=Know: History]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Know: Local]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Know: Nature]1d20+12[/dice]
(Ranks +5, Class +3, Int +2, Boon +2)
[dice=Know: Nobility]1d20+4[/dice]
(Ranks +1, Class +0, Int +2, Trait +1)
[dice=Know: Planes]1d20+2[/dice]
(Ranks +0, Class +0, Int +2)
[dice=Know: Religion]1d20+12[/dice]
(Ranks +6, Class +3, Int +2, Trait +1)
[dice=Linguistics]1d20+5[/dice]
(Ranks +3, Class +0, Int +2)
[dice=Perception]1d20+19[/dice]
(Ranks +10, Class +3, Wis +3, Race +2, Ioun +1)
[dice=Perform]1d20+1[/dice]
(Ranks +0, Class +0, Cha +1)
[dice=Prof. (Hunter)]1d20+9[/dice]
(Ranks +3, Class +3, Wis +3)
[dice=Ride]1d20+9[/dice]
(Ranks +1, Class +3, Dex +5)
[dice=Sense Motive]1d20+9[/dice]
(Ranks +5, Class +0, Wis +3, Ioun +1)
[dice=Sleight of Hand]1d20+5[/dice]
(Ranks +0, Class +0, Dex +5)
[dice=Spellcraft]1d20+6[/dice]
(Ranks +1, Class +3, Int +2)
[dice=Stealth]1d20+25[/dice]
(Ranks +11, Class +3, Dex +5, Armor +5, Elf +1)
[dice=Survival]1d20+15[/dice]
(Ranks +7, Class +3, Wis +3, Wayfinder +2)
[dice=Swim]1d20+10[/dice]
(Ranks +4, Class +3, Str +2, Ioun +1)
[dice=Use Magic Device]1d20+1[/dice]
(Ranks +0, Class +0, Cha +1)

AC Penalty -0

Non-Standard Skill Bonuses:
Coin of the Open Road: After 1d4 hours, +4 Appraise, Diplomacy, or Knowledge (any) 1/scenario.
Hero of the Five Kings: +2 Cha checks vs. Five Kings Mts. Dwarves.
Yagevna Family Hero: +2 diplomacy in Irrisen.
Exemplar of Falcon's Hollow: +1 Cha checks with Andoran Citizens.
Hero of the Fey: Auto success on one Cha check vs. Fey. 1 time use.
Map of the Silken Way: +2 Survival & Track in Zho Mountains or Silken Way.
Decemvirate Wayfinder: +2 Bluff, Diplomacy, & Intimidate vs. Pathfinders.
Prince of Wolves: +2 Diplomacy & Intimidate against lycanthropes and Intimidate DC is 2 higher for a lycanthrope to demoralize me.
Time in Dreng's Vaults: Gain permanent +2 bonus to Knowledge (nature).
Owed a Favor: +4 Diplomacy in Absalom for entire scenario. One time use.
Word Gets Around: -2 penalty Bluff, Diplomacy, Disguise, & Intimidate vs. Red Mantis Assassins.
Lore o/t Lotus Annals: +2 Knowledge, +1 Attacks & Cha checks vs. Nagaji & Nagas.
Lissalan Library: +2 Knowledge (religion) regarding Lissala & cult.
Sihedron Brand: +4 Bluff & Diplomacy vs. Lissalan cultists.
World Renowned: +2 Bluff, Diplomacy, & Intimidate vs. Tian Xian citizens & Pathfinders.

------------------------------
SPECIAL ABILITIES
------------------------------
• Low-light vision.
• Immune to magical sleep.
• +2 Spellcraft to identify magic items.
• Favored Enemy (Magical Beasts +4, Humans +4, Undead +2)
• Track: Add half level to Survival to follow tracks.
• Wild Empathy
• Archery Combat Style
• Favored Terrain (+4 Forest, +4 Underground, +2 Urban): Initiative, Geography, Perception, Stealth, Survival.
• Hunter's Bond (wolf companion)
• Woodland Stride: move thru undergrowth at normal speed.
• Swift Tracker: move at normal speed while using Survival to follow tracks without taking the normal –5 penalty.
• Evasion (no damage if half damage Reflex).

• Quarry:
At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

• Camouflage: Can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

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

Spell-like abilities:
Featherfall (ring)
charm monster (elemental) & resist energy
(See Ring of Weary Sky below).
Augury (60% success), one time use.

