Summoner

Kasvot Vaxt's page

514 posts. Organized Play character for Zin Z'arin.


Race

| HP: 37/37 | AC: 20 16 (15 Tch, 17 13 Fl) | CMD: 16 (13 Fl) | F: +5, R: +6, W: +8 | Init: +8 | Perc: +1, SM +1

Classes/Levels

| Speed 30 ft | Active conditions: mage armor

Gender

Male CN Half-Orc Sorcerer 7

About Kasvot Vaxt

Male Half-Orc Sorcerer 7
CN Medium Humanoid (human, orc)
Init +8; Senses Darkvision 60 ft; Perception +1
. . Improved Initiative gain +4 bonus on Initiative checks
. . Reactionary gain +2 trait bonus on Initiative checks
. . Woodland Stride move through non-magical undergrowth at normal speed and without taking damage or other impairment; magical effects still affect sorceror as normal

Str 7, Dex 14, Con 12, Int 12, Wis 12, Cha 22*
* headband of alluring charisma +2

Resources:

Rerolls
. . Cthulhu Brew t-shirt [x]

Boons
. . (1/scenario) Inured to the Elements [ ] (gain bonus on save vs acid/air/cold/earth/fire/electricity/water equal to 1 plus ½ completed goals)
. . Antidotes and Remedies [ ] (gain +2 alchemical bonus on Fort vs disease for 1 hour)
. . Antidotes and Remedies [ ] (gain +2 alchemical bonus on Fort vs poison for 1 hour)
. . Antidotes and Remedies [ ] (gain +2 alchemical bonus on Fort vs nausea/sickened for 1 hour)
. . Bringing the Truth to Light [ ][ ] (various effects vs devils)
. . Gloomspires Explorer [ ] (bonus on Perception to find hidden objects)
. . Goblin Slayer [ ] (+1 bonus on attack, damage, Bluff, Knowledge, Sense Motive, and Survival checks against goblinoids)

Sorcerer Spells
. . 1st level (8/day) [ ][ ][ ][ ][ ]-[x][x][x]
. . 2nd level (8/day) [ ][ ][ ][x][x]-[x][x][x]
. . 3rd level (5/day) [ ][ ][ ][ ][x]

Bloodline Powers
. . Laughing Touch (9/day) [ ][ ][ ][ ][ ]-[ ][ ][ ][ ]

Wands
. . cure light wounds (12 charges) [ ][ ][ ][ ][ ]-[ ][ ][ ][ ][x]-[x][x]
. . mage armor (40 charges) OOO[ ][ ][ ][ ][ ]-[ ][x][x][x][x]
. . see invisibility (13 charges) O[ ][ ][ ]
. . shield (41 charges) OOO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][x]-[x]

Adventuring Gear
. . Trail rations (4) [ ][ ][ ][ ] (refreshes at the start of every scenario)


Scenario Notes:

Purchases
upgrade cloak of resistance to +2 (3,000 gp)
wand of see invisibility (13 charges; 1,170 gp) from 6-18 chronicle

Scenario Items

Faction Priorities
10 - 4 goals
10 - 7+ goals
10: recruit named natural or elemental NPC
10: peacefully resolve encounter with air/earth/fire/water creature
10: adventure in Hao Jin Tapestry or related area
10: min 4 ranks in Diplomacy, Handle Animal, or Knowledge (planes)


Boons:

Persistant
. . Apprentices Returned: Dependable Drummady's (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When you would purchase a magic item that occupies the feet slot, you may apply enchantment directly to those shoes, reducing the price by the shoe's value. These shoes count as jewelry for the purposes of accessorizing a courtier's or noble's outfit.
. . Apprentices Returned: Petrello's Haberdashery (Rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
. . Apprentices Returned: Witch's End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
. . Gloomspires Explorer: Despite having studied only a small portion of Sevenfinger's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive at +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . Pushing Back the Abyss: You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
. . Resources of Redemption: Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.
. . Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.
. . Warm Friend in a Cold Land: Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks.
. . Wayang’s Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayangrelated
options.

Periodic
. . Apprentices Returned: Gunty's Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
. . Inured to the Elements (3 goals) Once per adventure before rolling a saving throw against an effect with the acid, air, cold, earth, fire, electricity, or water descriptor, you can gain a bonus on the save equal to 1 + half the number of goals you have completed.

