Samaritha Beldusk

Luisila's page

2,147 posts. Organized Play character for Yours is mined.


Full Name

Luisila

Race

| HP 168/168 | AC 29, T 18, F 24 | CMB +13, CMD 30 (31 grapple) | F +23, R +19, W +23 (+2 vs enchantments)

Classes/Levels

| Init +10 | Perc +27, SM +6 | Speed 30 ft | 7/7 Channels | 8/8 BoL | 2/2 GF | Active conditions: none

Gender

Female CG Half-elf Cleric 15

Age

Get a grip!

Alignment

Chaotic Good

Deity

Calistria

About Luisila

Female half-elf cleric 15
CG Medium humanoid (human, elf)
Init +10; Senses low-light vision; Perception +27

XP: 43 Fame: 81 PP: 10

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Defense
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AC 29, touch 18, flat-footed 24 (+8 armor, +3 shield, +5 dex, +2 def, +1 insight)
hp 168 (15d8 +4 Con +1 Favored Class, Toughness)
Fort +23, Ref +19, Will +23 (+2 vs enchantments)
Immune magical sleep; Resist negative energy 10
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Offense
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Speed 30 ft
Melee whip +13/+8/+3 (1d4+2 non-lethal) or
. . masterwork Smine cold iron dagger +14/+9/+4 (1d4+2/19-20)
Ranged masterwork Smine cold iron dagger +17/+12/+7 (1d4+2/19-20)
Special Attacks channel positive energy 7/day (DC 18, 10d6)
Domain Spell-Like Abilities (CL 15th; concentration +22, cast defensively +24)
At will - Mistress’ Illusion (15 rounds/day, DC 22)
8/day - bit of luck, copycat

Cleric Spells Prepared (CL 15th; concentration +22, cast defensively +24)

8 – summon monster VIII, moment of prescience D
7 – waves of ecstasy (DC 22), heroes’ feast, screen D
6 - chains of light (DC 21), heal, heal, mislead D
5 - air walk communal, air walk communal, breath of life, breath of life, life bubble, break enchantment D
4 - blessing of fervor, blessing of fervor, death ward, restoration, freedom of movement, freedom of movement D
3 - dispel magic, dispel magic, invisibility purge, prayer, remove blindness/deafness, protection from energy D
2 - burst of radiance (DC 17), defending bone, grace, grace, grace, invisibility D
1 – comprehend languages, endure elements, liberating command, liberating command, unbreakable heart, unbreakable heart, true strike D
0 – create water, detect magic, guidance, stabilize

