Orc Mystic

Luurg's page

1,246 posts. Organized Play character for Massee.


Full Name

Luurg Murkdweller

Race

Effects: Ant Haul

Gender

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8)

Size

Medium

Age

24

Alignment

CG

Languages

Common, Orc, Goblin, Draconic, Sylvan

Occupation

Alchemist

Strength 19
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 12
Charisma 7

About Luurg

Luurg Murkdweller - PFS # 202046-5
XP 23 | PP 25 | Fame 39 | Gold 6533.1
Faction: The Exchange
Male Half-Orc Internal Alchemist 8
CG Medium Humanoid
Senses: Init +2, Perception +12, 60ft Darkvision
Movement: Speed 30ft, Fly 60ft with Wings Active

LANGUAGES: Common, Orcish, Draconic, Goblin, Sylvan

Temp Gear:

DEFENSE:
AC 20: Touch 12, Flat-footed 20
Base Atk +6; CMB +10; CMD 22
hp 67 (8d8+24)
Fort +11, Ref +10, Will +5 (+6 vs Poisons/Disease)(Cloak of Resist +1)(+1 Saves vs Transmutation)

OFFENSE:
[dice=+1 Adamantine Butchering Axe, PA]1d20+11-2;3d6+7+6[/dice]
[dice=+1 Adamantine Butchering Axe, PA]1d20+6-2;3d6+7+6[/dice]
---
[dice=+1 Adamantine Butchering Axe, PA, Heroism]1d20+11-2+2;3d6+7+6[/dice]
[dice=+1 Adamantine Butchering Axe, PA, Heroism]1d20+6-2+2;3d6+7+6[/dice]
---
[dice=+1 Adamantine Butchering Axe, PA, Heroism, Mutagen]1d20+11-2+2+2;3d6+7+6+3[/dice]
[dice=+1 Adamantine Butchering Axe, PA, Heroism, Mutagen]1d20+6-2+2+2;3d6+7+6+3[/dice]
---
[dice=+1 Adamantine Butchering Axe: 10' reach, PA, Enlarge, Mutagen]1d20+11-2+2;4d6+8+6+3[/dice]
[dice=+1 Adamantine Butchering Axe: 10' reach, PA, Enlarge, Mutagen]1d20+6-2+2;4d6+8+6+3[/dice]
---
[dice=Mithril Dagger, PA]1d20+11-2;1d4+5+4[/dice]
[dice=Mithril Dagger, PA]1d20+6-2;1d4+5+4[/dice]
[dice=Bomb, Ranged Touch, Fire]1d20+8;4d6+3[/dice] Splash DC17 for 7.
[dice=Fire Breath Weapon Bomb: Reflex DC17 for Half]4d6+3[/dice]

ALCHEMY GOODNESS:
-Formulas Per Day (5/5/3)
1:(Long Arm, Shield, Enlarge, Cure Light Wounds, Ant Haul)
2:(Alchemical Allocation, Resist Energy, Barkskin, False Life, ?)
3:(Displacement, Heroism, Blood Hound)
Mutagen Prepared: +4 Str +2 Natural Armor -2 Int (fig)
Boro Bead (1st Level)

-Formulas Known- (CL 8th)
1:Cure Light Wounds (apple), Crafter's Fortune (pear), Shield (pineapple), Long Arm (banana), Enlarge Person (ugly fruit), Touch of the Sea (mango), Ant Haul (grape)
2:Alchemical Allocation (lemon), Animal Aspect (orange), Barkskin (Avocado), False Life (?), Resist Energy
3:Displacement (?), Heroism, Bloodhound
4:Stoneskin (?)

