Sipho Munali

Jolly Janipani's page

43 posts. Organized Play character for michaelane.


Classes/Levels

M Human (Mwangi) Bard (Arcane Duelist)/Cavalier (Beast Rider, Standard Bearer)/Battle Herald Init +7, Per +8 HP 119/119, AC 23/14/21, Fort +16, Ref +13, Will +12, 10/10 rounds of performance remain, 24/24 rounds of inspiring command remain

About Jolly Janipani

Jolly Janipani
Human (Mwangi) bard (arcane duelist) 1/cavalier (beast rider, standard bearer) 4/battle herald 8
CG Medium humanoid (human)
Init +7; Senses Perception +8
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Defense
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AC 23, touch 14, flat-footed 21 (+9 armor, +2 deflection, +2 Dex)
hp 119 (13 HD; 1d8+12d10+39)
Fort +16, Ref +13, Will +12
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Offense
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Speed 30 ft.
Melee +1 courageous adamantine longspear* +14/+9/+4 (1d8+20**/x3)
*always Power Attacks
**if using Arcane Strike 1d8+21
Ranged sling +14 (1d4+5**)
**if using Arcane Strike 1d4+6
Special Attacks banner +5, bardic performance 10 rounds/day (distraction, fascinate (DC 16), inspire courage +3, rallying cry), cavalier's charge, demanding challenge 3/day (+4 damage, gain +2 AC, target of challenge -2 AC), inspiring command: inspire greatness, tactician 3/day (Outflank or Precise Strike, 9 rounds)
Bard (Arcane Duelist) Spells Known (CL 3rd; concentration +9)
. . 1st (3/day)—anticipate peril (DC 17), saving finale (DC 17)
. . 0 (at will)—detect magic, light, message, read magic
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Statistics
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Str 20, Dex 15, Con 16, Int 10, Wis 10, Cha 22
Base Atk +12; CMB +17; CMD 31
Feats Arcane Strike, Combat Reflexes, Cornugon Smash, Eldritch Heritage (Imperious), Extra Performance, Flagbearer, Improved Arcane Heritage (Imperious), Lingering Performance, Outflank, Power Attack, Precise Strike, Skill Focus (Diplomacy), Skill Focus (Handle Animal), Skill Focus (Perform: Oratory)
Traits magical knack, tactician
Skills Bluff +6 (+2 for creatures with which he shares a language), Diplomacy +30 (+2 on residents of Brevoy, +1 to influence crusaders of Mendev, +2 on members of royalty or nobility, +2 for creatures with which he shares a language, +2 to influence creatures with the aquatic or water subtype, +6 humans), Handle Animal +13, Intimidate +22 (+2 on residents of Brevoy, +1 to influence crusaders of Mendev, +2 for creatures with which he shares a language), Knowledge (arcana) +4 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (dungeoneering) +4 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (engineering) +0 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (geography) +0 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (history) +0 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (local) +4 (+1 while in the Grand Lodge, +16 base check if using confidante, +6 humans), Knowledge (nature) +4 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (nobility) +4 (+2 on checks involving your sovereign, +1 while in the Grand Lodge, +16 base check if using confidante, +6 humans), Knowledge (planes) +4 (+1 while in the Grand Lodge, +16 base check if using confidante), Knowledge (religion) +4 (+1 while in the Grand Lodge, +16 base check if using confidante), Linguistics +4 (+6 humans), Perception +8, Perform (oratory) +30 (+2 on residents of Brevoy, +1 to influence crusaders of Mendev), Profession (sailor) +4, Profession (soldier) +5, Sense Motive +0 (+2 against current and former Pathfinders), Spellcraft +4, Use Magic Device +19; Racial and Special Modifiers Lion's Skills
Languages Common, Cyclops, Polyglot
SQ Easy March, Heroic Echo, Inspiring Command, Inspiring Commands (Hardiness, Pincer Maneuver, Shake it Off, Teamwork), Lion's Call, Order of the Lion, Voice of Authority
Gear +1 courageous adamantine longspear, alchemist's fire (2/5), banner of the ancient kings, belt of physical perfection +2, cloak of resistance +5, elixir of swimming (0/5), glove of storing, headband of alluring charisma +6, jingasa of the fortunate soldier, lesser talisman of freedom (1/2), masterwork tool: Diplomacy (scarf from Lady Glorianna Morilla), masterwork tool: Perform: Oratory (mint candy that soothes the throat), mithral breastplate, Pathfinder Society flag, potion of darkvision, potion of fly (1/2), potion of water breathing (1/2), ring of protection +2, seaweed leshy bulb (0/1), Three Reasons to Live, wand of cure light wounds (5/50), wayfinder
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Special Abilities
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Arcane Strike (swift action) As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Banner +5/+4 (Ex) At 1st level, a standard bearer gains the banner ability. A cavalier's banner becomes a symbol of inspiration to his allies and companions. This ability is identical to the standard cavalier's banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier's mount ability. Note: Jolly's banner has advanced by an extra point because of his favored class bonus.
