Death Initiate

Kali Starr's page

763 posts. Organized Play character for Justin L. Warren.


Race

Kitsune

Classes/Levels

Ninja 3/Sorcerer 4/Arcane Trickster 2 - HP 60/60 - AC: 26/T: 16/FF: 22 – Resist: Fire 20* - Perception +11; Low-light vision - Fort: +7, Ref: +12, Will: +8 - CMB: +5, CMD 19 - Speed: 30 ft. - Init. +6

Gender

F

Size

M

Age

18

Alignment

Chaotic Good

Languages

Common, Sylvan, Tien

Strength 10
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 8
Charisma 22

About Kali Starr

PFS Character Information
PFS#: 60133-10
XP: 25
Fame: 37
Prestige: 15 (24 spent, 2 returned)

Game Statistics
Initiative: +6
Senses: Perception +11 ; Lowlight Vision
Speed: 30 ft.

AC: 26 (10 + 7 armor + 4 Dex + 2 Deflection + 3 natural armor)
Touch: 16 (10 + 4 Dex + 2 Deflection)
Flat-footed: 22 (10 + 7 armor + 2 Deflection + 3 natural armor)
Hit Points: 60 [3x(d8+Con) + 6x(d6+Con) + Toughness]
Fort: +7 Ref: +12 Will: +8

Combat:
Base Atk: +5; CMB: +5; CMD: 19

Melee
+1 Adamantine Wakizashi +10 to Hit; Dmg 1d6+1 (P or S); crit 18-20/x2;
or
MW Wakizashi +10 to Hit; Dmg 1d6 (P or S); crit 18-20/x2;
or
Dagger: +9 to Hit; Dmg 1d4 (P or S); crit 19-20/x2
or
Bite: +9 to Hit; Dmg 1d4 (P or B or S); crit 20/x2
or
2 Claws +9 to Hit; Dmg 1d4 (P or S); crit 20/x2

Ranged
Shuriken: +9 to Hit; Dmg 1d2 (P); crit 20/x2; range 10 ft;
or
Shortbow: +9 to Hit; Dmg 1d6 (P); 20/x3; range 60 ft;
or
Dagger: +9 to Hit; Dmg 1d4 (P); crit 19-20/x2; range 10 ft

Armor
Mithril Shirt +3: +7 AC, Light Armor, No ACP
Ring of Protection +2: +2 AC (deflection bonus)
Amulet of Natural Armor +2: +2 Natural Armor

Skills:
(3 x Skill Ranks Per Ninja Level: 8 + 1 Int) + (4 x Skill Ranks Per Sorcerer Level: 2 + 1 Int) + 4 Favored Class Sorcerer + (2 x Skill Ranks Per Arcane Trickster Level: 4 + 1 Int)
Acrobatics +17 (8 ranks + 3 class + 4 Dex + 2 racial bonus)
Appraise +1 (0 ranks + 1 Int)
Bluff +10 (1 rank + 3 class + 6 Cha)
Climb +4 (1 rank + 3 class + 0 Str)
Craft +1 (0 ranks + 1 Int)
Diplomacy +10 (1 rank + 3 class + 6 Cha)
Disable Device +18 (9 ranks + 3 class + 4 Dex + 2 tools)
Disguise +6 (0 ranks + 6 Cha)
Escape Artist +11 (4 ranks + 3 class + 4 Dex)
Fly +4 (0 ranks + 4 Dex)
Heal -1 (0 ranks - 1 Wis)
Intimidate +6 (0 ranks + 6 Cha)
Knowledge (Arcana) +8 (4 ranks + 3 class + 1 Int) [+2 vs Constructs]
Knowledge (Dungeoneering) +5 (1 rank + 3 class + 1 Int)
Knowledge (Local) +5 (1 rank + 3 class + 1 Int)
Knowledge (Nature) +5 (1 rank + 3 class + 1 Int)
Knowledge (Planes) +5 (1 rank + 3 class + 1 Int)
Knowledge (Religion) +5 (1 rank + 3 class + 1 Int)
Perception +11 (9 ranks + 3 class - 1 Wis)
Perform +6 (0 ranks + 6 Cha)
Ride +4 (0 ranks + 4 Dex)
Sense Motive -1 (0 ranks - 1 Wis)
Slight of Hand +9 (2 ranks + 3 class + 4 Dex) [+2 to steal items without being noticed]
Spellcraft +7 (3 ranks + 3 class + 1 Int)
Stealth +11 (4 ranks + 3 class + 4 Dex)
Survival +1 (0 ranks - 1 Wis + 2 vanity) [-2 outside of River Kingdoms]
Swim +0 (0 ranks + 0 Str)
Use Magic Device +11 (2 ranks + 3 class + 6 Cha)
Languages: Common, Sylvan, Tien