SKILLS:
(+8 Ranks via Favorite Class Bonus)
(6)Craft Alchemy +12 (+8 to crafting)
(8)Disable Device +15 (Includes +2 from MW Tools)
(5)Fly +14 (includes +1/2 CL)
(8)Heal +12 (Additional +2 when using Heal Kit)
(8)Knowledge (Nature) +14
(8)Perception +12
(8)Spellcraft +14 (From Headband of Int +2)
(8)Survival +12 (Additional +2 with Wayfinder to avoid getting lost)
(5)Swim +13 (+1 Trait Bonus)

STATS:
Strength: 19 (+1 from 8th level)(Belt of Giant Str +2)
Dexterity: 14
Constitution: 16 (+1 from 4th level)
Intellect: 16 (Headband Int +2)
Wisdom: 12
Charisma: 7

TRAITS:
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

River Rat (Marsh or River): You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

FEATS:
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Extra Bombs (Replaces Brew Potion): You can throw more bombs per day. Prerequisite: Bomb class feature.
Benefit: You can throw two additional bombs per day. Special: You can gain Extra Bombs multiple times. Its effects stack.

Die Hard: You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door. Prerequisite: Endurance.
Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Survivor: Only the strong thrive in your homeland, and you are no weakling, even among your kin.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: You gain a +5 bonus on all Constitution checks made to stabilize while dying. Once per day, if you are struck by a critical hit or sneak attack, you can spend an immediate action to negate the critical or the sneak attack damage, making the attack a normal hit.

Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Exotic Weapon Proficiency (Combat): Butchering Axe.

DISCOVERIES
Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day.

Lingering Spirit (Ex): The alchemist is familiar enough with the ties between his body and spirit that he lingers at death's door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks). An alchemist must be at least 4th level before selecting this discovery.

Wings (Ex): The alchemist gains bat-like, bird-like, or insect-like functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. An alchemist can select this discovery multiple times; each time he does so, he adds his caster level to the number of minutes per day that he can fly with the wings. This flight is an extraordinary ability. An alchemist must be at least 6th level before selecting this discovery.

Breath Weapon Bomb* (Ultimate Combat pg. 24): Instead of drawing the components of, creating, and throwing a bomb, the alchemist can draw the components, drink them, mix them within his body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone and has the same DC as the bomb. Each creature within the cone takes damage as if it had suffered a direct hit from the alchemist’s bomb, but succeeding at a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligent modifier) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity. An alchemist must be at least 6th level before selecting this discovery.

Racial:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2 Str)

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Class Abilities:

The following are class features of the alchemist.

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

A PFS Alchemist replaces Brew Potion: with Extra Bombs.

Archetype: An internal alchemist studies medicine, diet, and the living body to purify the self in the hope of gaining immortality by means of alchemical concoctions and controlling vital energy. Internal alchemists develop unusual physical abilities from heightened knowledge of how their bodies work. An internal alchemist has the following class features.

Breath Mastery: At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties.

He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state. This ability replaces Throw Anything.

Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Disease Resistance: At 3rd level, an internal alchemist gains a bonus on all saving throws against disease equal to his alchemist class bonus against poison. When he gains the poison immunity alchemist class ability, he becomes immune to disease as well. This ability replaces swift alchemy.

Uncanny Dodge: Starting at 6th level, an internal alchemist can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. However, he still loses his Dexterity bonus to AC if he is immobilized, or if an opponent successfully uses the feint action (see Bluff) against him. If the internal alchemist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (as a rogue) instead. This ability replaces swift poisoning.

Equipment:

Mithril Dagger
Cold Iron Dagger
MW Greenwood Spear
+2 Mithril Breastplate
MW Thieves Tools
Traveler's Outfit
Alchemist Kit
Traveling Formula Book
Backpack
Hammock
Belt Pouch
Flint and Steel
Canteen
Bandoleer x2
Drill
Fishing Kit
Waterproof Bag
Crowbar
Adamantine Wire Saw
50' Silk Rope
Grappling Hook
Wayfinder
Cloak of Resistance +1
MW Underwater Light Crossbow
Smelling Salts (crafted)
Boro Bead (1st Level)
Belt of Giant Strength +2
Cold Weather Gear
Headband of Int +2 (Spellcraft)
Formula Alembic
Verdant Boots
+1 Adamantine Butchering Axe

