Vigilant Seal Gear: By building relationships and trust with the Vigilant Seal, you've gained access to special items favored by this faction. You gain access to the Vigilant Seal faction-specific gear (LO:PSG 37-38).
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Adamant wayfinder: You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a special reaction ability when the wayfinder is invested and in your possession. You gain the following reaction.
Resist Harm (reaction) Trigger You would take damage Effect You gain resistance to acid, cold, electricity, fire, force, negative, positive, and sonic damage equal to 1 plus your reputation tier against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard).
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that's already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
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Combat Mentor (Vigilant Seal): While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues' attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump's modifier to attack rolls to 2.
Normal: A Level Bump increases a PC's attack roll modifiers by 1.
Special: A PC can only benefit from two mentor boons.
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Heroic Defiance (Vigilant Seal): When you spend your Hero Points to avoid death, you can choose to immediately wake up with 1 Hit Point.
Normal: When you spend your Hero Points to avoid death, you stabilize with 0 Hit Points, but you do not wake up until your Hit Points rise above 0.
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Curse Breaker (Vigilant Seal): You have been entrusted with an accursed item from the Society's vaults, and you can spend your time in the Grand Lodge patiently unraveling its malign influence. When you acquire this boon, choose a permanent magic item of your level or lower to which you have access. You can spend Downtime erasing the item's stubborn curse. This uses the same rules as you would to Craft the item, with the following exceptions. First, you must use Arcana, Nature, Occultism, or Religion in place of Crafting for all purposes. Second, you only need to spend 2 days of Downtime before attempting your first skill check and subsequently beginning to reduce the item's effective cost.
You can uncurse more than one magic item with this boon, but you must finish uncursing one item before beginning the next.
Home Region: Nex/Impossible Lands
Perception +18 [E]; Low-Light Vision
Languages Common, Orcish
Skills Acrobatics +21 [M], Arcana +0, Athletics +20 [M], Crafting +0, Deception +0, Diplomacy +0, Intimidation +0, Medicine +16 [T], Nature +4, Occultism +0, Performance +0, Religion +4, Society +0, Stealth +16 [T], Survival +4, Thievery +16 [T], Lore (Pathfinder Society) +12 [T], Lore (warfare) +12 [T]
Str +4, Dex +4, Con +3, Int +0, Wis +4, Cha +0
Items +1 resilient invisibility explorer's clothing, Backpack, Bedroll, Chalk (8), Flint and Steel, Rations (2), Rope, Thieves' Tools, Torch (5), Waterskin, Healer's Tools, +2 striking handwraps of mighty blows, boots of bounding, bracelets of dashing, goggles of night, ring of the ram, moderate rope of climbing, greater sleeves of storage, snapleaf, Healing Potion (Minor), Healing Potion (Lesser), Healing Potion (Moderate), Holy Water (2), Potion of Quickness, Potion of Resistance (Lesser)
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AC 29; Fort +18, Refl +19, Will +21
HP 148; Resistances —
Orc Ferocity ⤾
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Speed 45 feet
Melee +2 striking ghost touch unarmed Tiger Claw +20 (agile, finesse, nonlethal*, unarmed, magical, transmutation), Damage 2d8+6 S OR
. . +2 striking ghost touch unarmed +20 (agile, finesse, nonlethal*, unarmed, magical, transmutation), Damage 2d6+6 B, P, or S
Ranged crossbow +18, Damage 1d8+2 P
Focus Spells (3 points, Divine DC 28)
ki blast:
Cast ◈/◈◈/◈◈◈
Area 15-foot cone or more
Save Fortitude
You unleash your ki as a powerful blast of force that deals 4d6 force damage. If you use 2 actions to cast ki blast, increase the size of the cone to 30 feet and the damage to 7d6. If you use 3 actions to cast ki blast, increase the size of the cone to 60 feet and the damage to 8d6. Each creature in the area must attempt a Fortitude saving throw.
Crit Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet.
Crit Failure The creature takes double damage and is pushed 10 feet.
Heightened (+1) The damage increases by 1d6, or by 2d6 if you use 2 or 3 actions.
Auto-heightened from 3 (+2)
ki strike ◈:
You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 2d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.
Heightened (+4) The extra damage increases by 1d6.
Auto-heightened from 1 (+4)
wholeness of body ◈:
You heal yourself in one of the following ways, chosen by you when you cast the spell.
— You regain 32 Hit Points.
— You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.
Heightened (+1) If you choose to regain Hit Points, the Hit Points regained increase by 8.
Auto-heightened from 2 (+3)
wild winds stance ◈:
Duration until you leave the stance
You take on the stance of the flowing winds, sending out waves of energy at a distance. You can make wind crash unarmed Strikes as ranged Strikes against targets within 30 feet. These deal 1d6 bludgeoning damage, use the brawling group, and have the agile, nonlethal, propulsive, and unarmed traits. Wind crash Strikes ignore concealment and all cover.
While in wild winds stance, you gain a +2 circumstance bonus to AC against ranged attacks.
abundant step ◈:
Cast somatic
Range 15 feet or more
You move so fast you blur across planar boundaries. You teleport up to a distance equal to your Speed within your line of sight.
Arcane Innate Spells DC 24, attack +14; 4th fly ◈◈
Tiger Stance ◈ (monk, stance) You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage. As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
Flurry of Blows ◈ (flourish, monk) Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Stunning Fist The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC (27) or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect.
Titan Wrestler You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you're legendary in Athletics.
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Additional Feats Battle Medicine ◈, Cat Fall, Feather Step, Shory Aeromancer, Toughness, Underwater Marauder, Nimble Crawl, Kip Up ⟐ Additional Specials Expert Strikes, Incredible Movement, Metal Strikes, Mystic Strikes, Path to Perfection (Will), Powerful Fist, Weapon Specialization
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Notes: 3601-2002
Vigilant Seal (Field Commission)