D Domain Spell; Domains Luck, Trickery
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Statistics
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Str 14, Dex 20, Con 18, Int 10, Wis 20, Cha 12
Base Atk +11/+6/+1; CMB +13, CMD 30 (31 grapple)
Feats Improved Initiative, Lightning Reflexes, Great Fortitude, Toughness, Iron Will, Divine Interference, Extra Channel, Extra Traits
Traits Exalted of the Society, Observant (perception), Classically Schooled, Resilient
Skills Acrobatics +5 (i), Appraise +0, Bluff +2 (i), Climb +1, Diplomacy +6 (1+i), Disguise +1, Escape Artist +4, Fly +4, Heal +9 (1), Intimidate +1 (+2 vs dagger), Knowledge (religion) +7 (1+2c+i), Linguistics +4 (1), Perception +27 (15+2r+t+i), Perform +1, Ride +4, Sense Motive +6 (i), Spellcraft +17 (10+2in+t+i), Stealth +8 (1), Survival +5, Swim +2 (i)
Languages Elven, Orc, Taldane, Terran
SQ aura of chaos, ancestral arms (longbow), divine interference, elf blood, keen senses, spontaneous casting, good fortune (2/day)
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Equipment
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whip, masterwork Smine cold iron dagger, antitoxin, antiplague, holy water, alchemist’s fire, alkali (2), air crystals (2), globe of moonlight, potion sponge of touch of the sea, potion of touch of the sea, potion of darkvision, potion of fly (2), oil of bless weapon (2) Other Gear +2 deathless mental focus mithral breastplate, +2 darkwood buckler, +5 cloak of resistance, +2 ring of protection, ring of protected life, phylactery of positive channelling, +4 belt of physical might (con, dex), spellguard bracers, necklace of adaptation, unfettered shirt, boots of the cat, wayfinder, first aid gloves (5/10), bead of newt prevention, bead of blessing, pearl of power I, pearl of power II, clockwork key, four-leaf clover, lucky horseshoe, snapleaf, wand of protection from evil (7/50), wand of CLW (38/50), wand of CLW (50/50), wand of CMW (9/9), wand of invisibility (4/6), wand of lesser restoration (2/4), wand of endure elements (38/50), incandescent blue sphere ioun stone, cracked dark blue rhomboid ioun stone (perception, sense motive); cracked scarlet and blue sphere ioun stone (spellcraft), cracked mossy disk ioun stone (religion), dusty rose prism ioun stone, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saving throws), cracked mulberry pentacle ioun stone (bluff, diplomacy); cracked vermillion rhomboid ioun stone (swim, acrobatics); dull grey ioun stone with continual flame (CL 10, L3); ioun torch, scroll case (2), scroll of comprehend languages, scroll of lesser restoration (5), scroll of freedom of movement, scroll of remove blindness/deafness, scroll of invisibility purge, scroll of barkskin, explorer’s outfit, ear plugs, smoked goggles, handy haversack, bedroll, trail rations (7), waterskin, wooden holy symbols (Calistria, 3), whetstone, rope, hempen; grappling hook, waterproof bag, diamond dust (130gp), Pathfinder’s pouch

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Encumbrance
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47.6 lb Light Load; Dropping backpack = 41.6 lb Light Load (light <= 58; 59 < medium <= 116)

boons:

Faction Pin (Grand Lodge): Once per session, while wearing a faction pin matching your character's faction, you may add 1 to any skill check.

If you apply this benefit to one of your faction's favored skills, Diplomacy, Knowledge (history), Survival you instead roll 1d4 and add the result. For this roll you also treat the faction's favored skill as if you were trained, even if you don't have a rank in it.

Explorer (S7 Faction Card): Once per adventure before attempting an Acrobatics, Climb, Survival or Swim check, you gain a circumstance bonus equal to 1 plus half the number of goals completed (6) = +4 (rounded down) when attempting the check.

You also halve your armor check penalty for the purpose of this skill check.

Nemesis (S7 Faction Card): Once per adventure, you gain a +2 bonus on your next attack against that agent, and if you hit, you deal additional damage equal to the number of goals you have completed (6).

Alternatively, you impose a –1 penalty on the agent’s next saving throw against a spell you cast; the penalty increases to –2 if you have completed seven or more goals.

Favored of the Ten (Eyes of the Ten IV): You gain the favor of the Decemvirate and may take on special missions for the Ten independent of the chain of command in the future, reporting directly to the Decemvirate. You gain 2 bonus PA for this honor on top of those earned through the regular completion of faction missions.

[ ] [ ] What Ambush? (Siege of Gallowspire): When you would fail a Perception check to act on the surprise round, you can check a box that precedes this boon to act on the surprise round. You are still considered flat-footed until you take an action.

Alternatively, you can check a box to reroll an initiative check.

[ ] Unravel Magic (Siege of Gallowspire): 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 boon, your ally can cast greater dispel magic instead.

[ ] [ ] Timely Delivery (Siege of Gallowspire): No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2 PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

[ ] Tactical Strike (Siege of Gallowspire): Check the box that precedes this boon as a swift action and select one opponent. Until the beginning of your next turn, you and all of your allies deal an additional 1d8 points of damage on all attacks against that opponent. You are considered to be flanking that opponent if at least two of your allies are threatening that foe, regardless of your actual positioning.