Banner of the Ancient Kings This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity). When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings—once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect. If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.
Bardic Performance (standard action, 10 rounds/day) A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Bardic Performance: Distraction At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Bardic Performance: Fascinate At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Bardic Performance: Inspire Courage +3 A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Bardic Performance: Rallying Cry At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Cavalier's Charge Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Combat Reflexes (3 AoOs/round) 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.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Courageous A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus.
Demanding Challenge Whenever Jolly declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.
Easy March (3 hours/day) At 2nd level, allies within 60 feet of the battle herald can hustle or force march during overland travel without ill effects for a number of hours per day equal to 1 hour times her inspiring command bonus.
Flagbearer As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
Heroic Echo (6 rounds, 3/day) (Su) At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd.
Imperious +Spell level to Intimidate creatures adversely affected by his spells.
Inspiring Command +3 (swift action, 24 rounds/day) (Ex) A battle herald uses her keen tactical acumen and decisive judgment to lead others to victory, as well as her mastery of command to assist herself and her allies in battle. All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage. At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald's inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald). Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, and at 10th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it).
Inspiring Command: Inspire Greatness (2 allies) (Su) Jolly can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels he attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the him. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Inspiring Command: Inspire Hardiness DR 3/-:
Allies gain DR/— equal to the battle herald's inspiring command bonus.
Inspiring Command: Pincer Maneuver +3: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls when flanking and as a dodge bonus to AC against attacks of opportunity provoked by movement (including standing from prone).
Inspiring Command: Shake it Off +3: One ally subject to an ongoing condition may attempt a new saving throw to negate the effects with a bonus equal to the battle herald's inspiring command bonus. This ability does not help against instantaneous effects, effects that require recurring saving throws to avoid additional penalties (such as diseases and poisons), or effects that do not allow a saving throw.
Inspiring Command: Teamwork +3: Allies add the battle herald's inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the battle herald's inspiring command bonus.
Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Lion's Call +6/+1 (standard action) (Ex) At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Lion's Demanding Challenge +4 (swift action, 3/day) (Ex) Twice per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Lion's Skills +2 (Ex) An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
Magical Knack (Bard [Arcane Duelist]) +2 CL for a specific class, to a max of your HD.
Order of the Lion (Sovereign Court) A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain. The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Persistent Commands (6 rounds) At 8th level, a battle herald may allow her inspiring commands to persist even if she is incapacitated and unable to maintain them. If the player chooses, the effects of the battle herald's inspiring commands persist for a number of rounds equal to her Charisma bonus (these count toward her number of rounds per day limit). This ability does not apply if the battle herald intentionally stops maintaining an inspiring command—only if she is dazed, held, stunned, killed, and so on, and is unable to maintain them. If the battle herald recovers from incapacity while an inspiring command is ongoing, she may resume maintaining it as a free action.
Power Attack (-4/+8) 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.
Precise Strike Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Student of Humanity +6 (Ex) You gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.
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.
Tactician (Outflank or Precise Strike, standard action, 9 rds, 3/day) (Ex) At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Three Reasons to Live The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn’t grant the bard access to new bardic performances; it only enhances those to which the bard already has access.
