Sironu

Kenta Faux's page

828 posts. Organized Play character for Pete H..


Race

| HP 58 (-0) | AC/Tch/FF 19/12/17 | F/R/W +11/+8/+10 (+1 vs. Confusion, Immune Fear & Disease) | CMD 20 (Talisman or Teamwork Boon)

Classes/Levels

| LoH: 6/6 (4d6 no Mercy, 3d6 w/ Sickened or Diseased Mercy) | +5 Diverse Training 1/1 | Init +2 | Perc: +1 (LL, +2 by Chance), SM: +5 (+2 by Chance)

Gender

LG Male Kitsune Paladin 6 (Fox Form) | Mods: Aura of Courage | Speed 20ft in Armor | Smite Evil 2/2, 2 Star Reroll 1/1 (share?)

About Kenta Faux

Scenario Notes: NA
To Buy/Do: 100g spent on Carriage, 110g on a Combat Trained Light Horse to pull it with Chance and 1g on Wooden Holy Symbol. 2PP spent on 2x cast of Daylight Scroll. Get the next GM Star Boon when I hit 3 stars.

Chance

Kenta is a friendly enough chap. Quite obviously a Kitsune and no one can even remember seeing him shift into a human form like most Kitsune do when in public. He doesn’t seem to know much about anything other than driving a carriage and taking care of horses but he tries to listen well when those that do know more speak.

Dressed in a basic traveling outfit, you can see sturdy armor covering his upper body. He is also heavily armed, strapped to his back is a large 2-handed sword and at his waist are a longsword and morningstar. The only other thing of note is an obviously visible brand on his forearm with the word "FREEDOM" tattooed over it.

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Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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SPELLCASTING (Caster Level 6, Concentration Check +9)
Level 1 (2 prepared per day, DC 14 or DC 15 if Enchantment, Don’t Forget Pearl of Power I)
Hero’s Defiance (Verbal & Immediate)
Grace (Verbal & Swift)

Spell-like Ability: Dancing Lights (3/day)

Wands: Cure Light Wounds (27), Endure Elements (42), Bed of Iron (47)

Oils & Potions: Oil of Bless Weapon, Touch of the Sea (in potion sponge), Oil of Magic Weapon, Monkey-Fish, Fly

Scrolls: 5x Lesser Restoration, Bless Weapon, Magic Weapon, Protection from Evil, Veil of Positive Energy, Diagnose Disease, 2x Remove Blindness/Deafness, 5x Resist Energy, 2x Air Bubble (not on caster list)
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OFFENSE
Base Atk +6/+1, CMB +8
Melee Possible Mods: Power Attack -2 hit for +4 or +6 damage (remember furious focus)
+1 Merciful Greatsword +9 (2d6+4, 19-20x2, Slashing)
MW Cold Iron Longsword +9 (1d8+3, 19-20x2, Cold Iron/Slashing)
MW Alchemical Silver Morningstar +9 (1d8+2, x2, Silver/B & P)
Bite +8 (1d4+2, 20x2, BPS)
[dice=+1 Merciful Greatsword - Power Attack w/ Furious Focus]1d20+9[/dice] for [dice=NL/Slashing + PA]3d6+4+6[/dice] +I.C. or Smite?
[i][dice=+1 Greatsword - Power Attack w/ Furious Focus]1d20+9[/dice] for [dice=Slashing + PA]2d6+4+6[/dice] +I.C. or Smite?
[i][dice=+1 Greatsword - Power Attack - Iterative]1d20+9-2-5[/dice] for [dice=Slashing + PA]2d6+4+6[/dice]
[dice=Bite - Power Attack - Natural]1d20+8-2-5[/dice] for [dice=BPS + PA]1d4+1+2[/dice] +I.C. or Smite?

Ranged
MW Darkwood Composite Longbow +2 Str +9 Hit, 1d8+2 Piercing, x3 Crit, 110 ft
[dice=MW Darkwood Composite Longbow]1d20+9[/dice] for [dice=Piercing/Cold Iron/Silver]1d8+2[/dice] I.C. or Smite?
Acid Flasks +8 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft
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STATISTICS
Str 15, Dex 14, Con 14, Int 7, Wis 12, Cha 16
AC Calc 7 Armor, 2 Dex
HP Calc 1) 10, 2-6) 30, Con 12, Fav 6
Saves Calc Class: 5/2/5, Ability: 2/2/1, Divine Grace: 3/3/3, +1 Cloak Resistance 1/1/1
Feats: 1) Power Attack, 3) Furious Focus, 5) Greater Mercy, Alertness Near Mount
Traits: Magical Knack (Paladin), Armor Expert
Favored Class: 1-6) Hit Points
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Skills:

Diverse Training Boon for a Flat +5 on any skill check once per scenario

[dice=Acrobatics - ACP]1d20+4-2[/dice] (No Tumbling)
[dice=Acrobatics to Jump - Speed]1d20+4-4[/dice]
[dice=Appraise]1d20-2[/dice]
[dice=Bluff]1d20+3[/dice]
[dice=Climb]1d20+2[/dice] No ACP Penalty
[dice=Craft: Anything]1d20-2[/dice]
[dice=Diplomacy]1d20+7[/dice] +2 Gather Info in Riddleport, +4 vs. lower level PFS
[dice=Disguise]1d20+3[/dice] Racial Ability?
[dice=Escape Artist - ACP]1d20+2-2[/dice]
[dice=Fly - ACP]1d20+2-2[/dice]
[dice=Handle Animal]1d20+7[/dice]
[dice=Handle Animal - Chance]1d20+7+4[/dice]
[dice=Heal]1d20+5[/dice] +2 w/ Kit
[dice=Intimidate]1d20+3[/dice] +2 in Riddleport, +2 vs. Zyphus Followers, +4 vs. lower level PFS
[dice=Common Knowledge Any, capped at DC 10]1d20-2[/dice]
[dice=Knowledge: Nobility]NA[/dice]
[dice=Knowledge: Religion]NA[/dice]
[dice=Linguistics]NA[/dice] +2 in Riddleport after consulting Gurukaza
[dice=Perception]1d20+1[/dice] +2 Near Chance
[dice=Perform: Any]1d20+3[/dice]
[dice=Profession: Coachman]1d20+5[/dice] +2 w/ Tool for Dayjob Check
[dice=Ride - ACP]1d20+6-2[/dice] +2 to stay in saddle, 75% chance to stay in if unconscious
[dice=Sense Motive]1d20+5[/dice] +2 Near Chance
[dice=Sleight of Hand - ACP]1d20+2-2[/dice]
[dice=Stealth - ACP]1d20+2-2[/dice]
[dice=Survival]1d20+1[/dice]
[dice=Swim - ACP]1d20+2-2[/dice]


Languages: Common, Sylvan, Celestial
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EQUIPMENT AND GOLD
On person: MW Backpack (4), +1 Agile Breastplate (25), Waterskin (4), Silk Rope (50 ft) w/ Grappling Arrow (9), 2x Acid Flask (2), Alkali Flask (1), Explorer's Outfit, +1 Greatsword (8), MW Cold Iron Longsword (4), MW Alch. Silver Morningstar (6), MW Darkwood Composite Longbow +2 Str (3), 20 Cold Iron/Silver Blanched Arrows (4), Flint & Steel (0), Heal Kit 10/10 (1), +1 Cloak of Resistance (1), Antitoxin, Universal Solvent, Scroll Box, Rations (1), Sun Shogun Talisman of Freedom
Left at Lodge: Sap, Club, MW Tool for Profession, Greatsword, Hot Weather Outfit, MW Chain Shirt
Starting GP: 554.55 gold (updated after Carrion Hill)
Weight Carried: 73 lbs
Carrying Capacity: Light (76), Medium (153), Heavy (230), LoH (200), Lift (400), Drag/Push (1000)
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APPEARANCE
Height 5’10”
Weight 160
Eye Color Brown
Fur Color Brown w/ White Patches
Region of Origin Cheliax
Deity Lady Taramyth
Favorite meal Freedom Cakes (pancakes served at Liberty’s Edge Lodge)

Paladin 'Code':

Kenta turns to the human with a smile, "Thank you for asking! I seek most to break the bonds of those enslaved. Additionally, those who willingly follow evil must be punished, though through grace there may be an opportunity given for repentance. But when all is said and done, I simply try to do the right thing and live with the consequences. As for deities, I pray to Lady Taramyth, though you may have heard her called The Singing Flame. I know now that she blesses me, as well as has had kept an eye out for me my whole life. I was raised on stories of her watching over all fox-folk and it is now easy enough to look at the things that have happened to me as more than just luck."

Special Abilities:

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. HIs trait boosts this by 2 so C.L. is level -1 instead.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Level 3 Sickened: The target is no longer sickened.
Level 6 Diseased: Free cast of Remove Disease at Pally Level Caster Level.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

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 and can remain in this form indefinitely.

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 (caster level equals the kitsune's level).

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.

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat
  • Listen well, attempt to aid Diplomacy efforts
  • Use Dancing Lights if Necessary

Combat
  • Move action Detect Evil
  • If Evil, use SMITE EVIL YAR!
  • If not, but need to kill use Power Attack w/ Greatsword or the appropriate DR penetrating weapon
  • If not evil and don’t need to kill, use Power Attack with Sap

Daily Preparation:

Yawn really big.
Bathe if available, brush out fur, get dressed, eat breakfast and check gear and weapons.