Limited
. . Antidotes and Remedies: Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
Heal 1d4+1 hit points.
• Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
. . Apprentices Returned: Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character.
. . Bringing the Truth to Light: You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
. . Gloomspires Explorer: Despite having studied only a small portion of Sevenfinger's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive at +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration on one scenario set anywhere other than the Gloomspires.
. . Goblin Slayer: You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose goblinoid as one of your favored enemies, increase your favored enemy bonus against goblinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
. . Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource. If you do not take Tanbaru as a familiar, he gifts you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your
character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.
Subtier 5–6: You may cast dispel magic, fog cloud, or invisibility.
. . Warm Friend in a Cold Land: You may additionally bring Uliyara with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off your Chronicle sheet.


Defense:

AC 16, touch 15, flat-footed 13 (+2 Dex, +2 deflection, +1 natural, +1 dodge); CMD 16 (13 Fl)
hp 37 (7d6, +1 Con)
Fort +5, Ref +6, Will +8

Special Defenses
. . amulet of natural armor +1
. . cloak of resistance +2
. . Dodge gain +1 dodge bonus to AC; lose bonus whenever lose Dex bonus to AC
. . Orc Ferocity if brought below 0 hp, can act as if disabled for 1 round
. . ring of protection +2


Offense:

BAB+3; CMB +1
Speed 30 ft.
Melee
. . dagger +1 (1d4-2/19-20, P/S)
. . unarmed strike +1 (1d3-2, B, nonlethal)
. . touch +1
Ranged
. . dagger +5 (1d4-2/19-20, P/S, 10')
. . ranged touch +5

Special Attacks
. . Laughing Touch cause creature to burst out laughing for 1 round as a melee touch attack; can only take move action, but may defend self as normal; once affected, immune to effects for 24 hours; mind-affecting


Spells:

Sorcerer Spells Known (CL 7th; vs SR +9; concentration +13)

3rd
. . deep slumber (Will DC 22) 1 round, V/S/M, close, 10' rad burst, 1 min/level
up to 10 HD of creatures fall asleep; lowest HD in area affected first
. . dispel magic (+1 caster level) standard, V/S, medium, 1 spellcaster/creature/object, instant
end one ongoing spell affecting creature or object, temporarily suppress abilities of magic item, counter another spellcaster's spell; dispel check (d20+caster level) vs. DC 11+caster level of spell/item/effect (see text)
. . haste standard, V/S/M, close, 1 creature/level not more than 30' apart, 1 rd/level
creatures gain extra attack, +1 to attacks, +1 dodge to AC/Reflex, and up to 30' extra speed

2nd
. . blindness/deafness (Fort 18) standard, V, medium, 1 living creature, permanent (D)
render subject blind or deaf, as you choose
. . flaming sphere (Reflex 18) standard, V/S/M, medium, 1 rd/level
sphere deals 3d6 fire damage to creatures in square; move 30' rd (as move action), stopping in square with creature; can jump 30' to hit creature; stays in place if not directed
. . invisibility standard, V/S/M, personal or touch (creature or object no more than 100 lbs/level), 1 min/level (D)
creature or object touched (including all equipment) becomes invisible; objects dropped become visible; objects picked up become invisible if tucked into clothing/bags; light never becomes invisible, but source does; not silenced, can be detected other ways (tremorsense, water displacement, etc.); stationary creature gains +40 bonus on Stealth, +20 if moving; spell ends if subject attacks (including spellcasting)
. . hideous laughter (Will 21) standard, V/S/M, close, 1 creature, 1 rd/level
creature falls down helpless, can take no actions (not helpless); can attempt new save as full round action in 2nd round; Int 2 not affected; creature of different type gets +4 bonus