Voice of Authority +2/+8 (Ex) A battle herald is skilled at shouting commands over the din of the battlefield and signaling allies when speech is impossible. She gains a +2 bonus on Diplomacy and Intimidate checks with creatures with which she shares a language. In addition, her allies gain a bonus equal to the battle herald's class level on Perception or Sense Motive checks to hear her commands or interpret her secret messages conveyed with Bluff. The battle herald's levels stack with cavalier levels for the purpose of the cavalier's tactician ability.
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Buffing Combos
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Banner: +5 (allies)/+6 (self) morale bonus on saving throws against fear effects (includes extra +1 from courageous enhancement on longspear)
Banner: +4 (allies & self) morale bonus on attack rolls made as part of a charge
Flagbearer (with banner of the ancient kings): +2 morale bonus on attack rolls
Flagbearer: +2 morale bonus on weapon damage rolls
Flagbearer: +2 (allies)/+3 (self) morale bonus on saving throws against fear and charm effects. (includes extra +1 from courageous enhancement on longspear)
Inspire Courage (Bard + Battle Herald Level 9): +2 (allies)/+3 (self) morale bonus on saving throws against charm and fear effects (includes extra +1 from courageous enhancement on longspear)
Inspire Courage (Bard + Battle Herald Level 9): +2 competence bonus on attack rolls.
Inspire Courage (Bard + Battle Herald Level 9): +2 competence bonus on weapon damage rolls.
Inspire Courage (Bard + Battle Herald + Three Reasons to Live Level 15): +3 (allies)/+4 (self) morale bonus on saving throws against charm and fear effects (includes extra +1 from courageous
Inspire Courage (Bard + Battle Herald + Three Reasons to Live Level 15): +3 competence bonus on attack rolls.
Inspire Courage (Bard + Battle Herald + Three Reasons to Live Level 15): +3 competence bonus on weapon damage rolls.
Inspire Courage (Bard + Battle Herald + Three Reasons to Live + Banner of the Ancient Kings Level 19): +4 (allies)/+5 (self) morale bonus on saving throws against charm and fear effects (includes extra +1 from courageous
Inspire Courage (Bard + Battle Herald + Three Reasons to Live Level 19): +4 competence bonus on attack rolls.
Inspire Courage (Bard + Battle Herald + Three Reasons to Live Level 19): +4 competence bonus on weapon damage rolls.
Lion's Call: +6 competence bonus on saving throws against fear.
Lion's Call: +1 competence bonus on attack rolls.
Lion's Challenge: +4 untyped bonus to melee damage rolls against target of challenge.
Lion's Demanding Challenge: +2 dodge bonus to his AC against attacks made by the target of his challenge. -2 untyped penalty to AC against all other attacks. Target of his challenge takes a -2 to AC.
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Scenarios
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1.0 XP - Library of the Lion [GM]
1.0 XP - The Horn of Aroden [GM]
1.0 XP - The Confirmation [GM]
1.0 XP - Scars of the Third Crusade [GM]
3.0 XP - Jade Regent Part 1: The Brinewall Legacy [Campaign]
1.0 XP - Slave Ships of Absalom [GM, 11/23/14]
1.0 XP - Rivalry's End [Player, 11/1/15]
3.0 XP - Skull & Shackles Part 1: The Wormwood Mutiny [Player, 2/21/16]
1.5 XP - Jade Regent Part 2: Night of Frozen Shadows [GM, 2/27/16]
1.5 XP - Plunder & Peril Part 1: Rum Punch [Player, 2/28/16]
1.5 XP - Plunder & Peril Part 2: Dangerous Waters [Player, 3/6/16]
1.5 XP - Plunder & Peril Part 3: Black Coral Cove [Player, 3/13/16]
1.5 XP - Plunder & Peril Bonus Chronicle [Player, 3/13/16]
1.5 XP - Skull & Shackles Part 2: Raiders of the Fever Sea [Player, 3/19/16]
3.0 XP - Skull & Shackles Part 3: Tempest Rising [Player, 4/2/16]
3.0 XP = Jade Regent Part 3: The Hungry Storm [GM, 4/16/16]
1.5 XP - Skull & Shackles Part 4: Island of Empty Eyes [Player, 4/17/16]
1.5 XP - Jade Regent Part 4: Forest of Spirits [GM, 5/6/16]
3.0 XP - Skull & Shackles Part 5: The Price of Infamy [Player, 5/7/16]
3.0 XP - Jade Regent Part 5: Tide of Honor [GM]
Total XP: 36.0 XP
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Boons
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Amatatsu Scion (Jade Regent Part 1: The Brinewall Legacy): The Amatatsu Seal has marked you as a scion of that ancient house, regardless of your birth. As such, you may recall the visions it granted you and take 10 on Knowledge (nobility) or Knowledge (history) checks regarding Tian Xia. This check may be made untrained.