Feats:

Weapon Finesse : With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (1st level Feat)

Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.(Free Sorcerer Feat)

Arcane Armor Training: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. (3rd level Feat)

Toughness: You get a +3 hit points at 1st level, +1 hit points for every level above 3rd. (5th level Feat)

Spell Focus (Evocation): +1 DC for all saving throws against spells from the Evocation school. (7th level Feat)

Intensified Spell (Metamagic): An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. (9th level Feat)

Traits:
Reactionary: You gain a +2 trait bonus on Initiative checks. [Combat Trait]

Magical Knack: Pick a class when you gain this trait (Sorcerer)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.[Magic Trait]

Kitsune Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Ninja Abilities

Weapon and Armor Proficiency:

Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use:

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack:

+3d6 precision damage when target is denied Dexterity bonus or flanked by Kali

Ki pool:

Ki pool points: 7/7

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ninja Trick:

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

No Trace (Ex):
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.

Sorcerer Abilities

Bloodline: Draconic (Gold)

Bloodline Arcana:

Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.

Bloodline Powers:

Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (fire) and a +1 natural armor bonus.

Spells:

Concentration: +12

0-Level Spells Known (Unlimited Casting)
Acid Splash
Detect Magic
Mage Hand
Message
Prestidigitation
Ray of Frost
Light

1-Level Spells Known (6 + 2 Cha Casting)
Burning Hands (DC 18)
Mage Armor
Magic Missile
Shocking Grasp
Snowball (DC 18)

2-Level Spells Known (5 + 2 Cha Casting)
Mirror Image
Resist Energy
Scorching Ray

3-Level Spells Known (3 + 1 Cha Casting)
Vampiric Touch

Arcane Trickster Abilities

Spells Per Day:

When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Ranged Legerdemain:

An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

* * *

Equipment:

Weapons
+1 Adamantine Wakizashi [2 lbs]
MW Wakizashi [2 lbs]
Dagger [1 lbs]
Shortbow [2 lbs]
--19 Arrows [3 lbs]
3 Shuriken [.5 lbs]
5 Cold Iron Shuriken [.5 lbs]
5 Adamantine Shiruken [.5 lbs]

Armor
Mithril Shirt +3 [10 lbs]

Gear
Bandolier
Amulet of Natural Armor +2 [1 lb] {Neck Slot}
Cloak of Resistance +3 [1 lb] {Back Slot}
Daredevil Boots [1 lb] {Feet Slot}
Ring of Protection +2 {Ring Slot 1}
Wand of Infernal Healing (34/50) [Updated 9-23]
Headband of Alluring Charisma +2 [1 lb] {Headband Slot}
Belt of Incredible Dexterity +2 [1 lb] {Belt Slot}
Handy Haversack [5 lbs]
--: in Haversack (all following weight negated)
--MW Thieves' Tools [2 lbs]
--Flint and Steel
--1 Sunrod [1 lb]
--3 Antitoxin
--Traveler's Any-Tool [2 lbs]
--Waterskin [4 lbs]
--8 Days Rations [8 lbs]
--Bedroll [5 lbs]
--Silk Rope (50 ft.) [5 lbs]
--Air Crystals (1 dose)

Total Weight carried: 31.5 lbs (Light)
Carrying Capacities: 33 lbs / 34–66 lbs / 67–100 lbs
(Handy Haversack negates weight of objects within it up to 120 lbs)

Boons:

River Kingdom Notoriety (From The Emerald Spire)
Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.

