Taergan Flinn

Kije's page

166 posts. Organized Play character for Hawthwile.


Full Name

Kije

Race

| HP 86/86 | AC 15 T 13 FF 12 | CMB +4, CMD 17 | F: +13, R: +13, W: +15 | Init: +8 | Perc: +25 SM: +2 Darkvision 60 ft

Classes/Levels

| Speed 30ft | Spells: 1st 8/8 2nd 8/8 3rd 8/8 4th 8/8 5th 6/6 6th 4/4 | Active conditions: None

Gender

CN Male Ifrit Tattooed Sorcerer 12

About Kije

Are we certain this problem can’t be solved through the proper application of fire?

PFS # 264524-4
Experience 33
Faction The Concordance
Wealth 141 GP, 26 PP, 62 Fame

Fire Mephit familiar: Neisti

Male Ifrit Tattooed Sorcerer 12
CN Medium Humanoid (human), Outsider (native)
Init +8; Senses Perception +24, Sense Motive +2, Darkvision 60 ft
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DEFENCE
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AC 15, touch 13, flat-footed 12 (+1 armor, +1 shield, +3 dex)
hp 86
Fort +13, Ref +13, Will +15
Resistances Acid 1, Electric 4, Fire 20
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OFFENSE
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Speed 30 ft.

Melee Dagger +4 (1d4-2)

Ranged Ranged Touch +9
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STATISTICS
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Str 7, Dex 16, Con 16, Int 16, Wis 10, Cha 26
Base Atk +6; CMB +4; CMD 17
Traits Magical Lineage (fireball), Tomb Raider
Feats Improved Familiar, Intensified Spell, Mage’s Tattoo (Evocation), Selective Spell, Spell Focus (Evocation), Spell Specialization
Skills (60 points; 24 class, 24 INT, 12 item)
ACP -0
(1) Appraise +7
(1) Bluff +15
(0) Diplomacy +11
(0) Disguise +11
(1) Fly +7
(1) Intimidate +15
(8) Knowledge (Arcana) +14
(0) Knowledge (Dungeoneering) +4
(12) Knowledge (Planes) +18
(12) Perception +25
(0) Perform +11
(0) Sense Motive +2
(12) Spellcraft +18
(12) Use Magic Device +26
*ACP applies to these skills

Non-Standard Skill Bonuses
+5 Perception (item)
+4 Perception (Awareness from familiar)
+3 Bluff, Diplomacy, Disguise, Intimidate, Perform, UMD (item)
+2 Sense Motive (Awareness from familiar)
+1 Knowledge (Dungeoneering), Perception (trait)
Languages Auran, Common (Taldane), Draconic, Ignan, Orc, Osirioni, Terran

Special Abilities:
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SPECIAL ABILITIES
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Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Darkvision: Ifrits can see in the dark up to 60 feet.

Efreeti Magic: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.

Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.

Magical Lineage (fireball): When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Tomb Raider: You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (Perception) becomes a class skill for you.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Kije has the Elemental (fire) bloodline.

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to fire.

Familiar Tattoo: A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

Kije’s familiar is a fire mephit named Neisti.

Bloodline Tattoos: Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

Elemental Resistance: At 3rd level, you gain energy resistance 10 against fire. At 9th level, your energy resistance increases to 20.

Create Spell Tattoo: A tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time - if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level. This ability replaces the bloodline feat gained at 7th level.

Enhanced Mage’s Tattoo: At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Varisian Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Varisian Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. This ability replaces the 9th-level bloodline power.

Feats:
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FEATS
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Improved Familiar: When choosing a familiar, an expanded list of creatures are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Intensified Spell: 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. An intensified spell uses up a spell slot one level higher than the spell's actual level.

Mage’s Tattoo (Evocation): Select a school of magic (other than divination) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) is dancing lights, or ragario.

Selective Spell: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier used to determine bonus spells of the same type. These targets are excluded from the effects of your spell. A selective spell uses up a spell slot one level higher than the spell’s actual level. Spells that do not have an area of effect do not benefit from this feat.

Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Spell Penetration: Add +2 to Caster Level checks made to overcome a creature’s spell resistance.