PFS Boons:

☐ - use for check boxes
Student of Swords (GM Star Boon, when I hit 3 stars I can gain an extra boon if I spend 1 PP or forego a Dayjob check)
Diverse Training (1st level, 1 star): Marcos Farabellus teaches that a Pathfinder must be prepared for anything while in the field; if the guide vanishes or the cleric falls to her death, someone needs to be able to step up and get the job done. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc...).
Work as a Team (3rd-Level, 2 Stars): Marcos Farabellus has taught you special techniques for acting with tactical precision even when working with an eclectic team. You may spend your free reroll (Guide to Pathfinder Society Organized Play 26) to allow another player to reroll one d20 roll using your GM star bonus, even if she has already used her own free reroll. In addition, once per scenario as a swift action you may coordinate your tactics with an ally within 30 feet. You treat your ally as though she possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats; your ally gains the same benefit with respect to you. If neither you nor your ally has any teamwork feats, you each gain a +2 bonus to CMD while adjacent to one another. This ability lasts five rounds.

Fighting That Which Lies Between The Stars: You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.

Insight Into the Dark Tapestry: Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.

Averted Mauling: By saving the half-elf courtesan Markov Rutowski in Ardis, you gain a political favor you can trade in while in Ustalav. Within the Immortal Principality, you may trade this political favor for any non-magical item worth up to 400 gp, including but not limited to masterwork weapons and armor and courtier clothing and jewelry.

Master of Blades Saved: By saving the life of famed adventurer and former Master of Blades Vonran Vilk, you have earned a permanent place in the Pathfinder Chronicles. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower when you mention this boon.

Harvestman’s Bane: Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You gain a +2 bonus on Intimidate checks against worshippers of Zyphus.

Twin Tomes: Used after the session to learn Celestial. See Song of the Sea Witch Chronicle.

Careful Archaeologist: When the reckless Pathfinder Lumketal Simset ransacked the Muschkal Sepulcher, he dealt significant damage to the Pathfinder Society’s reputation among the Shoanit. Fortunately, you were able to pick up the pieces. You don’t want to wind up causing a blunder like that yourself, so you are careful and thorough. When your table would fail the secondary success condition of a scenario, you can cross this boon off your Chronicle sheet to go back and make things right, earning the secondary success condition for the entire table.

Bonus Items from Debt to the Quah:
Flameleaf Extract (500g) - 20 fire resistance but penalties to cold
Scavenger’s Stone (2000g) - Stone that does ‘mending’ cantrip or ‘make whole’ spell

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar HIrako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order’s connection to some of RIddleport’s more powerful criminal elements also provide you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you’ve earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

☐ ☐Storm Rider: Having braved the Eye of Abendego and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.

Kaghaze Redeemed: By destroying the altar of Camazotz, you broke the dark god’s sway over Kaghaze. The Ekujae consider you to be a stalwart ally, and they make a point of thanking you whenever you adventure in the region. Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifs that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region

Ekujae’s Blessing: You rescued Ekujae from the forbidden caves of Dehu Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.

Impressive Find: The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or be lost. When you use this boon, cross it off your Chronicle Sheet.

Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle Sheet.

☐ ☐Sun Shogun Talismans: Your return of the sovereign dragon scroll case to Shukuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900g), talisman of good fortune (1680g), or talisman of warrior’s courage (450g). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle Sheet.

Confirmed Field Agent: 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).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix: The 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.

Scenario List:

The Confirmation: 1 XP, 2 PP, 5g Dayjob, 2PP on wand CLW
House of Harmonious Wisdom: 1 XP, 2 PP, 20g Dayjob
Murder on the Silken Caravan: 1 XP, 2 PP, 50g Dayjob
Dead Man’s Debt: 1 XP, 2 PP, 5g Dayjob
Grotto of the Deluged God (GM Credit): 1 XP, 2 PP, NA Dayjob
The Cyphermage Dilemma: 1 XP, 2 PP, 50g Dayjob, +1PP from boon, 2PP on wand endure elements
The Traitor’s Lodge: 1 XP, 2 PP, 20g Dayjob, 2PP on 5x scroll Lesser Resto
Debt to the Quah (GM Credit): 1 XP, 2 PP, NA Dayjob, 2PP Wand of Bed of Iron, 1PP Student of the Sword 1 star
The Infernal Vault: 1 XP, 2 PP, 50g Dayjob, 2PP on Fancy Longbow
Song of the Sea Witch: 1 XP, 2 PP, 5g Dayjob, 1PP on Learning Celestial
Among the Gods: 1 XP, 2 PP, 20g Dayjob, 2PP on 2x Scroll Remove Blind/Deaf
The Midnight Mauler (GM Credit): 1 XP, 2 PP, No Dayjob, 2PP on 5x Scroll Remove Paralysis, 1PP Student of the Sword 2-stars
Carrion Hill: 3 XP, 4 PP, 1g Dayjob, 2PP on Potion of Fly
Total XP: 15
Total Fame: 28 (11750g cap, next cap at 31)
Current Prestige:10

Chronicle Info:

Player: Pete H.
Character Name: Kenta Faux
PFS #: 123584-13
Faction: Liberty’s Edge
Day Job: See skills (Profession - Coachman)
Normal Progression