Archelon Eggs (Plunder & Peril Part 2: Dangerous Waters): You recovered several archelon eggs and kept one to incubate and raise as your own. If you have the divine bond, mount, or nature bond class ability—or a similar feature that grants you an animal companion—instead of choosing an animal from the list provided by the ability, you may instead select an archelon (Pathfinder RPG Bestiary 3 311). If the archelon already appears on your list of available animal companions, you can instead treat your effective druid level as one higher when determining an archelon animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonus, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.
Bound for Brevoy (Taldor Faction, Library of the Lion): The key to uniting an army lies in Brevoy, and to prepare, you have begun training to deal with the locals. You gain a +2 bonus on Charisma-based skill checks made to influence residents of Brevoy, and you reduce the non-proficient penalty for the Aldori dueling sword to –2.
Budding Friendship (Slave Ships of Absalom): You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
Burgeoning Notoriety (Plunder & Peril Part 1: Rum Punch): Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
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).
Deep Platinum Pendant (Skull & Shackles Part 2: Raiders of the Fever Sea): You recovered a curious pendant crafted from deep platinum, an exceptionally rare alloy of platinum extracted from the darkest ocean trenches. The substance is prized by aquatic creatures, and you gain a +2 bonus on Diplomacy checks made to influence creatures with the aquatic or water subtype. In addition, you gain a +5 bonus on saving throws to avoid pressure damage from deep water.
Exceptional Notoriety (Plunder & Peril: Bonus Chronicle): Your actions have earned you greater respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Exceptional Notoriety (Skull & Shackles Part 4: Island of Empty Eyes): Your actions have earned you considerable respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
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.
Fool Me Once (Rivalry's End): Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you—particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
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.
Ghostly Defiance After witnessing the possession of the yeti chieftain Bormurg and the resulting near destruction of his tribe, you’ve dedicated yourself to a strict regimen of mental conditioning to prevent the same. You gain a permanent +1 bonus on Will saves against any effect that would give a creature direct continuing control over your actions (such as dominate person, but not sleep). Furthermore, once per day as an immediate action, you gain the slippery mind rogue talent for one round if you fail a Will save against such an effect.
Growing Notoriety (Plunder & Peril Part 2: Dangerous Waters): Your actions have earned you some respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Growing Notoriety (Skull & Shackles Part 2: Raiders of the Fever Sea): Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Hold Full of Booty (Plunder & Peril: Bonus Chronicle): You have a heaping pile of loot to show for your adventures with Captain Varossa Lanteri, and chances are good that your colleagues wouldn’t miss a choice treasure if you replaced it with something a little less valuable. You can cross this boon off your Chronicle sheet when purchasing one of the items found on any of the Plunder & Peril Chronicle sheets to reduce its purchase price by 10%. This does not stack with other abilities that reduce an item’s price. Note: Expended to purchase Three Reasons to Live
Horn of Aroden (The Horn of Aroden): You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.
Keen Eye for Evidence (Skull & Shackles Part 5: The Price of Infamy): Your methodical search of Harrigan’s Fortress turned up much-needed documentation, and your practiced eye misses little when you can take enough time. When you take 10 on a Perception check, treat the result as if you had rolled a 12 instead of a 10.
Legendary Notoriety (Skull & Shackles Part 5: The Price of Infamy): Your actions have earned you immense respect on the high seas, and you gain 10 points of Disrepute and 10 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Loyal Crew (Plunder & Peril Bonus Chronicle): Your time aboard the Magpie Princess has secured you several close friends among its crew, and these sailors and other professionals are amenable to following you on other adventures. You can cross this boon off your Chronicle sheet when purchasing a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 and Pathfinder Player Companion: Pathfinder Society Primer 28) from the following list to reduce the Prestige Point cost by 2 (minimum 0): herald, lookout, porter, scholar, or seneschal.