1st
. . disguise self (Will DC 17) standard, V/S, personal, 10 min/level (D)
make self, clothing, and equipment look different; up to 1 foot taller/shorter; change subtype but not type; does not provide abilities/mannerisms; does not change audible/tactile properties; +10 bonus on Disguise checks; creatures interacting with glamer gain Will save to disbelieve
. . entangle (Ref DC 17) standard, V/S, long, plants in 40' radius spread, 1 min/level (D)
plants in area wrap around legs; creatures gain entangled condition (see text)
. . feather fall immediate, V, close, 1 med or smaller creature or object/level no more than 20' apart, 1 rd/level or until landing
fall slowly (60 ft/round) taking no damage on landing; resume normal falling if spell expires before landing
. . hypnotism (Will 20) standard, V/S, close, living creatures no more than 30' apart, 2d4 rounds (D)
fascinate 2d4 HD of living creatures; +2 to saves if in combat; if single creature, -2 to save and can implant suggestion that persists beyond spell duration
. . magic missile standard, V/S, medium, creatures up to 15' apart, instant
missiles of force fly unerringly, dealing 1d4+1 damage per missile; doesn't hit total cover or total concealment; gain additional missile for every 2 levels beyond 1st (max 5)
. . sleep (Will DC 20) 1 round, V/S/M, medium, 10' radius burst, 1 min/level
up to 4 HD of creatures fall asleep; lowest HD in area affected first

Cantrips
. . daze (Will DC 19) standard, V/S/M, close, 1 humanoid 4 HD or less, 1 round
creature can take no actions; creature is immune to spell for 1 minute after being dazed
. . detect magic standard, V/S, 60 ft cone, concentration up to 1 min/level
detect magical auras; the amount of information revealed depends on how long you study a particular area or subject (see description)
. . disrupt undead standard, V/S, close, ray, instant
deal 1d6 points of positive energy damage to undead with successful ranged touch attack
. . ghost sound (Will DC 16) standard, V/S/M, close, 1 rd/level (D)
create sound up to equivalence of 4 humans/level
. . prestidigitation standard, V/S, 10 ft, 1 hour
various magical effects (see text)
. . ray of frost standard, V/S, close, ray, instant
ranged touch attack to deal 1d3 cold damage
. . read magic standard, V/S/F (clear prism), personal, 10 min/level
read magical inscriptions; may set off curses, but not spells; read 1 page/min

Spell Modifiers
. . Bloodline Arcana: Fey +2 to save DC of spells from the compulsion subschool
. . Charming gain +1 to save DC of spells cast vs. creatures that could be sexually attracted to you
. . Eschew Materials do not need material components of 1 gp value or less to cast spells
. . Gifted Adept (dispel magic) cast chosen spell at +1 caster level
. . Spell Focus (Enchantment) +1 to save DC of enchantment spells
. . Spell Penetration +2 to caster level checks to overcome Spell Resistance


Feats & Traits:

Feats
. . Additional Traits gain two additional traits; must be chosen from different lists; must meet all additional requirements of traits chosen
. . Dodge (bonus feat) gain +1 dodge bonus to AC; lose bonus whenever lose Dex bonus to AC
. . Eschew Materials (bonus feat) do not need material components of 1 gp value or less to cast spells
. . Improved Initiative gain +4 bonus on Initiative checks
. . Spell Focus (Enchantment) +1 to save DC of enchantment spells
. . Spell Penetration +2 to caster level checks to overcome Spell Resistance

Traits
. . Charming gain +1 trait bonus on Bluff and Diplomacy checks vs. creatures that could be sexually attracted to you, and +1 to save DC of spells cast on such creatures
. . Gifted Adept (dispel magic) pick one spell; cast chosen spell at +1 caster level
. . Natural Negotiator Diplomacy or Handle Animal becomes a class skill; add choice of Aklo, Aquan, Auran, Ignan, Sylvan, or Terran as a bonus language
. . Reactionary gain +2 trait bonus on Initiative checks

Proficiencies
. . Orcish Weapon Familiarity proficient with greataxes and falchions; treat any weapon with "orc" in its name as martial weapon
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skills Points 20 (2 Sorcerer, +1 Int, +5 fcb)
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills

[ ] *Acrobatics +2 (-4 to jump when speed under 30'; +4 to jump when speed over 40')
[ ] Appraise +1
[1] Bluff +10 (+2 to influence wayangs; +1 vs creatures that could be sexually attracted)
[ ] *Climb -2
[ ] Craft (any) -1 (+2 with artisan's tools)
[1] Diplomacy +10 (+2 in Irrisen; +2 to influence wayangs; +1 vs creatures that could be sexually attracted)
[ ] Disguise +6 (+2 to influence wayangs)
[ ] *Escape Artist +2
[ ] *Fly +2
[ ] Heal +1
[6] Intimidate +17 (+2 to influence wayangs)
[6] Knowledge (arcana) +10
[1] Knowledge (nature) +5
[2] Knowledge (planes) +3 (+2 concerning demons)
[ ] Perception +1
[ ] Perform (any) +6 (+2 to influence wayangs)
[ ] *Ride +2
[ ] Sense Motive +1
[6] Spellcraft +10
[ ] *Stealth +2
[ ] Survival +1 (+2 to avoid becoming lost)
[ ] *Swim -2
[1] Use Magic Device +10 (+2 to influence wayangs)

