Azlanti Scientist

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Full Name

Manfri Codona

Race

| HP 196/196 | AC 26, T 18, F 21 | CMB +20, CMD 38 | F +23, R +23, W +19 (+1 vs fear, negat energy effects, disbelieve illusion; +2 vs haunts, one spell; +3 black rider daily) | Init +8 | Percep +23, Sense Motive +4

Classes/Levels

| Speed 30ft | Active Conditions: none

Gender

Male CN Human (Varisian) Ranger 16

About Manfri Codona

Male human (Varisian) ranger 16
CN Medium humanoid (human)
Init +8; Senses Perception +23

XP: 45.5 Fame: 72 Prestige: 16 Infamy: 10 Disrepute: 10

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Defense
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AC 26, touch 18, flat-footed 21 (+8 armor, +5 dex, +1 insight, +2 deflection)
hp 196 (16d10 +4 Con +1 Favored Class +1 Toughness)
Fort +23, Ref +23, Will +19 (+1 vs fear, negative energy effects, disbelieve illusions; +2 vs haunts, one spell; +3 black rider daily)
Resist negative energy 10
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Offense
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Speed 30 ft.
Melee +1 silvered lucerne hammer +21/+16/+11/+6 (1d12+7+12)
. . club +20/+15/+10/+5 (1d6+4)
. . cold iron spiked gauntlet +20/+15/+10/+5 (1d4+4)
. . mithral dagger +21/+16/+11/+6 (1d4+4/19-20)
Ranged +5 adaptive holy darkwood composite longbow +28/+23/+18/+13 (1d8+9/x3)
. . club +22/+17/+12/+7 (1d6+4)
. . mithral dagger +23/+18/+13/+8 (1d4+4/19-20)

Special Attacks favored enemy aberrations +2, undead +2, outsiders (evil) +6, constructs +4

Ranger Spells Known (CL 13th; concentration +17)

4 – freedom of movement, bow spirit
3 – instant enemy, instant enemy, instant enemy
2 – cure light wounds, cure light wounds, cure light wounds, barkskin +5
1 – endure elements, gravity bow, resist energy 30, longstrider
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Statistics
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Str 18, Dex 22, Con 18, Int 10, Wis 18, Cha 8
Base Atk +16/+11/+6/+1; CMB +20; CMD 38
Feats Power Attack (-4/+8 x 1.5), Toughness, Rapid Shot, Endurance, Iron Will, Point Blank Shot, Improved Precise Shot, Improved Iron Will, Weapon Focus (longbow), Point Blank Master, Manyshot, Great Fortitude, Precise Shot, Clustered Shots
Traits Indomitable Faith, Reactionary
Skills Skills Acrobatics +26 (16+i), Appraise +0, Bluff -1, Climb +9 (2), Diplomacy -1, Disguise -1, Escape Artist +25 (16+i), Fly +10 (5), Heal +4, Intimidate -1, Knowledge (dungeoneering) +13 (10), Knowledge (nature) +7 (4), Linguistics +1 (1), Perception +23 (16), Perform -1, Ride +9 (1), Sense Motive +4, Stealth +25 (16+i), Survival +22 (15), Swim +17 (10+i)
Languages Common, Varisian, Abyssal
SQ camouflage, combat style (archery), improved evasion, favored terrain (desert, underground, urban), hunter’s bond, quarry, swift tracker, track, wild empathy, woodland stride
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Equipment
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+1 silvered lucerne hammer, mithral dagger, cold iron spiked gauntlet, club, +5 adaptive holy darkwood composite longbow (+3 str), blunt arrows (25), silver blanched cold iron arrows (5), durable adamantine arrows (8), ghost salted arrows (22), antitoxin, antiplague, air crystals, enhanced acid flask, potion of touch of the sea, potion sponge of touch of the sea, seaweed leshy bulb, potion of fly (2), potion of darkvision, potion of enlarge person, oil of bless weapon, oil of daylight, globe of moonlight, potion of remove blindness/deafness, potion of CSW Other Gear +2 deathless mithral agile breastplate , +5 cloak of resistance, +2 ring of protection, four-leaf clover, lucky horseshoe, +4 belt of physical might (con, dex), +6 headband of inspired wisdom, unfettered shirt, necklace of adaptation, Mana treads, explorer's outfit, spell component pouch, wayfinder, snapleaf, heightened continual flame (CL 10, L5) wooden holy symbol of Sarenrae, efficient quiver, spring-loaded wrist sheath, wand of CLW (3/50), wand of CLW (50/50), wand of CMW (5/5), wand of CSW (5/5), wand of lesser restoration (2/7), scroll case, scroll of freedom of movement, scroll of freedom of movement, scroll of life bubble, scroll of barkskin +2, smoked goggles, ear plugs, cracked pale green prism ioun stone (saving throws), dusty rose prism ioun stone, cracked dusty rose prism ioun stone, cracked deep red sphere ioun stone (escape artist), cracked pale ruby trillian ioun stone (stealth), cracked vermillion rhomboid ioun stone (acrobatics, swim), belt pouch, backpack, bedroll, blanket, mess kit, clay mug, flint and steel, trail rations (4), waterskin, chalk (3), alchemical grease (2), waterproof bags (2), 50' silk rope, grappling hook, oil of bless weapon (3), blunt arrows (6), ghost salted arrows (4); dream journal of the pallid seer
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Encumbrance
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85.7 lb; dropping backpack = 52 lb (light<=100; 101 < medium <= 200)
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Special Abilities
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Evasion (Ex) When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Improved Evasion (Ex) At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.

Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Favored Enemy (enemy aberrations +2, undead +2, evil outsiders +6, constructs +2) (Ex) bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type.

Likewise, he gets a bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify his Favored Enemy.

Favored Terrain (desert +2, underground +6, urban +2) (Ex) At 3rd level, a ranger may select a type of terrain from the Favored Terrains table (desert, underground). The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Hunter’s Bond (Ex) At 4th level, a ranger forms a bond with his hunting companions. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Camouflage (Ex) A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Quarry (Ex) At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty.

In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed.

A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.

Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Woodland Stride (Ex) Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

Swift Tracker (Ex) Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

boons:

Faction Pin (Dark Archive): 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, Knowledge (arcana), Linguistics, and UMD 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.

Enduring Scholar (S10 Faction Card): Your exposure to dangerous magic has conditioned you to resist spells.

Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals (3) you have completed.

Mana treads The lesser mana treads occupy the feet slot. They grant you a +1 resistance bonus on all saving throws, and this bonus increases to +2 against spells and spell-like abilities.

The boots also gradually store ambient magical energy, represented by 3 charges that the wearer can spend to activate the boots’ special abilities; these recharge at the beginning of each day.

If you defeat a creature that can cast arcane spells and whose CR equals or exceeds your level, the boots regain 2 charges (maximum once per day).

As an immediate action, you can spend one charge to gain SR 13 until the beginning of your next turn. You may spend an additional two charges to extend this spell resistance to all allies within 30 feet.

Between adventures, you may enhance the lesser mana treads to become mana treads and later greater mana treads by paying the difference in price between those items. You receive the lesser mana treads for free, and they have an effective market price of 0 gp. Treat the market price of mana treads as 6,000 gp and that of greater mana treads as 20,000 gp. All versions of the boots have caster level 12th and a strong aura of abjuration.

Mana treads’ bonuses on saving throws both increase by 1, and the boots grant one of the abilities listed below, selected when you first upgrade this item. Greater mana treads’ bonuses on saving throws increase by 1 (to +3 on all saving throws and +4 against spells and spell-like abilities), and the boots grant an additional one of the benefits below.

• The spell resistance granted by the boots increases to 9 plus your character level (minimum 15).
• When the boots’ granted spell resistance prevents a spell from affecting you, you can spend 1 charge to absorb the scattered energies. This grants you a number of temporary hit points equal to the spell’s level, a +2 bonus on caster level checks to overcome spell resistance, and the benefits of divine favour (CL equals the negated spell’s level). These benefits last for 1 minute.
• You can spend 1 charge and stomp the ground as a standard action to create a 20-foot-radius zone that saps magical energy. While in this area, any creature that attempts to cast a spell must make a concentration check (DC 15 + twice the spell’s level); if the check fails, that creature’s spell is wasted.
You can spend additional charges when you use this ability, and you can exclude one creature from its effect for each additional charge spent.

Xenophile: You may add Race Boons to this boon to gain Skill Specialization in a particular skill associated with that race.

Vishkanya: Escape Artist

Season 2 Explorer: Shadow Lodge Explorer (Basic): You gain Disguise as a class skill.