Consumables:

Wand of Cure Light Wounds (14)
Wand of Lesser Restoration (6)
Wand of Cure Serious Wounds (3)
Healer's Kit (7)
Vermin Repellent x2 (Crafted)
Acid x3 (Crafted)
Bolts (10)
Silver Bolts (10)
Cold Iron Bolts (10)
Antitoxin x2 (crafted)
Antiplague x3 (crafted)
Defoliant x2 (crafted)
Alchemist's Kindness x9 (crafted)
Potion of Heroism x1
Oil of Magic Weapon x2
Potion of Remove Blindness/Deafness x1
Potion of Water Walk x1
Flasks of Holy Water x6
Oil of Bless Weapon x1
Wand of Prot Energy (10)

Purchases:

Wand of Cure Light Wounds: 2PP
Masterwork Chain Shirt: 250g (Sold for 125g)
Masterwork Thieves Tools: 100g
Greenwood Spear: 2PP
Mithril Dagger: 502g
Wayfinder: 1PP (Confirmed Field Agent Boon)
Adamantine Wire Saw: 150g
Cloak of Resistance +1 1000g
MW Underwater Light Crossbow 370g
+2 Mithril Breast Plate: 8200g
Potion of Heroism: 2PP
Oil of Magic Weapon x2
Wand of Lesser Restoration 9 Charges: 810g
Antiplague x3 (crafted) 50g
Potion of Remove Blindness/Deafness 2PP
Boro Bead (1st Level) 1000g
Belt of Giant Str +2 4000g
Potion of Water Walk 2PP
Wand of Cure Serious Wounds (5): 1,125g
Remove Curse Casting x3: 630g
Headband of Int +2 (spellcraft) -4000.0
Formula Alembic -200.0
Scribe: 1,2,3,4th -365.0
Wand of Prot Energy (10) -2250.0
Verdant Boots -12,000g
+1 Adamantine Butchering Axe -5065.0

Chronicles:

Wounded Wisp 6-10: 450g and 2PP
Segang Expedition 6-08: 584g and 2PP
The Confirmation 5-08: 505g and 2PP
The Tide of Morning #23: 596g and 2PP
The Delirium's Tangle #45: 522g and 2PP
We B4 Goblins: 504g and 1PP
Rise of the Goblin Guild 4-01: 1262g and 2PP
We Be Goblins Too: 1237g and 1PP
Glass River Rescue 5-01: 1234g and 2PP
We Be Goblins Free!: 1600g and 2PP
The Midnight Mauler: 1328g and 2PP
Night March of Kalkamedes: 1957g and 2PP
From the Tome of Righteous Repose 8-07: 2315g and 2PP
The Penumbral Accords 2-11: 1935g and 2PP
Dawn of the Scarlet Sun: 2327g and 1PP
The Jarlsblood Witch Saga 9-11: 2629g and 2PP
The Golemworks Incident 4-03: 2628g and 2PP
From Shore to Sea Module: 8812g and 4PP
Serpent's Ire 7-98: 5000g and 2PP
Death on Ice 10-03: 5557g and 2PP
Captives of Toil 8-03: 5682g and 2PP

Boons:

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 filling 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.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past break throughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (.5XP if you use the slow track advancement option).

Ragdya's Blessing: Due to the respect you showed to the Vudran god Ragdya's sacred animal, you have received that deity's blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a climb check,you fall slowly as if affected by feather fall (CL 1st) for so long as you remain adjacent to the wall or other solid surface.

You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

You Be Goblin Whelp: Happy Beat (0/2): When you are hit by an attack, you can check one of this badge's boxes to gain DR5/- against that attack.

Great Goblin Relics: Kettlehelm of Glory: Wearing this absurd helmet made from a kettle provides you an unlikely defensive advantage. You can use the kettlehelm as an immediate action to gain the benefits of the light fortification armor enchantment against a single attack. If this fails to prevent a critical hit or sneak attack, the helm's power is not expended and can be used again.