Skill Modifiers
. . Charming gain +1 trait bonus on Bluff and Diplomacy checks vs. creatures that could be sexually attracted to you
. . Intimidating +2 racial bonus on Intimidate checks
. . Natural Negotiator Diplomacy becomes a class skill; add Sylvan as a bonus language
. . Pushing Back the Abyss +2 circumstance on Knowledge (planes) checks concerning demons (doesn't stack with Pathfinder Chronicles)
. . Wayfinder +2 circumstance bonus on Survival checks to avoid becoming lost
. . Warm Friend in a Cold Land +2 circumstance bonus on Diplomacy checks in Irrisen
. . Wayang’s Favor +2 bonus on Charisma-based checks made to influence wayangs

Languages Common (Taldane), Giant, Orc, Sylvan


Special Abilities:

Half-Orc Abilites
+2 Charisma
. . Darkvision 60'
. . Intimidating +2 racial bonus on Intimidate checks
. . Orc Blood count as human and orc for any effect related to race
. . Orc Ferocity if brought below 0 hp, can act as if disabled for 1 round
. . Orcish Weapon Familiarity proficient with greataxes and falchions; treat any weapon with "orc" in its name as martial weapon

Sorcerer Abilities
. . Eschew Materials gain Eschew Materials as a bonus feat

Bloodline: Fey
. . Bloodline Arcana +2 to save DC of spells from the compulsion subschool
Bloodline Powers
. . Laughing Touch (Sp) cause creature to burst out laughing for 1 round as a melee touch attack; can only take move action, but may defend self as normal; once affected, immune to effects for 24 hours; can use 3 times/day plus Cha modifier; mind-affecting
. . Woodland Stride (Ex) move through non-magical undergrowth at normal speed and without taking damage or other impairment; magical effects still affect sorcerer as normal


Gear:

Light up to 23 lbs. Medium up to 46 lbs. Heavy up to 70 lbs.
Current Load Carried 15.5 lbs. (Light)
Money 2,300 gp 9 sp 8 cp

Containers
Belt pouch
Scroll case

Slots
Courtier's outfit
Head:
Headband: headband of alluring charisma +2
Eyes:
Shoulders: cloak of resistance +2
Neck: amulet of natural armor +1
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring: ring of protection +2
Ring:
Feet: Dependable Drummady's shoes (worth 100 gp)

Weapons
Dagger

Belt Pouch
wand of cure light wounds
wand of mage armor
wand of see invisibility
wand of shield
wayfinder
Chalk
Money
Soap
Trail rations (4)

Scroll Case
scroll of comprehend languages
scroll of disguise self
scroll of unseen servant

At Home
Traveler's outfit
Noble's outfit


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 29 (31 to purchase certain items; see Resources of Redemption boon)
. . items up to 11,750 gp (16,500 fame for certain items; see Resources of Redemption boon)

Gallows of Madness (A Foul Breed)
. . wand of bless weapon (10 charges; 150 gp, limit 1)
Gallows of Madness (The Festering Blot)
. . From Rivers to Mountains (50 gp; see chronicle sheet)
. . History of Isger (50 gp; see chronicle sheet)
. . The Nine Secrets (50 gp; see chronicle sheet)
Gallows of Madness (Bonus Chronicle)
. . antiquarian's monocle (1,350; see chronicle sheet)
6-06 Hall of the Flesh Eaters
. . sandals of quick reaction (4,000 gp; Ultimate Equipment)
. . amulet of hidden strength (9,000 gp; Ultimate Equipment)
. . aquatic cummerbund (2,600 gp; Ultimate Equipment)
Dawn of the Scarlet Sun
. . wand of flame blade (CL 10th, 10 charges; 3,000 gp, limit 1)
6-18 From Under Ice
. . cleats (5 gp; Advanced Players Guide)
. . furs (12 gp; Advanced Players Guide)
. . signal horn (1 gp; Advanced Players Guide)
. . snowshoes (5 gp; Advanced Players Guide)
. . wand of ill omen (25 charges; 375 gp, limit 1; Advanced Players Guide)
. . wand of see invisibility (13 charges; 1,170 gp, limit 1)
6-21 Tapestry's Toil
. . primal elemental gem (water, functions as an elemental gem, except it summons a huge water elemental at CL 11; 3,300 gp, limit 1)
. . scabbard of vigor (1,800 gp; Advanced Players Guide)
. . wand of cure moderate wounds (25 charges; 2,250 gp, limit 1)
. . wand of stone call (6 charges; 540 gp, limit 1)
4-02 In Wrath's Shadow
. . acrimony veil (13,500; see chronicle sheet)
0-17 Perils of the Pirate Pact
. . wand of magic missile (25 charges; 375 gp)
. . wand of magic missile (CL 3, 25 charges; 1,125 gp)
. . wand of magic missile (CL 5, 25 charges; 1,875 gp)