------------------------------
RANGER SPELLS, CL 9th
------------------------------

1st (3/day): endure elements,
entangle, gravity bow*, lead blades*, liberating command*, longstrider, magic fang, summon nature's ally I, urban grace

2nd (3/day): air step, barkskin, cure light wounds, hold animal, locate weakness*, protection/energy (108 pts.)*, ricochet shot, sickening entanglement*, stone call, versatile weapon*.

3rd (2/day): burning entanglement, burst of speed, cure moderate wounds, darkvision, fickle winds*, instant enemy*, life bubble, magic fang (greater), neutralize poison, plant growth, repel vermin, strong jaw, summon nature's ally III, ward of the season, water walk.

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

Combat Gear:
Explorer's outfit, +1 Holy Adaptive Seeking Comp. Longbow of Frost (+2 Str), +1 Keen Corrosive Elven Curve Blade, +1 Adamantine Lt. Flail, +3 Shadow Mithril Chainshirt, mwk buckler, Cloak of Protection +2, Belt of Phys Perf. +2, Headband of Wisdom +2, Boots of Elvenkind, Amulet of Nat. Armor +2, Ring of Featherfall, Bracers of Sworn Vengeance, Efficient Quiver. Healer's Kit, Handy Haversack (bedroll, sunrod x2, grappling hook, 50 ft silk rope, waterskin), belt pouch x2, masterwork thieves' tools, wood holy symbol (Erestil).

Arrows:
Cold-iron blunt 20/20
Cold-iron normal 20/20
Adamantine Blanched 10/10
Ghost Salt arrows 10/10
+1 Fey Bane (2/2)*

Magic Items:
acid flask x2, potion/haste, pot/bull's strength, tanglefoot bag (x2), Decemvirate Wayfinder*, map/Silken Way, holy water x2, pot/neutralize poison (x2), scroll/breath of life, elixir of renewal, dusty rose prism ioun stone (normal), dark blue rhomboid (cracked), vermilion rhomboid (cracked), four-leaf clover.

Intelligent Ring of the Weary Sky*:
(AL N; Ego 7; 30' vision & hearing; Int 12, Wis 10, Cha 11; communicates via empathy; resist energy CL 3, wearer only, 1/day; Special Purpose: control or defeat elementals). Once per day, may attempt to charm any creature with elemental subtype (as charm monster, Will DC 15 negates). When facing creature of elemental subtype, ring casts resist energy on the wearer, attuned to applicable energy type. If wearer has charmed the elemental with the ring's charm monster ability, the ring does not abjure the wearer against elemental's energy type.

Wands:
Cure light wounds (1/50)
Gravity Bow (43/50)
Cure Moderate Wounds (25/25)*

*Special Chronicle Items.

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

Masquerade Veil:
A sheer veil that covers the face, this simple magic item changes the appearance of the wearer for 1 hour, as if under the effects of disguise self (CL 3rd). The appearance and gender of the wearer is random, granting a +5 bonus on Disguise skill checks instead of the usual +10. To maintain the effect, the wearer must not remove the veil for a full hour. After 1 hour, the wearer returns to normal and the veil dissolves into a colorful mist. To determine the wearer's appearance, roll on the following chart:
1. Dwarf; 2. Elf; 3. Gnome; 4. Goblin; 5. Half-elf; 6. Half-orc; 7. Halfling; 8. Human.

Blessing of Chasarad:
Negate any one effect that would destroy or trap your soul when you are targeted. This does not prevent any additional effects associated with that effect. Alternatively, you can gain the assistance of one of Magrim's divine servants in escorting your soul back to your body, reducing the cost of any one spellcasting service that returns you to Life by 8 prestige points. One time use.

Maze Breaker:
Use walk through space as a spell-like ability (CL 15th). Alternatively, when attempting an intelligence check to escape a maze spell, you automatically succeed at the check. One time use.

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

Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:

Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws,
and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

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

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

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

Prince of Wolves:

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

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

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

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

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

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

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

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

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

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

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

Five Kings 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.

===============

1. #19: Skeleton Moon:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 419 gp
Day Job: n/a

2. #33: Assault/Kingdom of the Impossible:

Boon: Coin of the Open Road.
PA Earned: +2
Fame Spent:
Gold Earned: 553 gp
Day Job: n/a

3. #37: The Beggar's Pearl:

Boon: Hero of the Five Kings.
PA Earned: +2
Fame Spent:
Gold Earned: 509 gp
Day Job: n/a

4. #4: The Frozen Fingers of Midnight:

Boon: Yagevna Family Hero
PA Earned: +1
Fame Spent:
Gold Earned: 467 gp
Day Job: 10

5. #29: The Devil We Know, pt 1:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1324 gp
Day Job: 5

6. #43: The Pallid Plague:

