Taergan Flinn

Jararaca's page

58 posts. Organized Play character for michaelane.


Classes/Levels

M Half-Elf (Wildborn) Bloodrager (Cross-Blooded) Init +3, Per +12 HP 44/44, AC 15/12/13, Fort +6, Ref +3, Will -1, +2 vs. enchantments

About Jararaca

Jararaca
Male half-elf (Wildborn) bloodrager (crossblooded) 6
CG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +13
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Defense
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AC 15, touch 12, flat-footed 13 (+3 Armor +2 Dex)
hp 52 (6d10+12)
Fort +7, Ref +4, Will +0; +2 vs. enchantments, +2 bonus to spells cast by self or ally
Defensive Abilities blood sanctuary, improved uncanny dodge; Immune sleep
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Offense
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Speed 45 ft. (once/day can increase +10 ft. for 1 round as swift action)
Melee cestus +10/+5 (1d4+4/19-20) or
. . +1 adamantine flying blade +9/+4 (1d12+7/×3)
Power Attacking [/b]cestus +8/+3 (1d4+8/19-20) or
. . +1 adamantine flying blade +7/+2 (1d12+13/×3)
Ranged sling +8 (1d4+4)
Special Attacks blood casting, bloodrage (16 rounds/day)
Bloodrager (Crossblooded) Spells Known (CL 6th; concentration +6)
1st (2/day) - expeditious retreat, long arm, shield, true strike
Bloodline Abyssal, Arcane
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Statistics
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Str 19, Dex 15, Con 14, Int 7, Wis 10, Cha 12
Base Atk +5; CMB +9; CMD 21
Feats Combat Reflexes, Disruptive, Eschew Materials, Phalanx Formation, Power Attack
Traits Cosmic Caravan (The Wagon), Tactician
Skills Acrobatics +12 (+16 to jump), Perception +13, Stealth +1 (+5 in jungles); Racial Modifiers +2 Perception, +4 Stealth racial bonus in jungles
Languages Common, Elven
SQ demonic bulk, disruptive bloodrage, elf blood, fast movement, jungle affinity
Gear studded leather armor, cestus, +1 adamantine flying blade, sling, backpack, climber's kit, hot weather outfit, masterwork tool (acrobatics), masterwork tool (perception), pendant of the blood scarab, wand of cure light wounds (46/50)
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Special Abilities
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Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can attempt concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells; spells from other classes cannot be cast during this state.
Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Bloodrage (16 rounds/day) (Su) The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Combat Reflexes (3 AoO/round, once/day +2 to attack from Tactician trait) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Cosmic Caravan (The Wagon, 1/day) Like the vehicle that conveys travelers across the heavens, you are blessed with extraordinary movement capabilities. Once per day as a swift action, you can increase you move speed by 10 feet for 1 round.
Demonic Bulk (Su): At 4th level, when entering a bloodrage, you can grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.
Disruptive The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Fast Movement +10 (Ex) A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Improved Uncanny Dodge (Ex) At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Jungle Affinity Wildborn gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multitalented racial trait.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Phalanx Formation When you wield a reach weapon with which you are proficient, allies don't provide soft cover to opponents you attack with reach.
Tactician (1/day) You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Uncanny Dodge (Ex) At 2nd level, Jararaca gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose her Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a bloodrager already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
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Scenarios
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Level 1
05-08: The Confirmation: +1 XP (GM, 7/31/15)
00-03: Murder on the Silken Caravan: +1 XP (PL, 11/5/15)
PQ: Phantom Phenomena: +1 XP (PL, 11/12/15)
Level 2
00-24: Decline of Glory: +1 XP (PL, 1/28/16)
07-14: Faithless and Forgotten Part I: Let Bygones Be: +1 XP (PL, 1/29/16)
07-12: The Twisted Circle: +1 XP (PL, 1/29/16)
Level 3
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: +3 XP (PL, 3/13/16)
Level 4
Daughters of Fury Part 1: Hell's Quarry: +1.5 XP (PL, 4/11/16)
Daughters of Fury Part 2: The Border Standings: +1.5 XP (PL, 4/18/16)
Level 5
Daughters of Fury Part 3: Sacrifice: +1.5 XP (PL, 5/2/16)
Daughters of Fury Bonus Chronicle: +1.5 XP (PL, 5/2/16)
Level 6
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Total XP: 12.0 (5th level)
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Prestige/Fame Tracker
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05-08: The Confirmation: + 2PP
Purchase wand of cure light wounds (2PP)
00-03: Murder on the Silken Caravan: +2PP
PQ: Phantom Phenomena: +2PP
00-24: Decline of Glory: +2PP
07-14: Faithless and Forgotten Part I: Let Bygones Be: +2PP
Purchase wand of enlarge person (2PP)
07-12: The Twisted Circle: +2PP
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: +4PP
Bonus Prestige from Phantom Phenomena at 12 PP: +1PP
Daughters of Fury Part 1: Hell's Quarry: +2PP
Daughters of Fury Part 2: The Border Standings: +2PP
Daughters of Fury Part 3: Sacrifice: +2PP
Daughters of Fury Bonus Chronicle: +2PP
Prestige 21; Fame 24 (8,000 gp limit)
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Gold Tracker
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Starting Gold: +150 gp