Season 3 Explorer: Ruby Phoenix Explorer (Basic): You gain Acrobatics as a class skill.

Horror Resistance Whether due to your natural mental resilience or a tolerance built up over the course of many disturbing events, your mind is especially resistant to fear.

You gain a +1 bonus on Will saving throws against spells and spell-like abilities with the fear descriptor. You gain a +2 bonus on all saving throws against haunts. If you succeed at a saving throw against a haunt, you may choose to suffer its effects as if you had failed at the saving throw. If you do so, you receive a clue about how to put the haunt to rest.

If you have a familiar, animal companion, or eidolon, it also gains these benefits, though an animal companion never choses to suffer the effects of a haunt despite succeeding on a saving throw.

[✓] [ ] [ ] Martial Tradition: You have located and trained with a famous practitioner of a region's martial art, and even if you have not mastered the forms, you can incorporate a few techniques into your fighting style.

Choose one of the fighting styles blow, each of which focuses on a particular feat and a location (a group of countries or a large geographic feature).

As a free action on your turn, you can check one of the boxes that precede this boon to gain one of the listed feats for 3 rounds; you do not need to meet the feat's prerequisites.

When adventuring in an area associated with the fighting style, you can use this boon once during the adventure without checking a box.

Aldori Dueling (Combat Expertise, Dodge, or Exotic Weapon Proficiency [aldori dueling sword ISWG] Brevoy and the River Kingdoms): Sirian Aldori was a master of the curved blade that now bears his name. Although the style rarely travels beyond the River Kingdoms, the Aldori duelists' reputation for agile swordplay has spread far and wide.

Mantle of the Black Rider III (Wisdom of Eons): As you recovered the next set of keys and faced the trials of the Mother, the Maiden, and the Crone, the Mantle of the Black Rider grew in power.

Once per day as a swift action you may gain a +1 bonus (+3) on skill checks and ability checks for 1 minute.

For every additional Mantle of the Black Rider boon that this character possesses, the bonus increases by 1 to a maximum of a +6 bonus. You may not benefit from more than one Mantle of the Black Rider boon at a time.

Mantle of the Black Rider IV (Trials on the Wanderer): As you overcome the challenges of Triaxus, the Mantle of the Black Rider grows in power.

Once per day as an immediate action before rolling a saving throw you may gain a +1 (+3) insight bonus on that saving throw.

For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.

Mantle of the Black Rider V (Hunt for the Mad Monk): The unorthodox tactics of Rasputin’s soldiers failed to stop you, and in turn the Mantle of the Black Rider grows in power.

Once per day as a swift action you may gain a +1 (+3) bonus on attack rolls for 1 round. This bonus decreases by 1 for every attack you make.

For every additional Mantle of the Black Rider boon that this character possesses, the bonus increases by 1 to a maximum of a +6 bonus. You may not benefit from more than one Mantle of the Black Rider boon at a time.

Energized by the World Engine (Reign of Winter V): As a swift action you may either touch a weapon to grant it the shocking burst weapon quality for 1 minute or apply the Elemental Spell (electricity) metamagic feat to a spell as you cast it without increasing the spell’s level or casting time.

Any electricity damage dealt by the spell or weapon property deals full damage to incorporeal creatures. When you use this boon, cross it off your Chronicle sheet.

[✓][✓][ ] A Piece of Time (Tears at Bitter Manor I): You rescued Dern Fosimuth, an aging member of the adventuring group known as the Golden Watch. To assist you in your coming trials, he has given you his piece of a weirding watch, a fragmented magic item that grants limited control over time.

As a swift action, you can activate the watch fragment to gain the benefit of haste (CL 5) for 3 rounds. You can only activate this ability once per day, and each time you do so, check one of the boxes below.

Upon checking the last box, the fragment’s magic is spent; cross this boon off your Chronicle sheet. Unlike a standard weirding watch fragment, your piece does not interact with or benefit from the activation of other weirding watches.

An Alchemical Discovery (Tears at Bitter Manor II): Following the battle Anobaith in the basement of the Tristiza House, you were able to locate Taergan Flinn’s notes and discovered that he developed a handful of incredible potions and extracts. Now that the Tristiza House is in the hands of Cassomir, the town uses these discoveries to bring wealth to the local shopkeepers and townsfolk.