Spell Specialization: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

Spells:
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SPELLS
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Spell-like Abilities:
3/day: Dancing Lights
1/day: Enlarge Person (Fortitude 20) or Reduce Person (Fortitude 20)
1/day: Wall of Ice Reflex 24 (CL 14)

Cantrips
Acid Splash
Detect Magic
Detect Poison
Disrupt Undead
Ghost Sound Will 19
Mending (Will 19)
Message
Prestidigitation
Read Magic
*Spark Fortitude 20

1st (8/day)
*Burning Hands Reflex 21
Feather Fall (Will 20)
Grease Reflex 20
Heightened Awareness
*Magic Missile
Protection from Evil (Will 20)
*Snowball
Sure Casting

2nd (8/day)
Acid Arrow
Glitterdust Will 21
Invisibility (Will 21)
Lipstitch Fortitude 21
*Scorching Ray
See Invisibility
Web Reflex 21

3rd (8/day)
*Battering Blast Reflex 23
Dispel Magic
Displacement (Fortitude 22)
*, ***Fireball Reflex 23
Fly (Fortitude 22)
Haste (Fort 22)
*Protection From Energy (Fort 22)

4th (8/day)
*Ball Lightning Reflex 24
Dimension Door (Will 21)
*Elemental Body I (Fire elemental only)
Scorching Ash Form
*Shout Fort 24 or Reflex 24
*Wall of Ice Reflex 24

5th (6/day)
*Elemental Body II (Fire elemental only)
*Icy Prison Reflex 25 partial
Overland Flight
Telekinesis

6th (4/day)
*,**Chain Lightning Reflex 26 (Reflex 24)

*+1 CL (Mage’s Tattoo - Evocation, Bloodline spells)
**+2 CL (Specialized Spell)
***+2 CL (Boon)

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 18.5 lb.
Masterwork Haramaki (153 gp) (1 lb)
Mithral Buckler (1,505 gp) (2.5 lb)
Dagger (2 gp) (1 lb)
Mnemonic Vestments (5,000 gp) (1 lb)
Eyes of the Eagle (2500 gp) (1 lb)
Talisman of Life’s Breath (3500 gp) (0 lb)
Talisman of Freedom (900 gp) (0 lb)
Talisman of Freedom (900 gp) (0 lb)
Circlet of Persuasion (4500 gp) (1 lb)
~Circlet of Persuasion (4500 gp) (1 lb)
~First Aid Gloves (5 charges) (4500 gp) (1 lb)
Headband of Charisma +6 (36000 gp) (1 lb)
Cloak of Resistance +5 (25000 gp) (1 lb)
Scarlet and Blue Sphere Ioun Stone (UMT, Auran) (8,000 gp) (0 lb) (Slotted)
Cracked Pale Green Prism Ioun Stone (saving throws) (4000 gp) (0 lb)
Cracked Dusty Rose Ioun Stone (500 gp) (0 lb)
Spring-loaded Wrist Sheath x2 (10 gp) (2 lb)
Spell Component Pouch (5 gp) (2 lb)
Handy Haversack (2,000 gp) (5 lb)
*Iron Pot (0.8 gp) (4 lb)
*Silk Rope (10 gp) (5 lb)
*Waterskin (1 gp) (4 lb)
*Cold Weather Gear (8 gp) (7 lb)
*Wayfinder (- gp) (1 lb)
*Acid Flask x2 (20 gp) (2 lb)
*Smokestick (20 gp) (0.5 lb)
*Scroll: Obscuring Mist x3 (75 gp) (0 lb)
*Scroll: Grease x3 (75 gp) (0 lb)
*Scroll: Protection from Law x2 (50 gp) (0 lb)
*Scroll: Identify (25 gp) (0 lb)
*Scroll: Comprehend Languages (25 gp) (0 lb)
*Scroll: Mount (25 gp) (0 lb)
*Scroll: Haste x2 (- gp) (0 lb)
*Scroll: Heroism (375 gp) (0 lb)
*Scroll: Stoneskin (950 gp) (0 lb)
*Scroll: Wall of Stone (1125 gp) (0 lb)
*Wand: Cure Light Wounds (45 charges) (- gp) (0 lb)
*Wand: Identify (48 charges) (- gp) (0 lb)
*Wand: Comprehend Languages (48 charges) (- gp) (0 lb)
*Wand: Monkey Fish (46 charges) (- gp) (0 lb)
*Wand: Touch of the Sea (42 charges) (- gp) (0 lb)
*Wand: Endure Elements (48 charges) (- gp) (0 lb)
**Wand: Obscuring Mist (50 charges) (- gp) (0 lb)
**Wand: Mage Armor (33 charges) (- gp) (0 lb)
~Wand: Grease (7 charges) (165 gp) (0 lb)
~Wand: Cure Moderate Wounds (5 charges) (450 gp) (0 lb)
~Wand: Burning Hands (CL 3) (4 charges) (180 gp) (0 lb)
~Wand: Cure Light Wounds (CL 3) (8 charges) (360 gp) (0 lb)
~Wand: Share Memory (5 charges) (450 gp) (0 lb)
~Wand: Lesser Restoration (10 charges) (900 gp) (0 lb)
~Wand: Protection from Evil (10 charges) (150 gp) (0 lb)
~Wand: Share Language (6 charges) (540 gp) (0 lb)
~Wand: Ray of Enfeeblement (CL 6) (14 charges) (1260 gp) (0 lb)