You Really Be Goblin: You have spent considerable time - almost certainly too much time - studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all the normal rules for selecting traits. When you use this boon, cross it off your Chronicle Sheet.
*****Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
*****Bouncy: Your bones and flesh are more elastic than those of most goblins—when you fall, you tend to bounce a little better than they do as a result. Whenever you take falling damage, the first 1d6 points of lethal damage taken in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves to avoid unexpected falls.
*****Goblin Bravery: You have a worrying propensity for overconfidence in combat. When facing an enemy that’s larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant you a +1 trait bonus on attack rolls with non-reach melee weapons.

Owlbear Companion: You recovered a clutch of owlbear eggs and may raise one of the hatchlings as a pet. If you possess a class feature that permits you to take a bear as an animal companion or mount that progresses as an animal companion, you may instead gain the service of an owlbear. The owlbear companion uses the stats of a bear companion with the following modifications: all Handle Animal checks made to train or handle the owlbear suffer a -4 penalty; the bonus granted by the devotion ability increases to +5; the creature's starting charisma score is 10; and the animal companion looks like an owlbear instead of a normal bear. This owlbear is considered an animal for all purposes.

Kaboom! Kablam! You're constantly find new and deadly ways to employ fireworks. You can cross this boon off your Chronicle Sheet when lighting a non-magical firework in order to double the damage it deals and increase the DC of any saving throws made against its effects by 2.

Squealy Mnarrrr!: The power of the BirdCruncher Tribe empowers its unofficial totem beasts: the owlbear an the pig. If you possess a class feature that permits you to take a boar as an animal companion, that boar can channel Squealy Nord's ferocity; the boar's starting Charisma score is 10, and it deals an additional 1d6 damage when it makes a charge attack. If you are instead able to gain an owlbear as an animal companion, the penalty on Handle Animal checks made to handle the owlbear companion decreases by 2 (minimum 0), and the owlbear gains a +1 bonus on combat manuever checks made to grapple.

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.

Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
Subtier 4–5: You may instead cast continual flame, dispel magic, lesser globe of invulnerability, or restoration.

(0/1)Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavyorlight)with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0gp.

(0/3)Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
*Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming, or flaming burst special ability; shields with the blinding special ability; crowns of blasting, necklaces of fireballs, phylacteries of faithfulness, staves of healing, or staves of illumination.

(0/1)Linnormhide Armor: You can check the box that precedes this boon to purchase a suit of dragonhide armor or dragonhide shield made out of crag linnorm scales, reducing its price by up to 500 gp (minimum cost 0 gp). Crag linnormhide armor is immune to fire damage. Alternatively, you can check the box to convert any dragonhide armor you have into crag linnormhide armor at no cost. Any discounted energy resistance abilities the armor may grant change to grant fire resistance instead of their original type.

Rare Weapons: You have recovered several exotic weapons, both of which appear in the available items below. These appear on page 8 of Pathfinder Player Companion: Adventurer’s Armory 2, and their abilities are provided below. You can spend 2 Prestige Points to replace one of your feats with Exotic Weapon Proficiency (butchering axe) or Exotic Weapon Proficiency (orc hornbow). When you do so, you may change the weapon or weapon group selected for any other feat or class feature you have (e.g. Weapon Focus or a fighter’s weapon training) for 2 Prestige Points each.

*Butchering Axe: This axe has an oversized head bristling with spikes. If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a –2 penalty on attacks with it. A butchering axe deals 3d6 slashing damage, deals ×3 damage on a critical hit, and weighs 25 pounds.

*Orc Hornbow: This bow is made of the horns of great beasts. Any effect that applies to longbows or shortbows also applies to orc hornbows. An orc hornbow deals 2d6 piercing damage, deals ×3 damage on a critical hit, weighs 7 pounds, and has a range increment of 80 feet. Orc hornbows are composite bows and can be modified to benefit from high Strength scores in the same way as other composite bows; when you purchase the orc hornbow below, you can increase its Strength modifier by paying an additional 100 gp for each point of Strength bonus.