So long as you possess this boon, this character can purchase the following potions as if they appeared on the Additional Resources page: potion of cure critical wounds, potion of detonate (Pathfinder RPG Advanced Player’s Guide 215), and potion of thorn body (Advanced Player’s Guide 248). The market price of each potion is 1,400 gp (CL 7th).

Tristeza House (Tears at Bitter Manor II): Having cleansed Tristeza House, an estate in northern Taldor, of its evil inhabitants, impressed the citizens of Hope’s Hollow, and made the Verduran Forest a safer place, the city of Cassomir has recognized your accomplishments with ceremonies and property. Increase your Prestige Points and Fame earned for this Chronicle sheet by 2 (1 for slow track).

In addition, you are the owner of Tristeza House, granting you a +2 bonus on Knowledge (geography) and Survival checks made while in Taldor.

[ ] The Hero We Deserve (Feast of Dust I): The generations of Whitewater rule have corrupted Dimayen, and you have mercilessly cauterized its figurative wounds; you have struck down members of the Whitewater family, slain afflicted citizens of Dimayen, or demonstrated other remorseless pragmatism at the GM’s discretion.

Before attempting any d20 roll, you can check the box that precedes this boon to roll two dice and take the better result.

During the module Feast of Dust, you can also spend 1 Prestige Point to use this ability without checking the box, reflecting the reputation you’re willing to sacrifice to help Dimayen — even if the citizens can’t bring themselves to thank you properly.

Spirit of the Stormbrides (Feast of Dust II): You have earned the reverence of the suli hunters known as the Stormbrides.

You gain a +1 bonus on attack and damage rolls as well as Bluff, Knowledge, Perception, Sense Motive, and Survival checks against animals, magical beasts, and vermin.

If you have the favored enemy class feature associated with any of these creature types, your existing bonus instead increases by 1.

Furthermore, you can purchase one +2 defending scimitar from this Chronicle sheet for 13,500 gp.

Daemon Slayer (Feast of Dust III): You deal 1d6 additional damage against daemons with natural and manufactured weapons, and daemons take a –1 penalty on saving throws against your spells and effects.

You can cross this boon off your Chronicle sheet in order to apply these benefits against all outsiders with the evil subtype for 1 minute.

Confirmed Field Agent (The 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 (20 Gozran, 4721). 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 (The Confirmation): 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 fulfilment 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 Confirmation): The field agent who oversaw your Confirmation helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Explore, Report, Cooperate (Wounded Wisp): 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.

Prized Find (Wounded Wisp): 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 breakthroughs 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 (0.5 XP if you use the slow track advancement option).

Gift of the Ghaele (Night March of Kalkamedes): 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.

Memories (Why Were You Chosen?): You have fought your way free of the madness of Briarstone Asylum, taking the first steps towards recovering your missing memories. Choose one of the options below and cross the rest off of your Chronicle sheet.

You can check one of the boxes preceding your choice to apply a bonus to one of the associated skill checks. You must choose whether or not to apply this bonus after seeing the d20 roll, but before learning the outcome.

[ ] [ ] [ ] Detective: You have an eye for detail and a suspicious nature; you must have been sought out for your skills as a detective.

Gain a +2 bonus on your Sense Motive or Survival skill check.

Mercy’s Blessing (Twisted Circle): You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body.

You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result.

Nira’s Gratitude (Twisted Circle): If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort.

After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights.

This act is mentally taxing, and Nira cannot provide this assistance more than once.

Embeth Hound (Six Seconds to Midnight): The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.

Henbane’s Token (Six Seconds to Midnight): Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time.

As a purely mental move action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time.

At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet.

Touched by Time (Six Seconds to Midnight): You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you.

You may cast either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.

Rum Punch Champion: Choose one of the following three boons, and cross the others off your Chronicle sheet.

Using the boon is a free action and requires you check the accompanying check box. If you have already used the boon, you may activate it again by spending 2 Disrepute.

Drunk’s Fortitude: You can use this boon before rolling a saving throw against a spell or effect that would sicken or nauseate you to gain a +2 bonus on the save.

On Dangerous Waters — Archelon Eggs: You recovered several archelon eggs and kept one to incubate and raise as your own. If you have the divine bond, mount, or nature bond class ability—or a similar feature that grants you an animal companion—instead of choosing an animal from the list provided by the ability, you may instead select an archelon (Pathfinder RPG Bestiary 3 311).

