About Kintampo Pathfinder Society:  
PFS ID: 24681-6 Faction: Scarab Sages XP: 18.5 Prestige/Fame: 11/33 Chronicles:
 Starting Gold: 150
 Starting PP / Fame: 0
 2: Rise of the Goblin Guild - GM
 Starting Gold: 666
 Starting PP / Fame: 0/2
 3: City of Strangers Part I – The Shadow Gambit - GM
 Starting Gold: 1186
 Items Bought: 1459.3 Starting PP / Fame: 2/4
 4: Destiny of the Sands Part 2 - Race to Seeker’s Folly
 Starting Gold: 238.7
 Items Bought: 610 Starting PP / Fame: 2/6
 5: Scars of the Third Crusade
 Starting Gold: 143.7
 Items Bought: 8 Starting PP / Fame: 4/8
 6: Shades of Ice, Part I: Written in Blood - GM
 Starting Gold: 645.7
 Items Bought: 1000 Starting PP / Fame: 6/10
 7: Fangwood Keep - GM
 Starting Gold: 145.7
 Items Bought: 4540 Starting PP / Fame: 8/12
 8: By Way of Bloodcove
 Starting Gold: 405.7
 Items Bought: 1000 Starting PP / Fame: 12/16
 9: In Wrath's Shadow - GM
 Starting Gold: 352.7
 Items Bought: 3 Starting PP / Fame: 13/17
 10: Dawn of the Scarlet Sun 
 Starting Gold: 1658.7
 Items Bought: 150
 Starting PP / Fame: 15/19
 11: Scions of the Sky Key Part 1 - GM
 Starting Gold: 3560.7
 Items Bought: 0 Starting PP / Fame: 11/20
 12: Port Godless
 Starting Gold: 5432.7
 Items Bought: 6000 Starting PP / Fame: 13/22
 13: Black Waters
 Starting Gold: 1967.5
 Items Bought: 654 Starting PP / Fame: 15/24
 14: Destiny of the Sands, Part 3: 
 Starting Gold: 1921.7 
 Items Bought: 750 Starting PP / Fame: 16/25
 15: The Stranger Within
 Starting Gold: 3426.7 
 Starting PP / Fame: 18/27
 16: The Sky Key Solution
 Starting Gold: 6008.7 
 Starting PP / Fame: 20/29
 17: The Golemworks Incident
 Starting Gold: 6008.7 
 Starting PP / Fame: 22/31
 18: Orders from the Gate
 Starting Gold: 1331.9 
 Starting PP / Fame: 9/32
 Additional Resources 
  Equipment & Expenditures Tracking:  
Purchases Chronicle 1 Wand of Infernal Healing – 2 PP - Chronicle 11: 2 used - Chronicle 14: 5 used - Chronicle 18 (current, not included in equipment): 3 charge used Purchases Chronicle 3
 Purchases Chronicle 4
 Purchases Chronicle 5
 Purchases Chronicle 6
 Purchases Chronicle 7
 Purchases Chronicle 8
 Purchases Chronicle 9
 Purchases Chronicle 10
 Purchases Chronicle 12
 Purchases Chronicle 13
 Purchases Chronicle 14
 Purchases Chronicle 16
 Purchases Chronicle 18
 Leveling Choices:  
Level 1 Ability Point Buy: STR 15, DEX 14, CON 14, INT 14, WIS 10, CHA 8 Ability Bonus: STR Race: Human (Garundi) Alternative Racial Trait: Dual talent (Dex) Gender: Male Alignment: N Deity: Nethys Faction: Osirion Favored Class: Magus (Staff Magus) Trait: Magical Lineage (Shocking Grasp) Trait: Tomb Raider (Perception) Feat: Fast Learner Bonus Language: Ancient Osiriani, Kelish Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Skill Points: 2 Class +2 INT + 1 FCB - Knowledge (Arcana) - Knowledge (Dungeoneering) - Perception - Spellcraft - Use Magic Device Spells: - Chill Touch - Enlarge Person - Grease - Shield - Shocking Grasp Level 2 Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Skill Points: 2 Class +2 INT + 1 FCB - Climb - Knowledge (Planes) - Perception - Spellcraft - Use Magic Device Spells: - True Strike - Vanish Level 3 Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Feat: Weapon Focus (Quarterstaff) Magus Arcana: Wand Wielder Skill Points: 2 Class +2 INT + 1 FCB - Intimidate - Knowledge (Local) - Perception - Spellcraft - Use Magic Device Spells: - Expeditious Retreat - Mount Level 4 Ability Bonus: Strength Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Skill Points: 2 Class +2 INT + 1 FCB - Intimidate - Intimidate - Perception - Spellcraft - Use Magic Device Spells: - Blur - Mirror Image Retraining Retrained Fast Learner for Combat Expertise, loosing 2 skill points to intimidate and 2 hit points[/b] Level 5 Class: Magus Favored Class Bonus: +1 HP Feat: Weapon Specialization (Quarterstaff) Feat: Improved Trip Skill Points: 2 Class +2 INT - Knowledge (Nature) - Perception - Spellcraft - Use Magic Device Spells: - Glitterdust - Invisibility Level 6 Class: Magus Favored Class Bonus: +1 HP Magus Arcana: Maneuver Master (Trip) Skill Points: 2 Class +2 INT - Knowledge (History) - Knowledge (Religion) - Perception - Spellcraft Spells: - Feather Fall - Alter Self Level 7
  Combat:  
Init +3 (+3 Dex) AC 20, touch 14, flat-footed 17 (+5 Armor, +3 Dex, +1 Deflection, +1 Natural) hp 57 (7d8+14+5FCB) Fort +8 (+5 Magus, +2 Con, +1 Cloak) Ref +6 (+2 Magus, +3 Dex +1 Cloak) Will +6 (+5 Magus, +0 Wis +1 Cloak) Base Atk +5 CMB +10 (+5 BAB, +5 STR) CMD 24 (+5 BAB, +5 STR, +3 DEX, +1 Deflection) Trip CMB +14 (+5 BAB, +5 STR, +2 Maneuver Mastery, +2 Improved Trip) Trip CMD 26 (+5 BAB, +5 STR, +3 DEX, +1 Deflection, +2 Improved Trip) Concentration: +9 (+7 Magus, +2 Int) Melee
 Prepared Spells:  
Level 0 - 5 Arcane Mark Detect Magic Disrupt Undead Mage Hand Open/Close Level 1 - 5 Intensified Shocking Grasp Intensified Shocking Grasp Intensified Shocking Grasp Vanis Vanish Level 2 - 4 Blur Glitterdust Mirror Image Mirror Image Level 3 - 1 Versatile Weapon  Skills:  
Modifiers between brackets are on top of original modifier Total modifier = ranks + ability + class skill + check penalty Acrobatics +3 = 0 +3 Bluff -1 = 0 -1 Climb +9 = 1 +5 +3 Diplomacy -1 = 0 -1 Escape Artist +3 = 0 +3 Fly +3 = 0 +3 Handle Animal -1 = 0 -1 Intimidate +5 = 2 -1 +3 Knowledge (arcana) +6 = 1 +2 +3 Knowledge (dungeoneering) +7 = 1 +2 +3 +1 trait Knowledge (history) +3 = 1 +2 Knowledge (local) +3 = 1 +2 Knowledge (nature) +3 = 1 +2 Knowledge (planes) +6 = 1 +2 +3 Knowledge (religion) +3 = 1 +2 Perception +11 = 7 +0 +3 +1 trait Ride +3 = 0 +3 Sense Motive +0 = 0 +0 Spellcraft +12 = 7 +2 +3 Stealth +3 = 0 +3 Survival +0= 0 +0 Swim +5 = 0 +5 Use Magic Device +7 = 5 +3 -1  Special Abilities:  
Alternative Racial Trait Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Staff Magus Abilities
 Feats
 Traits
 Boons  Equipment:  
Encumbrance: Light Weapons Cold Iron Dagger Quarterstaff, masterwork / +1 Sling Bullets: Cold Iron * 47 Javelin *3 Clothing & Armor
 Bandolier with
 Left Arm Wrist Sheath (springloaded)
 Right Arm Wrist Sheath (springloaded)
 Backpack with
 Waterproof bag with
 Spell Component Pouch Cash
 Spellbook:  
	
Level 0 Acid Splash Arcane Mark Dancing Lights Daze Detect Magic Disrupt Undead Flare Ghost Sound Light Mage Hand Open / Close Prestidigitation Ray of Frost Read Magic Spark Level 1
 Level 2
 Level 3
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