[ ] Restorative Burst (Siege of Gallowspire): A spark of divine grace from your medic allies protects you. When you would be reduced to less than 0 hit points, you can check the box that precedes this boon to automatically trigger a burst of healing around your body. This heals you and all willing allies within 30 feet, as the channel energy ability of a cleric of your level.

Whispers of the Pillar – Spell Knowledge (Siege of Gallowspire): Spellcraft becomes a class skill for you, and you gain a +2 insight bonus on all Spellcraft checks.

[ ] [ ] [ ] [ ] Necromantic Surge (Siege of Gallowspire): You can check a box that precedes this boon to strike foes with the Whispering Tyrant’s magic, using one of the following spell-like abilities based on your level when you activate this boon. Use your character level as your caster level, and use your Charisma modifier to determine the spell’s DC.

Levels 5–8: You can use a spell-like ability from the following list: bestow curse, command undead, enervation, false life, fear, or vampiric touch.
Levels 9–12: Add eyebite, possession (Pathfinder RPG Occult Adventures 181), and waves of fatigue to the list of spell-like abilities you can use.
Levels 13–16: Add control undead, finger of death, and greater possession (Occult Adventures 181) to the list of spell-like abilities you can use. Check two boxes to use these spells.
Levels 17+: Add energy drain and wail of the banshee to the list of spell-like abilities you can use. Check two boxes to use these spells.

Reclaimed Memories — How Will You Face The Challenges of Carcosa? (What Grows Within): You have taken the final steps to pass beyond Golarion and onto the Path to the Black Stars. While you know not what dangers lie at the end of this dark journey, you do know that this journey has given you the power to face what lies ahead.

Choose one of the options below and cross the rest off your chronicle sheet. Once per day as a swift action you may gain the listed benefits for 1 minute.

Health: You have faced undead, disease, and even stranger maladies while growing ever more doughty; gain a +1 bonus to AC and on Constitution checks, Fortitude saves, and Reflex saves.

[ ] [ ] [ ] Kayle's Blessing (Vision of Betrayal): You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. You may use this ability once per saving throw. This ability may be used three times.

True Ally of the Lantern Lodge (Way of the Kirin): Whenever you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6.

Hero of the Hold (Glories of the Past): You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks and skill checks while inside a dwarven Sky Citadel.

Unexpected Discovery (Glories of the Past): You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower. If you already have a circumstance bonus on such a check, the bonus instead increases by 2.

Greenheart’s Blessing (Green Market): You receive a +2 bonus on all Day Job checks.

Nemesis of the Aspis (Severing Ties): During any scenario in which you encounter the Aspis Consortium, you may as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result.

Gift of the Ghaele (Night March of Kalkamedes): You may use one of the following as a spell-like ability once, using your character level as your caster level. continual flame, dispel magic, lesser globe of invulnerability, restoration.

Debt of Cyphers (Cyphermage Dilemma): +2 bonus to Knowledge (arcana) and Linguistics when you consult Gurukaza. +2 to Diplomacy (Gather Information) checks within Riddleport.

Spider’s Captor (Shadow’s Last Stand II): +5 bonus to Diplomacy checks to influence a government official within Andoran.

Mendevian Commendation (Wardstone Patrol): +1 bonus on Charisma based skill and ability checks to influence crusaders of Mendev.

Legend of Urglin (Price of Friendship): +2 bonus on Charisma based skill checks with orcs in Varisia and any country that directly borders it.

Time in Dreng's Vaults (Shadows Fall on Absalom): You gain a permanent +2 circumstance bonus on any one Knowledge skill check. Knowledge (religion)

Owed a Favor (Shadows Fall on Absalom): You may gain a +4 circumstance bonus on Diplomacy skill checks during one future scenario set in Absalom. Once you have used this boon, cross it off the Chronicle.

Heidmarch's Boon (Grand Lodge): When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1).

Initiate’s Edge (Welcome to Pathfinder): Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (69095–1); cross out the other two options.