*Stored in Handy Haversack
**Stored in Spring-loaded Wrist Sheath
~Held by Neisti

Bot Me!:
In combat, Kije would love nothing more than to hit two or more opponents with fireball, selecting out allies with Selective Spell and boosting damage with Intensify Spell metamagic feats if he doesn’t have to move. He knows this is not always the best course of action though, and will spam magic missile if there is only one opponent or if a fireball would strike an ally.

Outside of combat, Kije’s always happy to help someone bluff or keep an eye out for something interesting - especially if it needs a little explosive finessing!

Boons:
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BOONS
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Lessons of History (faction): Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add a +2 insight bonus to this second roll.

Soul Warden (faction): Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.

Inured to the Elements (faction): Once per adventure before rolling a saving throw against an effect with the acid, air, cold, earth, fire, electric, or water descriptor, you can gain a +3 bonus to the save.

Elemental Ray (faction): Once per adventure, you can shoot a ray of elemental energy at a target within 30 ft as a spell-like ability. This is a touch attack that deals 6d6 points of acid, cold, electric, or fire damage.

Echoes of the Dead: When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively. If the bonus is enough to turn the failure into a success, the save succeeds.

[ ] Belkzen Veteran: You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

[ ] Martyr’s Shard 1: As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (this does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute.

Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger, but is a dagger rather than a longsword) as though his effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost to 110,604 gp, 100,604 gp, or 90,604 gp respectively.

[ ] Scarred Champion: When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds.

Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross the boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Confirmed Field Agent: You may acquire a wayfinder by spending 1 Prestige Point.

Explore, Report, Cooperate: 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: You gain a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Seeking the Sages: You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Seeking the Sages: You are in pursuit of the legacy of the Jeweled Sages, which Amenopheus believes is very close at hand. Having this boon contributes to events later in the Destiny of the Sands storyline and does not grant any benefits at this time.

Mythic Legacy: When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.

Savior of the Sages: Your effective Constitution score for determining when you would die from hit point damage increases by 1, and you gain a +1 bonus on Constitution checks to stabilize. In addition, you gain a +1 bonus on Knowledge (history, religion) checks regarding Osirion and its gods. For each Seeking the Sages boon you have from earlier parts of this series, increase these bonuses by 1.

Remnant of the First World: One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.

Item: Smokestick
Properties: Repeats back in song when in use

[ ] Frozen Fortitude: As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level.

[ ] Martyr’s Shard 2: As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (this does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute.

Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger, but is a dagger rather than a longsword) as though his effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost to 110,604 gp, 100,604 gp, or 90,604 gp respectively.

[ ] Triumph Over Scales: You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check to box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.

Duskwarden’s Favor: You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario.

[ ] Jiraku’s Respect: By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
- invisibility
- longstrider
- stone shape
- wind wall
- dispel magic
- mirage arcana

Kami Reunited: You may benefit from this boon only if you have both the Jiraku’s Respect and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon.

