Mithral Scarab

Jane Doe?'s page

142 posts. Organized Play character for Dhenn.

Full Name



| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1


| Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges






Lawful Neutral


The Lost Prince


Grand Lodge, Absalom


Aklo, Azlanti, Common, Draconic, Elven, Giant, Goblin, Ignan, Jistkan, Minkaian, Orc, Shadowtongue, Shoanti, Tengu, Tien

Strength 12
Dexterity 12
Constitution 14
Intelligence 20
Wisdom 7
Charisma 16

About Jane Doe?

LN female elf psychic (amnesiac, mutation mind) 6, inquisitor (living grimoire) 1
Medium humanoid (elf), Age Unknown, Height 6' 3", Weight 137
Init +4 Senses Perception +1, low-light vision
Languages Aklo, Azlanti, Common, Draconic, Elven, Goblin, Ignan, Shadowtongue, Shoanti Tengu, Tien
XP , Fame Prestige
Faction Grand Lodge, Deity The Lost Prince

AC 11, touch 11, flat footed 10 (+1 Dex)
hp 45
Fort +8, Ref +5, Will +7; +2 to Will saves (Morale) when in dark state, susceptible to sleep effects. Immune to fear while dark half is manifested.
Speed 30 ft
Spell-Like Abilities (CL 7th; concentration 13, 15 defensive )
. . (1/day) comprehend languages, detect magic, detect poison, detect thoughts, dream, read magic

Psychic Spells Known (CL 6th; concentration +13)
. . 3rd (4/day, DC 18)—excruciating deformation, mind thrust III
. . 2nd (6/day, DC 17)—alter self*, psychic leech Amnesia Slot
. . 1st (8/day, DC 16)—aphasia, command, magic missile, ray of enfeeblement*, shield
. . 0 (at will)—detect magic, mage hand, open/close, telekinetic projectile, prestidigitation
* indicates bonus spells

[b]Inquisitor Spells Prepared (CL 1st; concentration +8) [/b]
. . 1st (DC 16)—1, 2, 3
. . 0 (at will)—acid splash, read magic, disrupt undead
Base Atk +3 CMB +4 CMD 15
Feats Elongated Cranium (Ovoid Compression), Extra Amplification (Mindtouch), Run, Warrior Priest, Xenoglossy
Traits Possessed, Unintentional Linguist (Ignan)
Skills Acrobatics +1, Appraise +7,, Bluff +6, Climb +1, Craft +7, Diplomacy +2, Disguise +6, Escape Artist +1, Fly +1, Heal -3, Intimidate +7, Knowledge (Arcana) +17, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +11, Knowledge (Geography) +11, Knowledge (History) +17, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Planes) +16, Knowledge (Religion) +11, Linguistics +18, Perception +1, Perform +2, Ride +1, Sense Motive +8, Spellcraft +17, Stealth +1, Survival -3, Swim +1, UMD +9
Untrained skills are italicized
** Once per day may make an untrained knowledge check with no penalty
acid (2) 1, alchemist fire (2 1), belt of CON +2, city map (Absalom), cloak of resistance +2, eyeglasses (worn), holy water (2), journal, lesser versatile metamagic rod, masterwork alchemical silver longspear, masterwork backback, masterwork cold iron dagger, monk’s outfit (worn), morningstar, Pathfinder Chronicle (History), Pathfinder Chronicle Volumes 1, 2, 11, 14, 27, 44, potion of cure light wounds (2), skeleton key, spell component pouch, spring loaded wrist sheath (2), wand of cure light wounds [XX/50 charges (7 used)], wand of explosive runes [2/2 charges], wand of enervation [3/3 charges], wand of lesser restoration [9/9 charges]], wand of mage armor [XX/50 charges], wand of magic missile [11/11 charges], wand of see invisibility [16/16 charges] wayfinder
Racial abilities Low-Light Vision, Dreamspeaker (ARG), Envoy (ARG), Fleet-Footed (ARG)
Dark Half (Su) 6 rounds/day, By allowing the dark forces to overcome you, you can enter a state of instinctual cruelty as a swift action. While manifesting your dark half, you can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round. You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier; when these rounds are expended, you return to your normal self without requiring a concentration check.

While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage.
Detect Thoughts (Sp) A psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC.
Phrenic Pool (Su) 8 points, replenished each morning after 8 hours rest.
Phrenic Amplifications:

The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will saving throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.