If the archelon already appears on your list of available animal companions, you can instead treat your effective druid level as one higher when determining an archelon animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonus, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.

Burgeoning Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Growing Notoriety: Your actions have earned you some respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Avast Ye! (1+ Disrepute): Before attempting a Diplomacy or a Perform (oratory) check when addressing a pirate or a creature with the aquatic or water subtype, you may spend 1 point of Disrepute to gain a +1 bonus on the check. For each additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).

To the Seas, Ya Landlubber! (3+ Disrepute) As a standard action, you can cast touch of the sea as a spell-like ability using your character level as your caster level. If you use this boon as a full-round action, you can touch up to six other targets to share the spell’s effects with them, though doing so costs an additional 3 Disrepute per additional target.

[ ] [ ] [ ] Aiyana’s Ally 1 (Cradle of Night 1): Your friendship with the caligni bard Aiyana has been tested by the trials of Haramil’s tomb. Aiyana now travels alongside you for a time, sharing in your adventures.

Whenever you would fail a Knowledge skill check or a Will saving throw to disbelieve an illusion, you can check a box that precedes this boon to reroll the check (representing Aiyana coming to your aid with helpful insight).

[ ] [ ] [ ] [ ] Aiyana’s Ally 2 (Cradle of Night 2): Your friendship with the caligni bard Aiyana has been tempered during your journey to the underground city of Lyrudrada. Aiyana continues to travel alongside you for a time, sharing your adventures and supporting you with her magic.

You can check a box next to this boon as a swift action to receive the benefits of a cure light wounds spell (CL 6th); alternatively you can check two boxes as a standard action to receive the benefits of an eagle’s splendor spell (CL 6th).

[✓] [ ] [ ] [ ] Aiyana’s Ally 3 (Cradle of Night 3): With the caligni bard Aiyana’s help, you successfully assaulted the Forsaken Fane, recovering the Cradle of Night and earning the steadfast friendship of Aiyana and her people.

Aiyana continues to travel alongside you for a time, sharing your adventures and supporting you with her bardic song. You can check a box next to this boon as a swift action to receive the benefits of Aiyana’s inspire courage (+2) bardic performance for the next 3 rounds.

Shadowbound (Cradle of Night 1): Your exposure to the shadowy energies infusing Haramil’s tomb have corrupted you with their influence. You gain the shadowbound corruption (Pathfinder RPG Horror Adventures 34) at corruption stage 0, choosing two of the following manifestations: Eerie Perception, Emptiness of the Void, or Frightful. This sets your manifestation level at 2. You do not need to make the Will save described in the progression entry for the shadowbound corruption; you are assumed to have enough time between adventures to spend the 2 days sequestered. As long as you do not currently possess a Chronicle sheet with the Shadowbound Stage 1 or Shadowbound Stage 2 boon checked (but not crossed off) , you may cross out boon by spending 5 Prestige Points whenever your character would be able to purchase spellcasting services during an adventure.

[✓] Returned from Shadow 1 (Cradle of Night 1): Check the box that precedes this boon after you cross out the Shadowbound boon off of this Chronicle sheet. When this box is checked, you gain a permanent +1 competence bonus on all saving throws made to resist negative energy effects or disbelieve illusions.

[ ] Shadowbound Stage 1 (Cradle of Night 2): Your journey to the underground city of Lyrudrada took you through dark tunnels and fell sites, exposing you further to the call of shadow. Between adventures, you can check the box that precedes this boon to gain the shadowbound corruption (Pathfinder RPG Horror Adventures 34) at corruption stage 1, increase your manifestation level by 2, and choose two of the following manifestations: Eerie Perception, Emptiness of the Void, Frightful, Weaver of Lies, or Wretched Pain. If you already have a manifestation from the Shadowbound or Shadowbound Stage 2 boons, you must choose different manifestations than you chose with those boons. You do not need to make the Will save described in the progression entry for the shadowbound corruption; you are assumed to have enough time between adventures to spend the 2 days sequestered. As long as you do not currently possess a Chronicle sheet with the Shadowbound Stage 2 boon checked (but not crossed off), you can cross out this boon by spending 5 Prestige Points whenever your character would be able to purchase spellcasting services during an adventure.

[ ] Returned from Shadow 2 (Cradle of Night 2): Check the box that precedes this boon after you cross out the Shadowbound Stage 1 boon. When the box next to this boon is checked, you gain a permanent +1 competence bonus on all saving throws made to resist ability drain or death effects.