Chronicle Sheets:

Chronicle #1 wrote:

Gallows of Madness (A Foul Breed)

Starting XP: 0
XP earned: 3
Final XP: 3

Starting Prestige / Fame: 0 / 0
Prestige earned: 4
Prestige spent: 2 (wand of mage armor)
Final Prestige / Fame: 2 / 4

Starting Gold: 150 gp
Scenario Gold: 1436 gp
Gold spent: 79.02 gp
Final Gold: 1506.98 gp

Season 10 The Concordance Faction Goal
Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.

Chronicle #2 wrote:

Gallows of Madness (What Lurks in the Woods)

Starting XP: 3
XP earned: 3
Final XP: 6

Starting Prestige / Fame: 2 / 4
Prestige earned: 4
Prestige spent: 2 (wand of shield)
Final Prestige / Fame: 4 / 8

Starting Gold: 1506.98 gp
Scenario Gold: 1536 gp
Gold spent: 0 gp
Final Gold: 3042.98 gp

Season 10 The Concordance Faction Goal
Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.

Chronicle #3 wrote:

Gallows of Madness (The Festering Blot)

Starting XP: 6
XP earned: 3
Final XP: 9

Starting Prestige / Fame: 4 / 8
Prestige earned: 4
Prestige spent: 0
Final Prestige / Fame: 8 / 12

Starting Gold: 3042.98 gp
Scenario Gold: 1536 gp
Gold spent: 250 gp
Final Gold: 4328.98 gp

Season 10 The Concordance Faction Goal
Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.

Season 10 The Concordance Faction Reward
Inured to the Elements (2+ goals)

Chronicle #4 wrote:

Gallows of Madness (Bonus Chronicle)

Starting XP: 9
XP earned: 3
Final XP: 12

Starting Prestige / Fame: 8 / 12
Prestige earned: 6
Prestige spent: 0
Final Prestige / Fame: 14 / 18

Starting Gold: 4328.98 gp
Scenario Gold: 3711 gp
Final Gold: 8,039.98 gp

Chronicle #5 wrote:

6-06 Hall of the Flesh Eaters

Starting XP: 12
XP earned: 1
Final XP: 13

Starting Prestige / Fame: 14 / 18
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 16 / 20

Starting Gold: 8,039.98 gp
Scenario Gold: 1861 gp
Gold Spent: 7,000 gp
Final Gold: 2900.98 gp

Season 10 The Concordance Faction Goal
Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.

Chronicle #6 wrote:

Dawn of the Scarlet Sun

Starting XP: 13
XP earned: 1
Final XP: 14

Starting Prestige / Fame: 16 / 20
Prestige earned: 1
Prestige spent: 0
Final Prestige / Fame: 17 / 21

Starting Gold: 2900.98 gp
Scenario Gold: 2252 gp
Final Gold: 5152.98 gp

Chronicle #7 wrote:

6-18 From Under Ice (GM)

Starting XP: 14
XP earned: 1
Final XP: 15

Starting Prestige / Fame: 17 / 21
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 19 / 23

Starting Gold: 5152.98 gp
Scenario Gold: 1886 gp
Final Gold: 7038.98 gp

Season 10 The Concordance Faction Goal
Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character.