Resisting the Blackcove Taint: You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You gain a +1 bonus on saves against transmutation.

Unwavering Resolve: The reports the Pathfinder Society has managed to piece together regarding the events at Wirholt’s Rictus paint a grisly picture. After hearing unnerving rumors about the Aspis Consortium’s recent activities, you have steeled yourself to face unspeakable horrors in the field. When you must attempt a saving throw against a fear or confusion effect, you can cross off this boon before rolling the save to grant a +2 bonus. Even if you fail the saving throw, your preparations give you some degree of protection. If you failed a saving throw against a fear effect, you experience a surge of adrenaline that grants a number of temporary hit points equal to twice your character level. These temporary hit points last as long as the fear effect persists. Alternatively, if you failed a saving throw against a confusion effect, you maintain unusual lucidity, which allows you to roll the d100 to determine your actions each round twice and take your preferred result. This benefit lasts until the confusion effect ends.

Esoteric Item Research: After the team at Slumbersun returned from its mission, the Aspis Consortium gained access to several unusual magic items. Ratarion sold temporary access to these items to a crafter within the Consortium, who deduced their methods of creation. Several Aspis agents now carry copies of one of the crafter’s recipes. When you defeat one or more agents of the Aspis Consortium, ask your GM to initial after one of these items, granting you access to purchase it. You can gain access to all three items below, but you can only gain access to one item during a single adventure.

Necklace of Shattered Dreams: (Aura moderate necromancy; CL10th; Slot Neck; Price 3,000g): This delicate steel chain with five obsidian beads functions as a necklace of fireballs II, but it deals negative energy damage rather than fire damage (Will DC14 for half) and is as risk of exploding when subjected to negative energy damage rather than fire.

Scabbard of Bleeding Edges (Aura faint evocation; CL 5th; Slot -; Price 12,000g): This sheathe appears to be woven from sickly green spider silk. It functions as a Scabbard of Keen Edges except that it grants the affected weapon the wounding weapon enhancement for 5 minutes. When activated, sweet-swelling ichor sweats from between the threads for several seconds, and the affected blade appears noticeably serrated.

Viridium Moonbeast (Aura moderate transmutation; CL 11th; Slot -; Price 10,000g): This statuette of a tentacle-headed, quadruped is cast in sickly green metal. It functions as a Bronze griffon figurine of wondrous power but has a fly speed of only 20ft (good). Its bite attack sickens its target for 1d3 rounds (DC15 Fort Negates). White animate, it intermittently babbles telepathic nonsense and incensed proclamations of doom on its owner.

(0/4) Icewalker: While adventuring in the Crown of the World was a chilling experience, your adventures on the polar ice have made you more resistant to the frigid conditions. 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.

(0/3) Runic Tattooing: Spending time with the saumen kar Ainamuuren has given you a rudimentary understanding of magical tattoos. 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 has passed causes both the spell and that use of this boon to be wasted.

(0/5) Varki Archaeology: Successfully saving Svala from the undead hordes of frozen Pilungak has helped the Society retain a uniquely skilled agent. 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.

Darklands Delver: Your experience navigating the treacherous tunnels of Nar-Voth has taught you much about its hazards and denizens. You gain a +2 bonus on all Knowledge checks related to dangers you encounter in the Darklands and can make those checks untrained. This bonus increases to +4 for checks relating to duergar. Before making a Knowledge check related to duergar, you can decide to take 20 on the check. When you do, cross this boon off your Chronicle sheet.