[ ] Shadowbound Stage 2 (Cradle of Night 3): Your assault on the Forsaken Fane has exposed you to even more corruption, but also the strength to fight it. You can check the box next to this boon to gain the shadowbound corruption (Pathfinder RPG Horror Adventures 34) at corruption stage 2, increase your manifestation level by 2, choosing two of the following manifestations: Eerie Perception, Emptiness of the Void, Frightful, Insubstantiality, Refuge in Pain, Regretful Gaze, Touch of Ruin, Weaver of Lies, or Wretched Pain. You do not need to make the Will save described in the progression entry for the shadowbound corruption; you are assumed to have enough time between adventures to spend the 2 days sequestered. As long as you do not currently possess a Chronicle sheet with the Shadowbound Stage 2 boon checked (but not crossed off), you can cross this boon off of this Chronicle by spending 5 Prestige Points whenever your character would be able to purchase spellcasting services during an adventure.

[ ] Returned from Shadow 3 (Cradle of Night 3): Check the box that precedes this boon after you cross out the Shadowbound Stage 2 boon. When this box is checked, your total maximum hit points increase 3 for every Returned from Shadow boon you have, and you increase your effective Constitution score for the purpose of determining the negative hit point total at which you would die by an equal amount.

[ ] Blessing of Chasarad (Betrayal in the Bones): As a reward for protecting one of the dwarven god Magrim’s holy sites, you have earned a moment of the Taskmaster’s intercession when you are at the greatest risk.

You can check the box that precedes this boon to negate any one effect that would destroy or trap your soul when you are targeted. This does not prevent any additional effects associated with that effect.

Alternatively, you can check the box to gain the assistance of one of Magrim’s divine servants in escorting your soul back to your body, reducing the cost of any one spellcasting service that returns you to life by 8 Prestige Points.

[ ] Maze Breaker (Betrayal in the Bones): You have overcome a fragment of the Ivory Labyrinth itself, in the process learning how to defeat other mazes.

You can check the box that precedes this boon to use walk through space (Pathfinder RPG Ultimate Combat 248) as a spell-like ability (CL 15th).

Alternatively, you can check the box when attempting an Intelligence check to escape a maze spell to automatically succeed at the check.

House Thrune's Favor (The Disappeared): Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token is on your person, and the token imparts its bonus only to you.

Frozen Fingers of Midnight: The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison.

When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.

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.

Runewarden’s Teachings (Wrath of the Fleshwarped Queen): So long as you possess this boon, all of your Pathinder Society Roleplaying Guild characters have access to the Runeguard prestige class from Pathfinder Player Companion: Paths of the Righteous as if it appeared on the Additional Resources page. Refer to the Campaign Clarifications page for this prestige class.

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.

background:

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

The Confirmation (GM)
Drow of the Darklands Pyramid (GM – Higher Tier)
Wounded Wisp (GM)

Frozen Fingers of Midnight (GM)
Night March of Kalkamedes (GM)
Strange Aeons — In Search of Sanity (Campaign)

Devil You Know II — Cassomir's Locker (GM)
City of Strangers II — The Twofold Demise (GM)
The Twisted Circle (GM)

Prince of Augustana (GM)
Six Seconds to Midnight (GM)
Murder on the Silken Caravan

Among the Dead
Citadel of Flame
The Disappeared
Plunder & Peril — Rum Punch

Plunder & Peril II — On Dangerous Waters

The Blakros Matrimony (Exchange of Secrets boon GM replay)
Tears at Bitter Manor I & II — Hope’s Hollow
Tears at Bitter Manor III — The House without Hope

Reign of Winter III — Maiden, Mother, Crone (Campaign)

You Only Die Twice (GM)
Cradle of Night — Remnants of the Dark

Cradle of Night II — Game of Shadows (GM)

Reign of Winter IV — The Frozen Stars (Campaign)
Cradle of Night III — Fate of the Forsaken

Betrayal in the Bones (GM)
Feast of Dust I — In the Jackal’s Shadow

Reign of Winter V — Rasputin Must Die! (Campaign)
Feast of Dust II — Oblivion and Sand

Feast of Dust III — Flesh for the Famine Prince
Feast of Dust Bonus
All for Immortality II — All the Gods Beyond