Chronicle #8 wrote:

6-21 Tapestry's Toil

Starting XP: 15
XP earned: 1
Final XP: 16

Starting Prestige / Fame: 19 / 23
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 21 / 25

Starting Gold: 7038.98 gp
Scenario Gold: 2579 gp
Gold Spent: 640 gp
Final Gold: 8977.98 gp

Season 10 The Concordance Faction Goal
Participate in an adventure in the Hao Jin Tapestry or an area significant to Hao Jin and her collections.

Chronicle #9 wrote:

4-02 In Wrath's Shadow

Starting XP: 16
XP earned: 1
Final XP: 17

Starting Prestige / Fame: 21 / 25
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 23 / 27

Starting Gold: 8977.98 gp
Scenario Gold: 3260 gp
Gold Spent: 8000 gp
Final Gold: 4237.98 gp

Season 10 The Concordance Faction Goal

Chronicle #10 wrote:

0-17 Perils of the Pirate Pact

Starting XP: 17
XP earned: 1
Final XP: 18

Starting Prestige / Fame: 23 / 27
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 25 / 29

Starting Gold: 4237.98 gp
Scenario Gold: 2233 gp
Final Gold: 6470.98 gp

Season 10 The Concordance Faction Goal

Advancement:

Level 1
Str 7, Dex 14, Con 12, Int 12, Wis 12, Cha 17
Half-Orc: +2 Charisma
Sorcerer
Favored Class Bonus: +1 skill point
hp 7 (d6 max at level 1, +1 Con)
+0 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Bloodline: Fey
Sorcerer 0-level cantrips (4): daze, detect magic, disrupt undead, read magic
Oracle 1st level spells (2): shield, sleep
Feat: Spell Focus (Enchantment)
Traits: Natural Negotiator (Diplomacy, Sylvan), Reactionary
Skill points (4): Intimidate, Know (arcane), Know (nature), Spellcraft
Languages: Giant
Faction: The Concordance

Level 2
Sorcerer
Favored Class Bonus: +1 skill point
hp 5 (d6, +1 Con)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Sorcerer 0-level orison (+1): prestidigitation
Skill points (4): Intimidate, Knowledge (arcana), Knowledge (planes), Spellcraft

Level 3
Sorcerer
Favored Class Bonus: +1 skill point
hp 5 (d6, +1 Con)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+0 BAB
Fey Bloodline: Woodland Stride
Bloodline spell: entangle
Sorcerer 1st-level spell (+1): magic missile
Feat: Spell Penetration
Skill points (4): Diplomacy, Intimidate, Knowledge (arcana), Spellcraft

Level 4
Sorcerer
Favored Class Bonus: +1 skill point
hp 5 (d6, +1 Con)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
+1 Charisma
Sorcerer 0-level cantrip (+1): ray of frost
Sorcerer 2nd level spell (+1): flaming sphere
Sorcerer 1st level spell swapped: hypnotism for shield
Skill points (4): Intimidate, Knowledge (arcana), Spellcraft, Use Magic Device

Level 5
Sorcerer
Favored Class Bonus: +1 skill point
hp 5 (d6, +1 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+0 BAB
Fey bloodline spell: hideous laughter
Sorcerer 1st level spell (+1): feather fall
Sorcerer 2nd level spell (+1): blindness/deafness
Feat: Improved Initiative
Skill points (4): Bluff, Intimidate, Knowledge (arcana), Spellcraft

Level 6
Sorcerer
Favored Class Bonus: +1 skill point
hp 5 (d6, +1 Con)
+1 Fortitude save, +1 Reflex Save, +1 Will save
+1 BAB
Sorcerer 0-level cantrip (+1): ghost sound
Sorcerer 3rd level spell (+1): haste
Skill points (4): Intimidate, Knowledge (arcana), Knowledge (planes), Spellcraft

Level 7
Sorcerer
Favored Class Bonus: +1 skill point
hp 5 (d6, +1 Con)
+0 Fortitude save, +0 Reflex Save, +0 Will save
+0 BAB
Sorcerer Bonus Feat: Dodge
Fey bloodline spell: deep slumber
Sorcerer 1st level spell (+1): disguise self
Sorcerer 2nd level spell (+1): invisibility
Sorcerer 3rd level spell (+1): dispel magic
Feat: Additional Traits
Traits (Additional Traits): Charming, Gifted Adept (dispel magic)
Skill points (4): Intimidate, Knowledge (arcana), Knowledge (religion), Spellcraft


Planning:

9: greater spell penetration
11: ?