[ ] [ ] Tattoo of the Open Road: You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society.

As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute.

During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you.

The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.

[ ] Belkzen Veteran (Solstice Scar, A): 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.

Blight Bane (Solstice Scar, C): As a swift action, you can challenge an animal, plant or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to your wisdom modifier (minimum 1 round).

You gain a +1 bonus on attack rounds against that foe, and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has the simple fiendish template.

You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon cross it off your Chronicle sheet.

[ ] Martyr’s Shard 1 (Solstice Scar, A): As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (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.

[ ] Martyr’s Shard 3 (Solstice Scar, C): As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute.

During this time, attacks with this weapon also ignore the first 5 points of damage reduction possessed by undead creatures.

[ ] Scarred Champion (Solstice Scar, A): 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.

This near-death experience leaves you with a hand-sized scar somewhere on your body – a reminder of Vildeis’s assistance.

Aspis Armory (All for Immortality III): During your exploration of the Aspis Building, you seized unique magic items.

Badge of the Charlatan: (Discounted price 35,000 gp; CL 5th, aura none) This gold Aspis badge simultaneously provides all benefits of a ring of invisibility and a hat of disguise. As a standard action, the wielder can transform it into any other badge of authority with which she is familiar. The badge is under a constant greater magic aura effect to appear non-magical.

Belt of Many Forms (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This flexible belt provides a +6 enhancement bonus to your choice of Strength, Dexterity, or Constitution. You may change the bonus granted to another ability score once per day as a standard action, treating it as a temporary bonus for the first 24 hours afterword. The belt also grants additional benefits depending upon the ability score selected, granting all of the benefits of the one of the following items: belt of the weasel (Dex), elemental earth belt (Con), or minotaur belt (Str).

Headband of Mental Adaptability (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This headband functions as a the belt of many forms above, except it grants its +6 enhancement bonus to Intelligence, Wisdom, or Charisma, and it grants the benefits of one of the following items: headband of ponderous recollection (Int), headband of unshakable resolve (Wis), or rod of splendour (Cha). The skills granted by the Intelligence option are fixed at the time of creation (one of which must be a Knowledge skill).

Innovative Blade (All for Immortality III): You recovered a powerful weapon from the Hall of Blades. You can purchase one of the following weapons for the listed cost, but you can apply the weapon’s unique enchantment to any weapon of your choice from the axes, heavy blades, or light blades weapon categories (Core Rulebook 56): dagger of deadly venom (as dagger of venom whose poison save DC is 20; 18,300 gp), flame tongue (20,700 gp), holy avenger (120,600 gp), or luck blade (1 wish; 62,300 gp).

Patron’s Debt (All for Immortality III): You saved the Aspis Patrons from Suliji’s assault. You gain a large pool of Prestige Points that can be used to help any of your characters, or the other characters at their tables, recover from hardships caused by Aspis agents (such as to escape imprisonment, remove conditions, and even raise dead); the Aspis release your character, pay to remove the condition, or else the Aspis held back during the fight, resulting in a condition less severe than it initially seemed.

Check one of the boxes below this boon for each of these Prestige Points you spend. Once you expend the pool, the Patrons consider their debt fulfilled and any further attack on the Society fair game; cross this boon off your sheet.

[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

Curse Removal (Wrath of the Accursed): Venture-Captain Norden Balentiir authorises a free casting of remove curse at Caster Level 12 at any point in your future career. This favor may only be used when in a settlement of at least 5000 people and may only be used once. After having this spell cast on you by a Pathfinder spellcaster, cross this reward off your chronicle sheet.

Relic Guardian (Beacon Below): Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack or effect, you can treat the object as if it were in your possession for the purpose of attempting saving throws and resisting sunder attempts.

If an opponent succeeds at a CMB check to sunder an object in your possession, you may cross this boon off your Chronicle sheet to force the creature to reroll the attack with a -5 penalty.