Boon: exemplar of Falcon's Hollow, Hero of the Fey.
PA Earned: +2
Fame Spent:
Gold Earned: 1494 gp
Day Job: 1

7. #24: Decline of Glory:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1540 gp
Day Job: 5

8. #2: The Hydra's Fang Incident (GM):

Boon: Upstanding free citizen of Absalom
PA Earned: +2
Fame Spent:
Gold Earned: 1038 gp
Day Job: n/a

9. #48: The Devil We Know, pt. 4:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1250 gp
Day Job: 5 gp

10. #2-01: Before the Dawn, part I:

Boon: favor of Cartahegn.
PA Earned: +2
Fame Spent:
Gold Earned: 3234 gp
Day Job: 10 gp

11. #51: City of Strangers, pt 1:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1268 gp
Day Job: 50 gp

12. #3: Murder on the Silken Caravan (GM):

Boon: Map of the Silken Way
PA Earned: +2
Fame Spent:
Gold Earned: 1281 gp
Day Job: n/a

13. #35: Voice in the Void (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1251 gp
Day Job: n/a

14. #2-02: Before the Dawn, pt 2:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 3185 gp
Day Job: -

15. The Many Fortunes of Grandmaster Torch:

Boon: Owe Torch a favor.
PA Earned: +2
Fame Spent:
Gold Earned: 992 gp
Day Job: n/a

16. #50: Fortune's Blight:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 5339 gp
Day Job: 10 gp

17. #41: The Devil We Know, pt. 3 (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 3258 gp
Day Job: n/a

18. #2-06: The Heresy of Man, pt. 1:

Boon: An Agent Uncovered.
PA Earned: +2
Fame Spent:
Gold Earned: 5923 gp
Day Job: 10 gp

19. #34: Encounter at the Drowning Stones:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 7646 gp
Day Job: -

20. #2-14: The Chasm of Screams:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 4440 gp
Day Job: 1 gp

21. #2-04: Shadows Fall on Absalom (GM):

Boon: Time in Dreng's Vaults, Owed a Favor.
PA Earned: +2
Fame Spent:
Gold Earned: 4343 gp
Day Job: n/a

22. #2-26: The Mantis' Prey:

Boon: Jayorass' Ire, Word Gets Around.
PA Earned: +2
Fame Spent:
Gold Earned: 7909 gp
Day Job: 20 gp

23. #3-10: The Immortal Conundrum:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 5446 gp
Day Job: 5 gp

24. #3-20: Rats of Round Mountain, pt. 1:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 7951 gp
Day Job: -

24.5 #3-22: Rats of Round Mountain, pt. 2:

Boon: none
PA Earned: +0
Fame Spent:
Gold Earned: 0 gp
Day Job: 0 gp
Notes: Only survivor in TPK.

25. #2-07: The Heresy of Man, pt 2:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 5604 gp
Day Job: 1 gp

26. #2-09: The Heresy of Man, pt. 3:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 5365 gp
Day Job: 5 gp

27. #3-17: Red Harvest:

Boon: Lore of the Lotus Annals.
PA Earned: +2
Fame Spent:
Gold Earned: 7660 gp
Day Job: 20 gp

28. #4-08: The Cultist's Kiss:

Boon: Lissalan Library, Sihedron Brand.
PA Earned: +2
Fame Spent:
Gold Earned: 7851 gp
Day Job: 50 gp

29. #2-08: The Sarkorian Prophesy (GM):

Boon: A Glimpse of the Future.
PA Earned: +2
Fame Spent:
Gold Earned: 7667 gp
Day Job: n/a

30. #4-04: King of the Storval Stairs:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 7889 gp
Day Job: 10 gp

31-33. Module: The Ruby Phoenix Tournament:

Boon: World Reknowned, Signature Move (trip)
PA Earned: +4
Fame Spent:
Gold Earned: 23,574 gp
Day Job: none

34. #7-20: All for Immortality, pt. 1:

Boon: Savor the Sun Orchid, True to the Mission.
PA Earned: +2
Fame Spent:
Gold Earned: 13,110 gp
Day Job: 20 gp

35. #8-25: Unleashing the Untouchable:

Boon: Elemental Boon, Isah's Wish (wealth), Hammer of Construct Smiting, Liberated Divinity
PA Earned: +2
Fame Spent:
Gold Earned: 13,082 +582 (audit) gp
Day Job: 20 gp

36. #9-25: Betrayal in the Bones:

Boon: Blessing of Chasarad, Maze Breaker.
PA Earned: +2
Fame Spent:
Gold Earned: 12,989 gp
Day Job: 50 gp