Marid’s Reward (Skull & Shackles Part 4: Island of Empty Eyes): You have freed the Marid Vailea from her nearly eternal imprisonment, and in return she granted you a single wish. Choose one of the wishes below and cross the other two off your Chronicle sheet.
• Wish for Notoriety: You gain an additional 10 points of Disrepute and 10 points of Infamy.
• Wish for Rescue: As an immediate action when you drop below 0 hit points, you may heal yourself for 3d8+10 points of damage. This healing can prevent you from dying or falling unconscious. When you use this boon, cross it off your Chronicle sheet.
• Wish for Wealth: You earn an additional 1,200 gp for completing this scenario
Mendevian Commendation (Scars of the Third Crusade): You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Nascent Notoriety (Skull & Shackles: The Wormwood Mutiny): Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Rising Notoriety (Plunder & Peril Part 3: Black Coral Cove) Your actions have earned you greater respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Rum Punch Champion (Plunder & Peril Part 1: Rum Punch): You participated in the festival games honoring Cayden Cailean, breaking several records and earning you more than a few awards. Choose one of the following three boons, and cross the others off your Chronicle sheet. Using the boon is a free action and requires you check the accompanying check box. If you have already used the boon, you may activate it again by spending 2 Disrepute.
Drunk's Fortitude: [ ] You can use this boon before rolling a saving throw against a spell or effect that would sicken or nauseate you to gain a +2 bonus on the save.
Parade Dasher: You can use this boon to gain a +2 bonus on all checks made as part of a chase to overcome an obstacle for 1 round.
Pit Challenger: You can use this boon to gain the benefits of the Improved Unarmed Strike feat for 1d4+1 rounds. If you already have the Improved Unarmed Strike feat, you instead gain a +1 bonus on attack and damage rolls with unarmed strikes for 1d4+1 rounds. If you are in an urban setting, double these bonuses.
Shackles Paragon (Plunder & Peril: Bonus Chronicle): When you earn this Chronicle sheet, you may choose to receive 3 XP, 6 Prestige Points, and 11,787 gp (1.5 XP, 3 Prestige Points, and 5,893 gp for characters using the slow track method of advancement). Alternatively, you may choose to gain no XP and gold, but you earn 2 Prestige Points (1 Prestige Point on slow track) and still qualify for all of the boons on this sheet.
Steeled Resolve (Jade Regent Part 3: Forest of Spirits): The scenes Munasukaru crafted beneath the House of Withered Blossoms have made all other horrors tame by comparison. You gain a permanent +2 morale bonus on saves against fear and once a day, as a standard action, you may suppress any fear effect from which you are suffering for 1 minute. During this minute, any further fear effects are also suppressed, but you still suffer the effects of any whose durations would go beyond the minute duration of this ability. This ability can be used even if you would normally be forced to flee.
Suishen’s Wisdom (Jade Regent Part 2: Night of Frozen Shadows): The Guardian Blade of the Amatatsu respects your dedication to restoring that Imperial family to power. He has schooled you in courtly matters, granting you a +2 bonus on Diplomacy checks when dealing with members of royalty or nobility. In addition, you may reroll such a check once per day, making the second roll before you know the results of the first roll and taking the result of the reroll even if it is worse.
[ ] [ ] [ ] The Court Grows (Lady Darchana of House Madinani; Sovereign Court faction, Slave Ships of Absalom): You have impressed Lady Darchana, Second Spell Lord of Absalom, and taken an important step in recruiting her to Lady Gloriana Morilla’s cause. You can use this boon and check one of the boxes before attempting a Knowledge (arcana) or Spellcraft check on the Isle of Kortos to roll twice and take the better result. You can attempt such a check untrained. You cannot use this ability if all three boxes are checked, but the boon may grant other benefits in future adventures.
The Ronin’s Wisdom: You answered the riddle posed by Hatsue and Jiro, and upon contemplating the many possibilities, consequences, and motivations, you have acquired a deeper understanding of honor and duty. If you have either the smite or challenge class ability, you may use that ability one additional time per day.