Charted Pillars (Beacon Below): Venture-Captain Norden Balentiir’s map of the Pillars of the Sun allows you to gain a +2 bonus to Knowledge (geography) and Survival checks made when navigating the area.

Glimpse of the Future (Sarkorian Prophecy): At any time in the future, you may gain the benefit of research into the possible course of events, as the spell augury (with a 60% success rate). When you have used this ability, cross this benefit off your chronicle sheet.

Hoofsister (Kortos Envoy): You gain a +2 bonus on all Diplomacy checks made against centaurs.

Spearmind (Kortos Envoy): You gain a +1 dodge bonus to AC against all attacks with weapons in the spears weapon group (this list appears on page 56 of the Core Rulebook and page 45 of Ultimate Combat).

Spears Weapon Group: Amentum, barbed spear, boar spear, boarding pike, chain spear, doru, elven branched spear, flask pike, javelin, harpoon, injection spear, lance, longspear, orc skull ram, pilum, planson, sarissa, shortspear, sibat, spear, spear-sling, syringe spear, tiger fork, totem spear, trident and weighted spear.

Riftwarden Magic (Port Godless): So long as you possess this boon, ALL of your PFS characters have access to the following spells from the Pathfinder Player Companion: Demon Slayer's Handbook as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders and telepathic censure.

Gnoll Tactics (Slave Master's Mirror): So long as you possess this boon, ALL of your PFS characters have access to the following feats and archetypes from the 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.

Prince of Wolves (Tales): You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

Opportunistic Strike (Tales: Worldwound Gambit): At any time in the future, when fighting a creature of the demon subtype, you may recognize an opening for an opportunistic strike. As an immediate action, you may declare a single attack roll to be an opportunistic strike, allowing you to bypass the demon’s damage reduction of a value equal to your base attack bonus on a single attack. Once this attack has been made, the GM should cross off this boon.

Dragon Empires Expert (Tales: Master of Devils): You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

Temple Trained (Tales: Master of Devils): You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Lifetimes of Experience (Tales: Death's Heretic): As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.

Fugitive from Numeria (Tales: City of the Fallen Sky): When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.

Duplicitous Charm (Tales: City of the Fallen Sky): Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.

Nidalese Apostate (Tales: Nightglass): When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.

True Magic of the Shadowcaster (Tales: Nightglass): As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

Insights of the Shadowless Sword (Tales: Queen of Thorns): As an immediate action, you gain a +4 bonus on Perception checks to see through a disguise and a +2 bonus on Will saving throws to disbelieve illusions, both lasting 2 rounds.

Alternatively, as a swift action, you gain the benefits of haste for 2 rounds (CL 10th). When you use either of these abilities, cross this boon off the Chronicle sheet.

Attuned to the Citysong (Tales: Blood of the City): At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity (Tales: Blood of the City): As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

Five Kings Negotiatior (Tales: Song of the Serpent): Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal (Tales: Song of the Serpent): You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations.

This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Distrust of Witches (Tales: Winter Witch): You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Magical Scrivener (Tales: Winter Witch): Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.

Unwitting Spelunker (Tales: Called to Darkness): You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained.

In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.

Spiritual Guidance (Tales: Called to Darkness): Although they are sometimes slow to answer your call, the spirits of the north are insightful and eager to help. You may roll the d% dice twice and take the better of the two results when you cast augury, divination, or contact other plane. When casting commune or commune with nature, you may ask one additional question or gain one additional piece of information.

Using this boon doubles the casting time of the spell, and afterwards you must cross it off the Chronicle sheet.

Evoking Day: +5 competence bonus to any single Knowledge (arcana) or Spellcraft check. You may attempt this skill check even if you possess no ranks in the associated skill.

Temple vanity (4 PP): Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring.

You can use Heal to make Day Job rolls.

Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.

dream journal of the pallid seer:
(From Pathfinder Adventure Path #27 – What Lies in Dust)

Aura no aura (or faint divination); CL 3rd
Slot none; Price 600 gp; Weight 2 lbs.