You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities:

Jiraku’s Eternal Path: Until the beginning of your next turn, you may move through up to 10 ft of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hitpoints.

Tanbaru’s Insight: For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune.

Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the Elemental Planes.

Elemental Awakening: Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry off the Chronicle sheet in order to cast a spell-like ability; treating your caster level as 3 times the number of checked boxes.

[X] [X] [X] [X] Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly.

[X] [ ] [ ] [ ] Earth: You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield as a spell-like ability. If you have two or more boxes checked, you can instead cast stone shape. If you have all four boxes checked, you can cast either stone to flesh or stoneskin.

[ ] [ ] [ ] [ ] Fire: You gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have all four boxes checked, you can cast either fire shield or fire snake (DC 20).

[ ] [ ] [ ] [ ] Water: You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea as a spell-like ability. If you have two or more boxes checked, you can instead cast either quench (DC 18) or water breathing. If you have all four boxes checked, you can cast either cone of cold (DC 20) or solid fog.

Prospective Poisoner: All of your characters gain access to the Daggermark Poisoner Prestige Class as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master Alchemist feat and can purchase and use poisons as if they had the Poison Use ability.

Timinic’s Trinkets: You can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments, or a traveler’s any tool for 1 Prestige Point. You can use this boon any number of times.

Heartwood Restored: You can purchase the heartwood staff.

Valais’s Wisdom: When you fail a saving throw against a demon’s compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw.

Elemental Conquest:
[ ] Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.

[ ] [ ] Ranginori’s Debt: You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
- You can recall a spell slot or prepared spell you already cast that day (as if it had not been used already)
- Cat’s Grace
- Cure Moderate Wounds
- Lesser Restoration
- Shocking Grasp
- Cure Serious Wounds
- Fly
- Lightning Bolt
- Call Lightning Storm
- Cure Critical Wounds
- Heal (check both boxes)
- Whirlwind (check both boxes)

[ ] [ ] History of the Sunsu Godae: You can check a box that precedes this boon before rolling Knowledge (history) and Knowledge (local) checks related to Tian Xia to gain a +5 bonus on the check.

Meditations of the Sacred Flower: You can cross this boon off this Chronicle sheet to use one of the following spells as a spell-like ability with a caster level equal to your character level. The casting time for the spell-like ability is 10 minutes.
- Commune
- Mark of Justice
- Raise Dead (must use diamond dust worth 5,000 gp)

Master Archivist: Whenever you spend at least 1 hour studying in a library (not including libraries that no longer contain books, scrolls, or other research material) during a scenario, choose one Knowledge skill. You gain a +2 competence bonus on trained checks with that skill, and you gain a +1 competence bonus on all other trained Knowledge checks. These benefits last for the rest of the day.

[ ] [ ] Paranoid Observer: You can check a box next to this boon to gain a +2 competence bonus on all Perception and Sense Motive checks you make for the duration of a scenario.

Sky Citadel Reclaimer:
- Shrine Savior: You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.
- Sight of the Unseeing: You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling an attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.

Sky Key Core: Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.

Preservationist: You gain a +1 bonus to your CMD against disarm and sunder attempts, and spells you cat that would damage unattended objects in their area (such as fireball) only do so when you want them to.

Reaver of Reavers: When staying at an inn, you can almost always secure common quality lodging, meals, and stable services for free.

[ ] [ ] [ ] Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15 ft cone as a standard action.

[ ] Empyreal Revenant: Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels from the process. If you died as a result of ability damage or drain, you either removed 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).

At the end of the adventure, your relentless grip on life fails, your body collapses, and you die - this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr’s Shard boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1000 gp for each unique Martyr’s Shard boon this character has earned.

[ ] Martyr’s Shard 4: As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (this does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute.

Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger, but is a dagger rather than a longsword) as though his effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost to 110,604 gp, 100,604 gp, or 90,604 gp respectively.

[ ] [ ] [ ] [ ] Icewalker: You may check a box next to this boon as a standard action to gain either cold resistance equal to your character level for 3 hours or the benefits of an endure elements spell for the next 24 hours.