05-08: The Confirmation: +430 gp
Starting Purchases: Studded Leather Armor (25 gp), Masterwork Flying Blade (340 gp), Cestus (5 gp), Sling (0 gp), Backpack (2 gp), Climber's Kit (80 gp), Masterwork Tool: Acrobatics (50 gp), Masterwork Tool: Perception (50 gp)
Murder on the Silken Caravan: Hot Weather Outfit (8 gp)
00-03: Murder on the Silken Caravan: +454 gp
PQ: Phantom Phenomena: +500 gp
00-24: Decline of Glory: +1,540 gp
07-14: Faithless and Forgotten Part I: Let Bygones Be: +505 gp
Purchase Alchemist's Fire (4) (80 gp)
07-12: The Twisted Circle: +507 gp
AP#91: Giantslayer Part 1: Battle of Bloodmarch Hill: +3,711 gp
Sell Masterwork Flying Blade +170 gp
Purchase: +1 adamantine flying blade (5,040 gp)
Purchase: pendant of the blood scarab (1,000 gp)
Daughters of Fury Part 1: Hell's Quarry: +1,856 gp
Daughters of Fury Part 2: The Border Standings: +2,400 gp
Daughters of Fury Part 3: Sacrifice: +3,378 gp
Daughters of Fury Bonus Chronicle: +4,356 gp
Current Gold +13,277 gp
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Boons
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Ally of the Green (Faithless and Forgotten, Part 1: Let Bygones Be): [ ] [ ] [ ] You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys’ primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.
Armed with Agrimmosh (AP#91 Giantslayer Part 1: Battle of Bloodmarch Hill): You have recovered a powerful hammer known as Agrimmosh. Although you cannot purchase this weapon, whenever you play through the sanctioned portion of a Giantslayer volume, your group begins play with Agrimmosh.
Cartographer Unburied (Daughters of Fury Part 1: Hell's Quarry): You rescued the guard and cartographer Jerem from his hiding place in Arwyll Stead’s catacombs. Jerem is still shaken from his experiences and unwilling to engage in combat, but he agrees to accompany you 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, Jerem provides you with a +4 bonus on any skill or ability check to draw a map, and allows you to attempt such checks untrained (this bonus does not stack with the +2 bonus on Knowledge [geography] checks). Once you use this boon, cross it off your Chronicle sheet.
Confirmed Field Agent (The 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 Part 2: The Border Standings): You defeated the curse devil that was wreaking havoc upon the people of Arwyll Stead. You may cross this boon off your Chronicle sheet before attempting to remove a curse with a spell that requires a caster level check (such as remove curse or break enchantment) to treat your result as if you had rolled a natural 20. Alternatively, you may cross this boon off your Chronicle sheet to reroll a saving throw against a curse. You must use this boon after rolling the initial saving throw but before the results are revealed.
Devil Slayer (Daughters of Fury Part 3: Sacrifice): [X] [X] [ ] 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 check off one of the boxes that precedes this boon to imbue your weapon with holy energy, granting it the bane property against devils for 1 minute. If you did not kill Yvogga, check the first two boxes next to this boon immediately.
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 off your Chronicle sheet.
Explore, Report, Cooperate (The 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.
Friend of Janira Gavix (The 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.
Honorary Arwyll (Daughters of Fury Part 3: Sacrifice): You saved Vegazi from being sacrificed and ended the fiendish threats to Arwyll Stead. Other families in Lastwall provide you with training to help you face against the region’s many dangers. When you use the retraining rules presented in Pathfinder PRG Ultimate Campaign, the retraining takes 1 fewer day for every 5 days it would normally take (minimum 0 fewer days). For example, retraining hit points would still take 3 days, but retraining a racial trait, which would normally take 20 days, takes 16 days instead.
Impressive Find (Phantom Phenomena): A representative from the Pathfinder 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. Note: Added to Prestige/Fame Tracker after Giantslayer Part 1: Battle of Bloodmarch Hill.
Gift from Arwyll Manor (Daughters of Fury Part 1: Hell's Quarry): You returned to Arwyll Stead with Wate’s body and turned his gear over to his family’s manor rather than taking it for yourself. Wate’s best friend Terrin sends you a gift to thank you for respecting Wate’s memory. 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.
Hero of Arwyll Stead (Daughters of Fury: Bonus Chronicle): When you earn this Chronicle sheet, you may choose whether or not to receive XP, Prestige Point, and gold rewards; you may instead choose to gain no XP and gold, but you instead earn 2 Prestige Points and still qualify for all of the boons and items on this sheet. If you elect to earn the full rewards, you gain 3 XP, 6 Prestige Points, and 8,712 gp (4,356 gp for characters use the slow track method of advancement).
Linno’s Alchemical Mine (Daughters of Fury Part 2: The Border Standings): You helped Linno Brethun set traps to protect his property. In exchange, he gave you enough spare materials to build an alchemical mine trap of your own. Setting an alchemical mine trap requires a successful DC 15 Craft (traps) check and takes 10 minutes. You may voluntarily increase this DC to attempt a more complicated version of the trap if you provide some of your own materials. For every 5 points by which you increase the Craft (traps) DC, increase the damage dealt by 1d6+1, the Reflex save DC by 2, and the number of alchemist’s fires you must expend by one. If you fail the Craft (traps) check, the trap triggers on you, though you may attempt a Reflex save.