Purchasable Loot:

Alexandrite gem (750g; glows as affected by continual flame heightened to a 3rd level spell, CL5th
Scroll of mage armor (CL6th; 150g)
Wand of cause fear (15 charges; 225g)
Alluring golden apple (400g)
Monkey Belt (9,400g)
Wand of Mage Armor (10 charges; 150g, limit 1)
Wand of burning hands (CL3rd, 4 charges; 180g)
Wand of cure light wounds (CL3rd, 8 charges; 360g)
Wand of magic missiles (CL 3rd) (2,250 gp)
Wand of water breathing (2 charges) (Limit 1; 450 gp)
Wand of Cure Light Wounds (15 charges; 225g, limit 1)
Gourd of fire burping (250g; this functions as an elixir of fire breath, but the imbiber may only breath fire once in a 15' cone that deals 2d6 fire damage (DC12 Reflex for half)
Wand of cure moderate wounds (11 charges; 990g limit 1)
Wand of lesser restoration (9 charges; 810g limit 1)
Brooch of shielding (15 points remaining; 225g, limit 1)
Potion of CLW (CL 3rd; 150g, limit 4)
Wand of CMW (6 charges; 540g, limit 1)
Wand of Cure Light Wounds (25 charges; 375g)
Lesser Strand of Prayer Beads (only a bead of blessing remains; 600g, limit 1)
Restorative Ointment (4,000g)
Steadfast Gut-stone (800g; Pathfinder RPG Ultimate Equipment 320)
Wand of Fireball (3 charges, limit 1)
Wand of Shatter (12 charges; 1,080g, limit 1)
Sword of station (1,680 gp; this decorative sword and scabbard occupies the belt slot and grants a +2 competence bonus on Sense Motive checks. Three times per day, the wearer may draw the sword and deliver a single-word command, as per the spell [CL 1st]. The blunt and poorly balanced sword is treated as an improvised club when used as a weapon in combat.)
Wolfsbane (500 gp; limit 1 dose)
Scabbard of vigor (1,800 gp; Pathfinder RPG Ultimate Equipment 318)
Wand of ray of enfeeblement (16 charges; 240 gp, limit 1)
+1 Vicious greataxe (8,320 gp)
AntiplagueUE (50 gp)
Belt of tumblingUE (800 gp)
Wand of burning hands (CL 5th, 23 charges; 1,725 gp, limit 1)
Wand of cure moderate wounds (5 charges; 450 gp, limit 1)
Wand of gust of wind (18 charges; 4,050 gp, limit 1)
Wand of protection from evil (7 charges; 105 gp, limit 1)
Amulet of elemental vengeance (combines the effects of an amulet of elemental strifeUE and a necklace of fireballs [four 4d6 spheres remaining]; 6,250, limit 1)
Bloodletting kukri (6,308 gp)
Deathblade poison (1,800 gp, limit 1)
Fuse grenade (100 gp)
Volatile vaporizer (2,200 gp)
Wand of cure serious wounds (5 charges; 1,125 gp, limit 1)
Wand of daylight (17 charges; 3,825 gp, limit 1)
+1 Glamered studded leather armor (3,680 gp)
Amulet of natural armor (2,000 gp)
Cloak of elvenkind (2,500 gp)
Potion of cure serious wounds (750 gp)
Ring of counterspells (4,000 gp)
Scroll of cure critical wounds (700 gp)
Scroll of divination (725 gp)
Scroll of remove disease (375 gp)
Scroll of restoration (1,700 gp)
Wand of flame blade (CL 10th, 10 charges; 3,000 gp, limit 1)
Scarlet and blue sphere ioun stone (8,000 gp)
+1 Dragon bane butchering axe (8,365 gp)
+1 Thundering orc hornbow (8,430 gp)
+1 Wrathful chainmail (if the wearer has the rage, bloodrage, or raging song class feature, she can use it an additional number of rounds per day equal to twice the armor’s enhancement bonus; 4,300 gp, can be upgraded as though wrathful were a +1 bonus base price modifier)
Boots of the winterland (2,500 gp)
Cloak of resistance +1 (1,000 gp)
Horn of the huntmaster (5,000 gp; Pathfinder RPG Advanced Player’s Guide 306)
Lesser talisman of beneficial winds (50 gp; Pathfinder RPG Occult Adventures 263)
Lesser talisman of freedom (900 gp; Occult Adventures 263)
Lesser talisman of good fortune (1,680 gp; Occult Adventures 263)
Lesser talisman of life’s breath (3,500 gp; Occult Adventures 263)
Ring of minimal fire resistance (4,000 gp, grants fire resistance 5 and can be upgraded to a ring of minor fire resistance for 8,000 gp)
Dusty rose prism ioun stone (5,000g)
Lesser extend metamagic rod (3,000g)
Oil of keen edge (750g)
Potion of barkskin (300g)
Potion of cure moderate wounds (300g)
Potion of cure serious wounds (750g)
Ring of counterspells (4,000g)
Slippers of spider climbing (4,800g)
Wand of protection from energy (CL5th, 10 charges; 2,250g limit 1)
Sassone leaf residue (300g; limit 2)
Trusty Buddy: adamantine crowbar: 3002g, limit 1: +4 circumstance bonus on Strength checks to open doors and chests, bypasses DR when used as an improvised weapon)
+1 Aberration bane spear (8,302 gp) (New Spear)
Amulet of natural armor +1 (2,000 gp)
Armillary amulet (2,500 gp; when worn around the neck, this amulet grants a +5 competence bonus on Spellcraft checks)
Cloak of the manta ray (7,200 gp)
Elemental gem, fire (2,250 gp)
Elixir of swimming (250 gp)
Elixir of true form (1,600 gp, limit 1; removes all curses and transformation effects from the imbiber)
Horn of fog (2,000 gp)
Minor circlet of blasting (6,480 gp)
Pearl of power, 3rd level (9,000 gp)
Potion of levitate (300 gp)
Ring of swimming (2,500 gp)
Salve of slipperiness (1,000 gp)
Scroll of freedom of movement (700 gp)
Wand of remove curse (1350 gp, limit 1; 6 charges)
Wand of cure moderate wounds (16 charges; 1440g, limit 1)
Wand of ice shape (22 charges; 5200g, limit 1)
Wand of daylight (8 charges; 1800g, limit 1)
Wand of invisibility (12 charges; 1080g, limit 1)
Wand of remove blindness/deafness (7 charges; 1575g, limit 1)
Wand of greater invisibility (8 charges; 3360g, limit 1)