[ ] [ ] [ ] Runic Tattooing: Whenever you cast a spell of 1st, 2nd, or 3rd level (including from a wand, scroll, stave, or other magic item) with a range of touch or personal, you can check one box that precedes this boon per spell level as a swift action to store the spell on your body as a tattoo. At any time within the next 24 hours, you may spend a swift action to activate the tattoo and instantly gain the benefits of the spell. You can only target yourself with spells stored in this manner. Entering an antimagic field, dying, or failing to activate the tattoo before 24 hours have passed causes both the spell and that use of this boon to be wasted.

[ ] [ ] [ ] [ ] [ ] Varki Archaeology: Whenever you attempt a Knowledge check related to the Erutaki, the Varki, undead, magical beasts, or the Crown of the World, you may check a box next to this boon as an immediate action to gain a +4 bonus on that check.

[ ] [ ] [ ] [ ] Blessing of Nivi: You may check a box that precedes this boon to cast blur as a swift action, with a caster level equal to your total character level. Once you have checked all the boxes next to this boon, you gain Gnome as a bonus language.

[ ] [ ] [ ] Gnomes of the North: You can check a box next to this boon to use either Bluff, Knowledge (local), or Sleight of Hand to make your Day Job check at the end of an adventure, doubling the amount of gold normally received for the result of your check.

[ ] [ ] [ ] [ ] In Service to Corruption: You may check a box next to this boon to gain a +2 competence bonus on Diplomacy checks made to gather information or Sense Motive checks. Alternatively, you may check a box to gain a 10% discount on one item whose total value is not greater than your class level x 1000 gp. This discount does not stack with discounts from any other source, and items gained in this way cannot be sold for more than the cost of their original purchase.

[ ] [ ] Savior of the Tapestry: You may spend two prestige points to learn Celestial as a bonus language. Additionally, you may check a box that precedes this boon as a standard action to make either a Diplomacy or Knowledge (religion) check with a +22 bonus. Finally, you may check a box that precedes this boon to damage a haunt as if a paladin of your character level used lay on hands as a standard action.

[ ] [ ] Radiant Ruby Feathers: You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities (using your character level as your caster level):
- Burning hands
- Cure moderate wounds
- Lesser restoration
- Cure serious wounds
- Fireball
- Scorching ray
- Cure critical wounds
- Restoration (if used to remove a permanent negative level, check both boxes)
- Wall of fire
- Heal (check both boxes)
- Sirocco (check both boxes)

World Renowned: When you display your tattoo of the Ruby Phoenix’s iconic sigil, you gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks against the people of Tian Xia and other Pathfinders.

Signature Spell: Choose one spell you can cast at the time of receiving this boon (fireball). You cast this spell as if you were a caster 2 levels higher when determining duration and level-based variables.

[ ] Unravel Magic: Check the box that precedes this boon as a swift action. A Pathfinder ally briefly enters the fight and casts dispel magic, with a caster level equal to your character level. If your character level is at least 13 when you activate this bon, your ally can cast greater dispel magic instead.

[ ] [ ] [ ] All Aboard the Voracious! You may purchase the Voracious for 8 Prestige Points. If you become captain of the Voracious, you can use it whenever you require passage at sea. Additionally, you gain a +2 circumstance bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill. You can extract several rubies from the vessel’s engine to use if you run into trouble when traveling on a faraway plane. You can check a box that precedes this boon to use one of these rubies to plane shift to the Material Plane - a process that takes 1 minute - with a caster level equal to your character level.

Rune of Power (Rune of Life): Your effective Constitution score for determining when you would die from hit point damage increases by 7.

Background:
Kije has always been interested in raw, uninhibited energy. Born underneath the scorching Osirion sun, he quickly learned he was not like the other children of the tribe as he found himself fascinated with the violence of the desert elements - but none so much as the flickering of the campfire each evening. As he grew, he found himself able to bend the power of the elements to his will. Even after maturing, his first reaction to (almost) any problem is to ask if could be fixed with the proper amount of elemental power.

Appearance and Personality:
A glow like a candle emanates from this handsome man and illuminates his grin. It comes from the tattoos that wind up his arms, across his back, and down his legs - perhaps once separate images that have grown together into a tapestry that flickers like flame.