Widespread Notoriety: Your actions have earned you increased respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
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Gold Tracker
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Starting Gold: 150 gp
Library of the Lion: +510 gp
The Horn of Aroden: +511 gp
The Confirmation: +430 gp
Scars of the Third Crusade: +510 gp
Jade Regent Part 1: The Brinewall Legacy: +3,711 gp
Slave Ships of Absalom: +1,198 gp
Purchases: Adamantine Longspear (3,005 gp), Flag (10 gp)
Sell: Wand of cure light wounds (375 gp)
Purchase: Mithral Breastplate (4,200 gp)
Rivalry's End: +1,336
Purchase: elixir of swimming x2 (500 gp)
Purchase: Masterwork Tool: Diplomacy (50 gp)
Purchase: Masterwork Tool: Perform: Oratory (50 gp)
Purchase alchemist's fire x3 (60 gp)
Skull & Shackles: The Wormwood Mutiny +3,731
Jade Regent Part 2: Night of Frozen Shadows +4,356
Purchase: Belt of Giant Strength +2 (4,000 gp)
Purchase: Enhance Mwk Adamantine Longspear to +1 (2,000 gp)
Plunder & Peril Part 1: Rum Punch: +1,492
Purchase: potion of fly (750 gp)
Purchase: elixir of swimming (250 gp)
Purchase: seaweed leshy bulb (functions as potion of water breathing with 10 min. duration) (50 gp)
Plunder & Peril Part 2: Dangerous Waters: +3,428 gp
Purchase: courageous enhancement for longspear (6,000 gp)
Plunder & Peril Part 3: Black Coral Cove: +4,456 gp
Plunder & Peril Bonus Chronicle: +5,893 gp
Purchase: Three Reasons to Live (8,100 gp, price reduced from 9,000 gp with Hold Full of Booty boon)
Sell The Fearsome Tide (see Disrepute/Infamy section): +1,000 gp
Purchase: elixir of swimming (250 gp)
Purchase: potion of water breathing (750 gp)
Purchase: lesser talisman of freedom (900 gp)
Purchase: potion of darkvision (300 gp)
Purchase: alchemist's fire x2 (40 gp)
Skull & Shackles Part 2: Raiders of the Fever Sea: +4,431 gp
Purchase: potion of fly (750 gp)
Purchase: elixir of swimming (250 gp)
Purchase: potion of water breathing (750 gp)
Purchase: lesser talisman of freedom (900 gp)
Skull & Shackles Part 3: Tempest Rising: +14,862 gp
Jade Regent Part 3: The Hungry Storm: +17,766 gp
Purchase: banner of the ancient kings (18,000 gp)
Skull & Shackles Part 4: Island of Empty Eyes: +11,937 gp
Jade Regent Part 4: Forest of Spirits: +11,787 gp
Purchase: cloak of resistance +4 (16,000 gp)
Purchase: jingasa of the fortunate soldier (5,000 gp)
Purchase: glove of storing (10,000 gp)
Skull & Shackles Part 5: The Price of Infamy: +32,949 gp
Upgrade: +3 enhancement to mithral breastplate (9,000 gp)
Purchase: ring of protection +2 (8,000 gp)
Purchase: headband of alluring charisma +4 (16,000 gp)
Upgrade: belt of giant strength +2 to belt of physical might (Str/Dex) +2 (6,000 gp)
Purchase: wand of fly (11 charges) (2,475 gp)
Jade Regent Part 5: Tide of Honor: +32,799 gp
Upgrade: headband of alluring charisma +4 to headband of alluring charisma +6: (20,000 gp)
Upgrade: belt of physical might (Str/Dex) +2 to belt of physical perfection +2
Upgrade: cloak of resistance +4 to cloak of resistance +5 (9,000 gp)
Current Gold: 238 gp
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Inventory Tracker
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Wand of cure light wounds (5/50 charges)
• Skull & Shackles Part 1: The Wormwood Mutiny (12 charges), Plunder & Peril Part 1: Rum Punch (3 charges), Plunder & Peril Part 2: Dangerous Waters (9 charges), Plunder & Peril Part 3: Black Coral Cove (1 charge), Skull & Shackles Part 2: Raiders of the Fever Sea (6 charges), Skull & Shackles Part 3: Tempest Rising (14 charges)