1st Hex Selected (The Tower Ruins): A Benefit: None Date: 10-20-2014
2nd Hex Selected (The Cellars): B2 Benefit: +1 Fame and +1 Prestige Point Date: 02-20-2015
3rd Hex Selected (Splinterden): D2 Benefit: 2 expended Prestige Points returned Date: 5-28-2015
4th Hex Selected (Godhome): B6 Benefit: +1 Fame and +1 Prestige Point Date: 06-02-2015
5th Hex Selected (The Drowned Level): B3 Benefit: +1 Fame and +1 Prestige Point Date: 02-10-2016
6th Hex Selected (The Clockwork Maze): E Benefit: Free Country Estate Vanity Date: 07-14-16
7th Hex Selected (Shrine of the Awakener): C1 Benefit: +1 cumulative bonus on all Day Jobs Date: 11-29-16
8th Hex Selected (Circle of Vissk-Thar): G Benefit: +2 on Day Job, +50% on DJ Total Date: 5-16-17
9th Hex Selected (The Spire Axis): B5 Benefit: +1 Fame and +1 Prestige Point Date: 3-1-18

Goblin Bane (From The Emerald Spire: The Tower Ruins)
By slaying Grulk, the goblin’s bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Trap Intuition (From The Emerald Spire: The Cellars)
Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caught in a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer (From The Emerald Spire: Splinterden)
In Splinterden, you fought a bandit group named the “Splinters.” These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Troglodyte Friend (From The Emerald Spire: Godhome)
You peacefully dealt with a den of troglodytes, and you are better equipped to do so again. You gain a +1 on all saving throws against the extraordinary abilities of humanoids with the reptilian subtype, and you gain a +2 bonus on Diplomacy checks against such creatures. You may cross this boon off your Chronicle sheet to double these bonuses for 5 minutes.

Touch of Planar Waters (From The Emerald Spire: The Drowned Level)
Your experience with the many portals into the elemental Plane of Water in The Drowned Level have given you insight into the mysteries of the primordial plane and its inhabitants. Just being around the portals, a small amount of the plane’s magical essence has imbedded itself inside you, which manifests when you are near water. As a swift action, you may use this boon to receive the benefits of touch of the sea (CL 6th). When you use this boon, cross it off this Chronicle sheet.

Clockwork Engineer (From The Emerald Spire: The Clockwork Maze)
After defeating Klarkosh in The Clockwork Maze, you located a journal that told of his work with automatons and his attempts at turning himself into a construct. Researching the journal further, Klarkosh explains his processes and knowledge of engineering constructs and their programming and some of the information, while most of it ramblings, could be of use in the future. You gain a +2 bonus on Knowledge (arcana) checks made to identify creatures with the construct type, and you may make such checks to identify constructs untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die’s result as though it were a 20.

Secrets of Serpent Magic (From The Emerald Spire: Shrine of the Awakener)
After being exposed to ancient serpentfolk magic in the Shrine of the Awakener, you have acquired some insight into the archaic creatures’ spellcasting. You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save. When you use this boon, cross it off your Chronicle sheet.

Sting of Serpent Magic (From The Emerald Spire: The Circle of Vissk-Thar)
You have once again experienced ancient serpentfolk magic in the depths of The Circle of Vissk-Thar and have gained even more archaic knowledge regarding how the serpentfolk practice magic and tolerate magical effects. You may use this boon as a swift action before casting a spell or spell-like ability to increase you effective caster level for that effect by two. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability. If you succeed at the saving throw, and the spell or spell-like ability has a reduced effect on a successful save, you instead avoid the effect entirely. This functions much like the evasion rogue class feature or stalwart inquisitor class feature (Pathfinder RPG Advanced Player’s Guide 41). When you use this boon, cross it off your Chronicle sheet.

Vanities:

Thieves’ Guild: As a member of a thieves’ guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.