Physical Mutation (Su) A mutation mind’s psychic powers warp her body, allowing her to physically mutate herself as a swift action, which grants her a +4 enhancement bonus to Strength and a –2 penalty to Intelligence. A mutation mind can assume her physically mutated form for a number of minutes per day equal to her psychic level. The minutes don’t have to be used consecutively, but must be used in 1-minute increments. When the duration runs out, the mutation mind can spend 1 point from her phrenic pool to extend the duration by 1 round. She can continue extending it in this way until she runs out of points. After the mutation ends, the mutation mind is fatigued and can’t activate a physical mutation again for 1 round. The following bodily mutation may be included during the physical mutation:
Elongated Torso: +2 Natural Armor bonus

An amnesiac’s ability to cast psychic spells is the same as that of the psychic class, with the following exceptions.

An amnesiac’s faulty memory makes remembering and casting spells difficult, but the increased flexibility can be a great benefit. Instead of choosing a number of spells known from Table 1–8: Psychic Spells Known, an amnesiac accesses spells she knew the previous day from the recesses of her mind. This requires 1 hour of meditation. Each day, for each spell level the amnesiac can cast, she retains a number of spells known equal to half the number listed on Table 1–8, rounded up. These spells must be selected from spells the amnesiac knew the previous day (including any spells she remembered using spell recollection; see below). The remainder of her spells known (half the number on Table 1–8, rounded down) become amnesia slots, which the amnesiac can use with her spell recollection ability (see below). To determine the spells she knows on the day when she first takes this archetype, the amnesiac picks any one 1st-level spell from the psychic spell list.

This change to spells doesn’t apply to knacks (0-level spells) or discipline spells, which function the same way they do for a normal psychic. When the amnesiac gains access to 3rd-level spells, she gains full recall of her 1st-level spells and no longer gains 1st-level amnesia slots, instead gaining the full number of 1st-level spells known from Table 1–8 and casting them as a normal psychic. When this happens, the amnesiac can select any level-appropriate spells from the psychic spell list as her spells known, even if they were never among the spells she prepared or recalled; once selected, these spells can no longer be changed, as with a normal psychic. Each time the psychic gains access to a new level of spells, she gains full memory of spells 2 levels lower in the same way (gaining full memory and permanently selecting her 2nd-level spells when she gains access to 4th level spells, and so on). This ability alters spellcasting.

Spell Recollection (Ex):
Once per hour as a swift action, an amnesiac can attempt to remember any spell from the psychic spell list of her choice from either of the 2 highest spell levels she can cast. When she does, she rolls on Table 2–1: Spell Recollection to determine the result. Because the mental stress of combat brings memories to the surface more easily, the amnesiac adds 1d10 to this roll’s result if she’s in combat when she attempts to recall a spell. Regardless of the result, the amnesiac expends an amnesia slot of the appropriate level for the spell she is attempting to remember; she must cast the spell remembered (if any) using that amnesia slot during the same round, or the spell slot is lost without effect. Once a spell has been remembered in this way, the amnesiac can cast it as one of her spells known for the rest of the day (even if she failed to cast the spell during the round in which she remembered it), unless spell recollection allowed her to cast a spell of a higher level than she would normally be able to cast.

Spell Recollection Table (D%):

  • 1-10 The amnesiac is unable to cast spells this round.
  • 11-35 The amnesiac can’t remember the new spell (but can still cast spells this round).
  • 36-95 The amnesiac remembers and can cast the new spell.
  • 96+ The amnesiac can choose to treat this result as 36–95. Alternatively, once per day, she can instead temporarily recall any spell from the psychic spell list that’s 1 level higher than the spell she’s attempting to remember. When she does, her caster level counts as the minimum caster level required to cast the higherlevel spell, and she forgets the spell after it’s cast.

  • Repressed Memories All the amnesiac’s older memories (All time before appearing in Absalom and joining the Pathfinder Society) have been deeply hidden, as though she had been affected by multiple repress memory spells. She isn’t prevented from remembering things that happen over the course of a game, but might be forgetful. If the amnesiac’s memories are ever restored, she loses this archetype and reverts to a standard psychic.

    Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom Intelligence modifier. You can use this ability a number times per day equal to 3 + your Wisdom Intelligence modifier.

    Holy Book (Su): At 1st level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon. When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon. He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book.

    Sacred Word (Su): At 1st level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weaponACG class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage).

    At 4th level, the living grimoire gains the ability to enhance his holy book with divine power as a swift action. This ability grants the holy book a +1 enhancement bonus. For every 4 inquisitor levels the living grimoire has beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). These bonuses stack with any existing bonuses the holy book might have, to a maximum of +5. The living grimoire can enhance his holy book to have any of the special abilities listed in the warpriest’s sacred weapon ability, subject to the same alignment restrictions, but adds bane to the general special ability list. Adding any of these special abilities to the holy book consumes an amount of enhancement bonus equal to the special ability’s base price modifier. The holy book must have at least a +1 enhancement bonus before the living grimoire can add any special abilities to it. The living grimoire can use this ability a number of rounds per day equal to his inquisitor level, but these rounds don’t need to be consecutive. As with the warpriest sacred weapon ability, he determines the enhancement bonus and special abilities the first time he uses the ability each day, and they cannot be changed until the next day.

    Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).


    Level 1: Alarm, Bane, Barbed Chains, Bless, Command, Comprehend Languages, Detect Chaos, Detect Evil, //Detect Good, Detect Law, Detect Undead, Divine Favor, Ear Piercing Scream, Expeditious Retreat, Hide From Undead, Hide Weapon, Inflict Light Wounds, Interrogation, Invisibility Alarm, Keep Watch, Litany of Sloth, Magic Weapon, Peacebond, Protection from Chaos Protection from Evil, Protection from Good, Sanctify Corpse, Shield of Faith, Shield of Fortification, True Strike

    PFS # 120937-15
    Scenarios Played:

    • We Be Goblins! 1 XP 1 PP (Pregens)
    • First Steps Part I: In Service to Lore 1 XP 2 PP
    • Phantom Phenomena: 1 XP 2 PP (Pregens)
    • We Be Goblins Too! 1 XP 1 PP (Pregens)
    • The Confirmation 1 XP 2 PP (GM)
    • Before the Dawn Part I-The Bloodcove Disguise 1 XP 2 PP
    • True Dragons of Absalom 1 XP 2 PP (Pregens)
    • Before the Dawn Part II-Rescue at Azlant Ridge 1 XP 2 PP
    • Daughters of Fury Part I-1.5 XP, 2 PP (GM, Slow)
    • Daughters of Fury Part II-1.5 XP, 2 PP (GM, Slow)
    • Daughters of Fury Part III-1.5 XP, 2 PP (GM, Slow)
    • Daughters of Fury Bonus-1.5 XP, 3 PP (GM, Slow)
    • Orders from the Gate-1 XP 1 PP
    • Serpent’s Rise-1 XP 2 PP (Pregens)

    Season 7 Faction Cards Accomplished (4):

    Bold tasks are completed

  • 2/8 Adventure in a nation other than Absalom Cheliax, Mwangi Expanse
  • 1/3 Forgo Downtime to Report to the Pathfinder Society Orders from the Gate
  • Complete at least three consecutive scenarios in which you complete the primary and secondary success conditions.
  • Complete at least six consecutive missions in which you complete the primary and secondary success conditions
  • Disrupt or Sabotage a significant Aspis Consortium operation Before the Dawn I
  • Defeat a powerful Aspis agent
  • Save a Venture-Captain or similar from harm
  • 5/5 GM an adventure that gives one or more XP. This counts as two goals

  • Pathfinder Tales Novels Attached:

  • Nightglass
  • Nightblade

  • Boons

    Cartographer Unburied: Daughters of Fury #1 You rescued the guard and cartographer Jerem from his hiding place. 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, he grants a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained. When you use this boon, cross it off.

    Confirmed Field Agent: Confirmation
    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).

    Cursebreaker Daughters of Fury #2 You may cross this boon off your chronicle sheet before attempting to remove a curse with a spell that requires a caster level check to treat your result as if you had rolled a natural 20. Alternatively, you may cross off this boon to preroll a saving throw against a curse.

    Devil Slayer (1/3 boxes available): Daughters of Fury #3 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 cross off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the [i]bane property against devils for 1 minute.

    Draw from the Deck: Phantom Phenomena
    You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it of your Chronicle sheet.

    Explore, Report, Cooperate: Confirmation
    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.

    Explorer Faction Card Once per adventure before attempting Acrobatics, Climb, Survival, or Swim, gain +3 circumstance bonus and halve armor check penalty

    Field-Commissioned Kobold: True Dragons of Absalom

    Friend of Janira Gavix: Confirmation
    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.

    Gift From Arwyll Manor: Daughters of Fury #1
    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.

    Hellknight’s Respect Orders from the Gate

    Honorary Arwyll: Daughters of Fury #3 Whenever you retrain, the retraining takes 1 fewer day for every 5 it would normally take (min 0).

    Impressive Find: Phantom Phenomena
    A representative from the Pathinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav 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.

    Linno’s Alchemical Mine Daughters of Fury #2 You helped Linno Brethun set traps. In exchange, he gave you enough spare materials to build one of your own. Setting an alchemical mine trap requires 10 minutes and a DC 15 Craft (Traps) check.