Skull & Shackles Part 6: From Hell's Heart (14 charges)
Wand of cure light wounds (50/50 charges)
Elixir of swimming (0/5)
• The Wormwood Mutiny (1 flask), Plunder & Peril Part 2: Dangerous Waters (1 flask), Skull & Shackles Part 2: Raiders of the Fever Sea (1 flask), Skull & Shackles Part 3: Tempest Rising (2 flasks)
Alchemist's Fire (2/5)
• Skull & Shackles Part 1: The Wormwood Mutiny (1 flask), Plunder & Peril Part 3: Black Coral Cove (2 flasks)
Potion of fly (1/2)
• Skull & Shackles Part 2: Raiders of the Fever Sea (1 vial)
Seaweed leshy bulb (0/1)
• Plunder & Peril Part 2: Dangerous Waters (1 bulb used)
Potion of water breathing (1/2)
• Skull & Shackles Part 2: Raiders of the Fever Sea (1 vial)
Lesser talisman of freedom (1/2)
• Skull & Shackles Part 2: Raiders of the Fever Sea (1 talisman)
Potion of darkvision (1/1)
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Prestige/Fame Tracker
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Starting Fame: 0; Prestige: 0
Library of the Lion: +2 PP
The Horn of Aroden: +2 PP
The Confirmation: +2 PP
Scars of the Third Crusade: +2 PP
Jade Regent Part 1: The Brinewall Legacy: +4 PP
Slave Ships of Absalom: +2 PP
Spend 2 PP on wand of cure light wounds
Spend 1 PP on wayfinder
Rivalry's End: +2 PP
Skull & Shackles: The Wormwood Mutiny: +4 PP
Jade Regent: Night of Frozen Shadows: +2 PP
Plunder & Peril Part 1: Rum Punch: +2 PP
Plunder & Peril Part 2: Dangerous Waters: +2 PP
Plunder & Peril Part 3: Black Coral Cove: +2 PP
Plunder & Peril Bonus Chronicle: +3 PP
Skull & Shackles Part 2: Raiders of the Fever Sea: + 2 PP
Skull & Shackles Part 3: Tempest Rising: +4 PP
Jade Regent Part 3: The Hungry Storm: +4 PP
Skull & Shackles Part 4: Island of Empty Eyes: +2 PP
Jade Regent Part 4: Forest of Spirits: +2 PP
Skull & Shackles Part 5: The Price of Infamy: +4 PP
Jade Regent Part 5: Tide of Honor: +4 PP
Spend 2 PP on wand of cure light wounds
Current Fame: 53; Prestige 48
Qualified for Purchases up to: 54,000 gp
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Disrepute/Infamy Tracker
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Starting Infamy: 0; Disrepute: 0
Skull & Shackles Part 1: The Wormwood Mutiny: +5 DP
Plunder & Peril Part 1: Rum Punch: +5 DP
Plunder & Peril Part 2: Dangerous Waters: +5 DP
Spend: 3 Disrepute for touch of the sea in Plunder & Peril Plunder & Peril Part 3: Black Coral Cove: +5 DP
Plunder & Peril Bonus Chronicle: +5 DP
Spend: 5 Disrepute for The Fearsome Tide (sold above for 1,000 gp)
Skull & Shackles Part 2: Raiders of the Fever Sea: +5 DP
Skull & Shackles Part 3: Tempest Rising: +5 DP
Skull & Shackles Part 4: Island of Empty Eyes: +5 DP
Marid's Reward: Wish for Notoriety: +10 DP
Skull & Shackles Part 5: The Price of Infamy: +10 DP
Spend: 3 Disrepute for touch of the sea in Skull & Shackles Part 5: The Price of Infamy
Current Infamy: 60; Disrepute: 49
Qualified for Purchases up to: 92,500 gp
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Disrepute/Infamy Uses
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Avast Ye! (1+ Disrepute): Before attempting a Diplomacy or a Perform (oratory) check when addressing a pirate or a creature with the aquatic or water subtype, you may spend 1 point of Disrepute to gain a +1 bonus on the check. For each additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).
Built for Speed (10 Disrepute): Permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 2. You may spend gold to reduce the Disrepute cost of this ability by 1 for every 150 gp spent to a minimum of 0 Disrepute for 1,500 gp.