Country Estate (River Kingdoms): Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and Survival checks.

Resources Tracking:

Starting Gold: 150 gp
Gold from Emerald Spire: The Tower Ruins: 1398gp
Gold from Emerald Spire: The Cellars: 1536gp
Gold from Emerald Spire: Splinterden: 3716gp
Gold from Emerald Spire: Godhome: 1605gp
Gold from Emerald Spire: The Drowned Level: 4805gp
Gold from Emerald Spire: The Clockwork Maze: 6766gp
Gold from Emerald Spire: Shrine of the Awakener: 8713gp
Gold from Emerald Spire: Circle of Vissk-Thar: 11807gp
Gold from Emerald Spire: The Spire Axis: 14869 gp
Total Wealth Earned: 55365gp

Starting Purchases:
Backpack 2gp
Dagger 2gp
Waterskin 1gp
Studded Leather Armor 25gp
Wakizashi 35gp
5 Shuriken 1 gp
Thieves' tools 30 gp
Alchemist Fire 20 gp
Flint and Steel 1 gp
Sunrod 1gp

The Tower Ruins Accounting:
SELL Studded Leather Armor +12.5gp
SELL Thieves' Tools +15gp
Masterwork Backpack 50gp
Masterwork Thieves' Tools 100gp
2 Sunrods 4gp
Mithril Shirt 1100gp
Shortbow 30 gp
20 Arrows 1gp
Potion of Cure Light Wounds 50gp
Land Rush Hex A: 2pp

The Cellars Accounting:
SELL Wakizashi +17.5gp
MW Wakizashi 335gp
Potion of Cure Light Wounds 50gp
Antitoxin 50gp
+1 Enhancement bonus to Mithril Shirt 1000gp
5 Cold Iron Shuriken 2gp
Thieves Guild Vanity 4 pp
Land Rush Hex B2: 2pp

Splinterden Accounting:
SELL Masterwork Backpack +25gp
Wand of Infernal Healing 2pp
Antitoxin 50gp
Handy Haversack 2000gp
Traveler's Any-Tool 250gp
Rations [8 Days] 4gp
Bedroll .1gp
Silk Rope (50 ft.) 10gp
Land Rush Hex D2: 2pp

Godhome Accounting:
Land Rush Hex B6: 2pp

The Drowned Level Accounting:
2 Air crystals 100gp
1 potion of Touch of the Sea 50gp
Donation to pay for Raise Dead 1602gp
Adamantine Wakizashi 3035gp
5 Adamantine Shiruken 305gp
Bandolier .5gp
Cloak of Resistance +1 1000gp
Daredevil Boots 1400gp
Land Rush Hex B3: 2pp

The Clockwork Maze Accounting:
Headband of Alluring Charisma 4000gp
+1 to Adamantine Wakizashi 2000gp
Land Rush Hex E: 2pp

Shrine of the Awakener Accounting:
Belt of Incredible Dexterity +2 4000gp
4 Antitoxins 200gp
Ring of Protection +1 2000gp
Land Rush Hex C1: 2pp

Circle of Vissk-Thar Accounting:
Upgrade Ring of Protection to +2 6000
Upgrade Cloak of Resistance to +3 8000
Land Rush Hex G: 2pp

The Spire Axis Accouting:
Upgrade +1 Mithril Shirt to +3 8000
Amulet of Natural Armor +2 8000

Total Wealth Expenditures: 54826.6 gp
Total Prestige Expenditures: 20pp
Current Wealth: 538.4gp

The Exchange Season 6 Faction Card:

[ ] [ ] [ ] Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item worth at least 100 gp per character level.

[ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level.

[ ] [ ] [ ] Earn at least 50 gp as the result of a Day Job check.

[ ] Earn at least 100 gp as the result of a Day Job check.

[ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse.

[X] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.

[ ] Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount.

[ ] [ ] [ ] [ ] [ ] 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 Exchange Season 9 Faction Card:

[ ] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.

[ ] Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a
successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

[ ][ ] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

[ ][ ] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

[ ][ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes.

[ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.

[ ][ ] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: The Exchange