Mercy’s Blessing (The Twisted Circle): You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result.
Nira’s Gratitude (The Twisted Circle): Thanks to your assistance in solving Mercy’s mysteries, Nira has slowly started to regain her sense of self and memories as Amenira. After receiving some repairs at the Grand Lodge, she is eager to continue to learn and explore alongside of people who helped her. A spellcaster of at least 7th level can take Nira as a familiar with the Improved Familiar feat. Use the statistics for a neutral aligned soulbound doll (Pathfinder RPG Bestiary 2 255). If you make this bond with Nira, you must provide a copy of Bestiary 2 as if the improved familiar appeared on the Additional Resources page. This boon also bypasses the restriction that soulbound dolls are not normally available as familiars. If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.
Power of the Giants (AP#91 Giantslayer Part 1: Battle of Bloodmarch Hill): You gain the Power of the Giants bonus Chronicle sheet, which grants you the ability to grow to double in height and fight giants on equal terms.
Power of the Giants Your extended exposure to an artifact and your ongoing battles with giants have granted you the ability to match their size and strength. Once per day, you can cast enlarge person (self only) as a spell-like ability. The caster level for this effect equals the number of Power of the Giants boons that you possess. If you are not a humanoid creature, the spell still affects you but only lasts 2 rounds per caster level. Over the course of the Giantslayer Adventure Path, you can gain additional Power of the Giants boons that grant you additional options when you activate this boon’s enlarge person spell-like ability. You only apply one of these additional benefits each time you use the ability.
Siege’s Resolve (AP#91 Giantslayer Part 1: Battle of Bloodmarch Hill): Through your trial by fire, you have proven capable of fending off overwhelming numbers while defending others. As a free action on your turn, you can cross this boon off your Chronicle sheet in order to gain a +2 insight bonus to your Armor Class for 1 minute when threatened by three or more opponents. Against creatures with the giant or orc subtype, this bonus increases to +3 and also extends to any allies that are adjacent to you.
Vegazi’s Ally (Daughters of Fury Bonus Chronicle): The half-orc ranger Vegazi spent most of her life as an outcast, but after you helped her defeat the devil determined to take her soul, she counts you as a trusted friend. You may call in a favor when performing one of the skills below to use Vegazi’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Vegazi’s debt has been repaid; cross this boon off your Chronicle sheet.
• Handle Animal +11
• Heal +11
• Survival +10
• Vegazi casts animal messenger (CL 6th, concentration +8)
• Vegazi assists the PC in combat for one round, making a full attack on the PC’s initiative against a target of the PC’s choice with her +1 composite longbow; +10/+5 (1d8+2/×3). She has the feats Deadly Aim (–2 to hit, +4 damage), Point-Blank Shot, and Precise Shot, and she gains a +2 bonus on attack and damage rolls against orcs.
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).
Yvogga Redeemed (Daughters of Fury Part 3: Sacrifice): You spared Yvogga, and your mercy helped set her on the path to redemption. You may call in a favor when performing one of the skills below to use Yvogga’s skill modifier instead of your own as she assists you. Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Yvogga leaves to seek her own adventures; cross this boon off your Chronicle sheet.
• Disable Device +8
• Bluff +10
• Use Magic Device +8
• Cast bull’s strength (CL 4th, concentration +6)
• Cast invisibility (CL 4th, concentration +6)
• If you are a summoner or another character with the eidolon class feature, Yvogga can restore your eidolon back to its peak vitality as a full-round action. This ability only functions if your eidolon is within 100 feet of you. Check off all boxes next to this boon to restore all of your eidolon’s hit points.
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Faction Journal Card: Season 7
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FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
UNDERCOVER EMANCIPATOR (4+ goals): You gain the assistance of a member of the Bellflower Network who is skilled at liberating slaves without being detected. Once per scenario, you can call upon this ally to gain a bonus equal to half the number of goals you have completed on one Disguise, Sleight of Hand, Stealth, or Survival check. This ally is a noncombatant.
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[X] [X] [X] Liberate one or more slaves, captives, or hostages during an adventure.
• Decline of Glory
• Giantslayer Part 1: Battle of Bloodmarch Hill
• Daughters of Fury Part 1: Hell's Quarry
[X] [ ] Adventure in two of the following locations: Andoran, Cheliax, Okeno, Magnimar, or Nirmathas.
• Faithless and Forgotten Part I: Let Bygones Be (Cheliax)
[ ] Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. To do so, you must succeed at a Disable Device, Knowledge (local), or Stealth check with a DC equal to 15 plus your character level.
[X] Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocents.
• The Twisted Circle
[X] Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward (a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves).
• Phantom Phenomena
[X] After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
• Murder on the Silken Caravan
[ ] In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
• The Confirmation