Captured Ship (1+ Disrepute): You may spend any number of Disrepute to reduce the cost of purchasing the Ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62) by an equal number of Prestige Points. If you reduce the cost to 0 Prestige Points, you gain the Ship vanity for free. You may only use Disrepute to reduce the cost of a single ship.
Dead Men Tell No Tales (10 Disrepute): While on board a waterborne vessel, you may automatically confirm a single threatened critical hit.
Fearsome Reputation (1+ Disrepute): When you make an Intimidate check or a saving throw against a fear effect, you may spend 1 point of Disrepute to gain a +1 bonus on the roll. For every additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).
Get Up, You Dogs! (10 Disrepute): While on a waterborne vessel, you may cast mass cure light wounds as a cleric of your character level, though it may only be used to heal living targets, not harm undead. You may use this ability when not on a waterborne vessel by spending an additional 5 Disrepute.
Master of the Waves (10+ Disrepute): As a standard action, you may cast slipstream (Pathfinder RPG Advanced Player’s Guide 244) or water breathing as a spell-like ability using your character level as your caster level. If you spend 15 points of Disrepute, you may instead cast control water.
Master of the Winds (10+ Disrepute): You may cast call lightning storm or control winds as a spell-like ability using your character level as your caster level. If you spend 15 points of Disrepute, you may instead cast control weather.
The Fearsome Tide (5 Disrepute): During your adventures in the Black Coral Cave, you and your companions secured a damaged yet formidable carrack named The Fearsome Tide. With some elbow grease and coin, you could likely restore it to its former glory to sail the seas once more. Select one of the boons below when you use this boon, and cross the other off your Chronicle sheet.
Restoring the Tide: You can spend 1,000 gp to restore The Fearsome Tide to working order. In doing so, you gain a +2 bonus on Craft (ships) and Profession (pirate or sailor) checks. If you have the ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62), these bonuses stack.
Selling the Tide: You may sell what remains of The Fearsome Tide to the highest bidder, earning an additional 1,000 gp for completing this adventure.
The Widow’s Scar (15 Disrepute): As a move action you may curse one enemy in line of sight. You and your allies gain a +2 bonus on attack and damage rolls against that enemy for 1 week. The enemy is aware of the curse and can end the effect with a remove curse spell.
To the Seas, Ya Landlubber! (3+ Disrepute): As a standard action, you can cast touch of the sea as a spell-like ability using your character level as your caster level. If you use this boon as a full-round action, you can touch up to six other targets to share the spell’s effects with them, though doing so costs an additional 3 Disrepute per additional target.
Vessel of Legend (10 Disrepute): Permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 3. You may spend gold to reduce the Disrepute cost of this ability by 1 for every 350 gp spent to a minimum of 0 Disrepute for 3,500 gp.
Walk the Plank! (0 Disrepute): While on a waterborne vessel, you may execute a follower to gain temporary Disrepute equal to the number of Prestige Points that you used to purchase the follower vanity. These Disrepute points must be spent by the end of the scenario or are lost forever.
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Faction Journal Card: Season 7
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Season 7 Faction Goal: Recruit like-minded nobles to join the Sovereign Court and expand the faction’s web of influence across the Inner Sea region and beyond.
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CONFIDANTE (2+ goals): Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.
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[ ] [ ] [ ] Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
[ ] Recruit a servant of a named NPC aristocrat, noble, ambassador, or similar figure who is not a member of the Sovereign Court. Doing so requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
[X] Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
Rivalry's End: Books and journals from Dorianna Ouidda's lair.
[X] [ ] [ ] Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or future member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
Rivalry's End: Books and journals from Dorianna Ouidda's lair.
[X] [ ] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level.
[X] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
Skull & Shackles: The Wormwood Mutiny: 4 ranks in Diplomacy.
[ ] Complete a mission (by completing both the primary and secondary success conditions) tied directly to enhancing or preserving the reputation of the Pathfinder Society in the eyes of another nation or organization.
[X] [X] [X] [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.
Jade Regent Part 2: Night of Frozen Shadows
Jade Regent Part 3: The Hungry Storm
Jade Regent Part 4: Forest of Spirits
Jade Regent Part 5: Tide of Honor