DESCRIPTION

This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.

Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again.

The dream journal of the pallid seer is affected by a permanent magic aura that makes it appear to be nonmagical.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, guidance, magic aura; Cost 300 gp.

clockwork key:

Aura faint abjuration; CL 5th
Slot none; Price 500 gp; Weight 1 lb.

DESCRIPTION

A clockwork key has two uses, but one functions only if Abadar is your patron.

Constructs avoid attacking the bearer of the clockwork key, directing their attacks toward other targets if possible, unless they are directly threatened by the bearer or are ordered by their creator to attack. If there are no targets other than a clockwork key’s bearer, a construct will act and attack as normal.

If Abadar is your patron, you can use the clockwork key as an improvised weapon that deals 1d2 points of damage. If you strike a construct with a clockwork key, it takes 1d4 points of damage and must make a DC12 Will save. If the construct fails, it is paralyzed for 1d4 rounds.

Once the key has successfully paralyzed a construct, it is destroyed.

CONSTRUCTION REQUIREMENTS
Craft Construct, Craft Wondrous Item, shatter; Cost 250 gp

background:

Luisila was adopted as a child from the Temple of Calistria by a childless human couple, who ran a successful dry goods store in the Grand Bazaar. Although her parents were by no means wealthy, Luisila never went hungry, had a stable loving home and there were always new clothes when she wore out her old ones. This was in stark contrast to the street children and beggars that Luisila saw everyday in her neighbourhood.

As an adolescent, she was curious about her elven heritage. Though she learned little from the Calistrian clergy, they did spark her interest in helping street people, especially those in service to the Savored Sting. Who knows – one of them could even be her biological mother? By this time, her aged parents had sold their business, reluctantly accepting the lack of interest their daughter had in becoming a simple shopkeeper. By the time they had died, Luisila was in holy orders and working as a missionary amongst the general populace of the Puddles.

Despite her efforts to help the people, Luisila became frustrated by the nature of the people she worked with to exploit each other for petty gain, while being preyed on by drug pedlars and street criminals. This was not helped by the corrupt constabulary, local officials and politicians she encountered. Luisila eventually conceded she was attacking the problem from the wrong angle. If she couldn’t make a difference at the grass-roots level, she would try breaking into the world of the elite and take revenge on the greedy and corrupt from the top. Now all she needed was a path to fame and fortune. From her time serving adventurers in her parents’ store, she knew just the group to help her – the Pathfinder Society!

Luisila has participated in the following missions on behalf of the Society:

A Vision of Betrayal
In Service to Lore
Black Waters

Shadow's Last Stand II — Web of Corruption
Mists of Mwangi
Cyphermage Dilemma

Night March of Kalkamedes
Severing Ties
Way of the Kirin

Fangwood Keep

Goblinblood Dead
My Enemy's Enemy
Wardstone Patrol

You Have What You Hold
Jester's Fraud
Glories of the Past — Halls of Dwarven Lore

Glories of the Past II — Price of Friendship
Glories of the Past III — Secrets Stones Keep
Port Godless

The Green Market
Ghenett Manor Gauntlet
Shadows Fall on Absalom

Wrath of the Accursed
Ironbound Schism (GM)
Hellknight's Feast

Kortos Envoy (GM)
Sarkorian Prophecy
Beacon Below

Solstice Scar, A
Fury of the Final Blade
Solstice Scar, C

Eyes of the Ten — Requiem for the Red Raven
Eyes of the Ten II — Maze of the Open Road

Eyes of the Ten III — Red Revolution
Eyes of the Ten IV — Nothing Ventured, Nothing Gained
Siege of Gallowspire (GM)

Strange Aeons V — What Grows Within (Campaign)

All for Immortality — First Taste of Eternity
All for Immortality III — Serpents Fall

Strange Aeons VI — Black Stars Beckon (Campaign)