Item Descriptions:

Verdant Boots
Price 12,000 gp; Aura faint transmutation; CL 5th; Weight 2 lbs.
The wearer of these boots can, on command three times per day, cause her current square to sprout a thick canopy of fruit-bearing or otherwise edible plants. These plants count as difficult terrain and grant cover to any Medium or smaller creature within the square. They also provide enough food to sustain two Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.

Gamin the Misforged
Aura faint transmutation; CL 5th
Slot none; Price 7,015 gp; Weight 2 lbs.
Alignment neutral good; Senses 30 ft.
Intelligence 10, Wisdom 11, Charisma 10; Ego 2; Language speech (Common)
DESCRIPTION
This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window. Gamin is a +1 allying mithral longsword APG with the permanent broken condition, and when held he can cast guidance on his wielder at will. Only a master swordsmith might repair Gamin’s imperfections, and the Pathfinder Society does not have access to such a resource at this time.
CONSTRUCTION Requirements Craft Magical Arms and Armor, guidance, magic weapon

Carrying Capacity Numbers:

Strength Score Light Load Med Load Heavy Load
19 116 lbs. or less 117-233 lbs. 234-350 lbs.
20 133 lbs. or less 134-266 lbs. 267-400 lbs.
21 153 lbs. or less 154-306 lbs. 307-460 lbs.
22 173 lbs. or less 174-346 lbs. 347-520 lbs.
23 200 lbs. or less 201-400 lbs. 401-600 lbs.
24 233 lbs. or less 234-466 lbs. 467-700 lbs.
25 266 lbs. or less 267-533 lbs. 534-800 lbs.

*Double value if large, Ant Haul triples… so x4 for Large and Ant Hauling