    Nemesis[b] Faction Journal Card Once per adventure, gain +2 bonus on your next attack against an Aspis agent, +4 damage, or make them take -1 penalty on saving throw against next spell you cast.

    [b]Nidalese Apostate: Nightglass Years of training in Pangolais have inured you to both Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against that effect. When this boon is used, cross it off.

    Owlbear Companion: We Be Goblins Too!
    You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a –4 penalty; the bonus granted by the devotion ability increases to +5; the creature’s starting Charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.

    Prophetic Dream: PBP Gameday IV Boon #2
    Powerful dreams have visited you every night, sometimes terrible and other timesexhilarating. You’ve come to understand that these nocturnal visions sometimes portend the events of the coming day, manifesting as supernatural phenomena when trouble strikes. When you begin an adventure or wake up from a full night’s sleep, you can check one of the boxes above this boon and roll 1d4 to determine what kind of dream you experienced. You can activate the dream’s benefit once. If you do not use the ability by the end of the adventure, its benefit is lost. When you check the third box, cross the entire boon off your Chronicle sheet. 1/3 used

  • 1—Dream of Etheric Flight: Your dream was liberating, allowing you to soar over the clouds. As a free action, you gain the benefits of air walk for 1 round. During this time, you grant all of the weapons you wield the ghost touch weapon special ability.
  • 2—Nightmare of Fearful Retreat: In your dream, you were fleeing some ferocious bogeyman that you dare only face in the waking world. You gain a +10 enhancement bonus to your base speed for 3 rounds. If you are frightened or panicked when you use this ability, you may attempt a new saving throw at the same DC as the fear effect; if you succeed, you are instead shaken for the duration of this ability. If the effect did not allow a saving throw, you must instead succeed at a Will save with a DC of 11 plus your character level.
  • 3—Nightmare of Terrible Trauma: Your dream was painful, whether you dreamed of torment, watching as your teeth fell out, or being eaten by beasts, or something worse. When you would take bludgeoning, piercing, or slashing damage, you take 5 less damage (minimum 1) and gain a +2 bonus on any saving throw against additional effects associated with the attack, such as poison or disease. If your character level is 7 or higher, you instead take 10 less damage (minimum 1).
  • 4—Vision of Utter Lucidity: This time you were able to control your dreams, traveling wherever you wished before waking refreshed. If you would fall asleep or become confused as a result of a spell, special ability, or similar effect, you instead gain the dazzled condition for 1d4+2 rounds. The original effect resumes immediately afterward, though any time spent dazzled counts against that effect’s duration.

    Reinforced Alliance Orders from the Gate +2 bonus on Diplomacy, Bluff, and Intimidate against Hellknights

    Sin-Tainted: Nightblade Exposure to utter evil has left unholy scars upon your soul. As an immediate action, you can gain a +3 sacred bonus on a saving throw against a spell or effect that does not harm evil creatures. If you fail this saving throw-or if the effect grants no save-you can immediately shift your alignment one step toward evil to mitigate the effect. This alignment shift is considered an evil act, and if you become evil, you must secure an atonement before the end of the adventure.

    Spoils of the Siege (Rataji) Serpent’s Rise

    The Favor of Cartahegn: The Bloodcove Disguise While within a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

    Trapmaker True Dragons of Absalom A kobold from the Sewer Dragon tribe taught you a few trap-making tricks and provided you with a few specialized supplies. You can use these supplies, together with materials that you have collected in your adventures, to assemble a swinging axe trap with a successful Craft (traps) check. You can attempt to make the trap more deadly at the cost of making it more difficult to craft.

    True Magic of the Shadowcaster Nightglass The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by 1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off your chronicle sheet.

    Trusted Pathfinder May buy one special item.

    Vegazi’s Ally (2/3 Available) May receive any combination of the following favors

  • Handle Animal +11
  • Heal +11
  • Survival +10
  • CL 6 animal messenger
  • Full attack from +1 composite longbow, +10/+5 (1d8+2/x3). Has Deadly Aim, Point Blank Shot, Precise Shot, favored enemy (orc) +2

    Well-Earned Reward: Phantom Phenomena
    Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).

    You Be Goblin!: We Be Goblins!
    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.

    You Really Be Goblin: You have spent considerable time—almost certainly too much time—studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.

  • Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
  • Bouncy (Pathfinder Module: We Be Goblins Too 15)
  • Goblin Bravery (Pathfinder Module: We be Goblins Too 15)[/spoiler]

    Yvogga Redeemed (2/3 Available) Daughters of Fury #3
    May check off box for one of the following favors as a spell or skill check, in any combination;

  • Disable Device +8
  • Bluff +10
  • UMD +8
  • CL 4 bull’s strength
  • CL 4 invisibility