Demon Slayer

Mareq Bolthune's page

1,634 posts. Organized Play character for DEREK LANE 127.


Full Name

Mareq al-Shamir

Race

Ifrit

Classes/Levels

Summoner 10 (HP63/63; AC 20 / T 12 / FF 18; DR5 (fire); F +4, R +5, W +7; Init +2, Perception +0, Diplomacy +18, Kn(a, pl) +13, Darkvision 60')

Gender

Male

Size

5'10

Age

24

Special Abilities

Burning hands 1/day, Darkvision 60, Fast Healing 2, Fire Resistance 5

Alignment

Chaotic Neutral

Deity

His Father, Husarq al-Shamiri, Lord of the City of Brass

Location

The Prime Material Plane (Timezone: -08:00 Los Angeles)

Languages

Common, Ignan, Aquan, Abyssal, Terran, Ancient Osiriani

Occupation

Thrall

Strength 8
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 20

About Mareq Bolthune

Background:
Report to Major Colson Maldris on the ifrit pathfinder Mareck Bolthune; aka Mareq, Ambassador Percipient to Golarion; aka Mareck the Rejected, the Scorned, the Avenger; aka Mareq ibn al-Shamir, bastard scion of Bayt al-Shamir of the City of Brass

Mareq ibn al-Shamir laughed the first time he saw his father die. It was a belly-laugh, the likes of which he had never voiced in his short twenty years. The more he saw his father die, the more he laughed, whether it was a death at the gleaming magical golden brass axes of the Grand Sultan’s loyal inquisitors, or at the hands of djinn agents on the second level of the Pit of Gormuz near Ninshabur, or by the ice witches of Irrisen and their freezing magics. If somebody assembled a witness to each of these deaths from Mareq’s odd and oft-changed circle of companions, as I did in the course of my investigations, they would put together a picture of increasingly manic and crazed mirth. Amusement, merriment even.

“He enjoys it,” says a companion, oddly fearful of Mareq, given how strong this man is compared to the weak and emaciated ifrit. “When his Father dies, he whispers, ‘I won’t reject you. Nooo. I’ll bring you back. I will.’ Or at least, that’s what I heard a few times when we were in the snows in Irrisen fighting those damned fey. I think he says it each time. It’s damned creepy.”

Mareq ibn al-Shamir originally hails from the City of Brass, the bastard offspring of a human slave and the patriarch of Bayt al-Shamir, one of the noble houses of efreet in that most wondrous of wonders, Fommok Madinah, the Devouring City, as the fire genies call it. An azer slave, since freed by the Grand Vizier under mysterious circumstances, said he saw Mareq appear before the Lord of House Shamir at least seven times, each time on his Nameday. The Lord summoned his bastard each year to berate him and listen to his pleas for recognition as a son of Bayt al-Shamir. Each year, for six years, Mareq left rejected, scorned, abandoned by his father, followed by the laughter of the al-Shamiri Court. On the seventh year, on Mareq’s 20th Nameday, he appeared with a troop of the Sultan’s Inquisitors who, convinced of the Lord’s perfidy and disloyalty in the ongoing struggles between the Grand Sultan of the City of Brass, Suleiman XXIII and Grand Vizier Abdul-Qawi, struck off Lord Shamir’s head with their ceremonial, yet sharp, brass axes.

Mareq laughed then. A loud laugh. A strong laugh. And then he left and was little heard from for many years. Word is that he hid in the Mages Quarter with the City’s White Mage, Yndri Ysalaa. Ysalaa, reputed to live on the blood of slaves and the love of stricken mortals, guarantees that none in the City learn the art of summoning and binding genies, among other things. Yet that is exactly what Mareq somehow learned. True, he fled the City post-haste through a little known planar gateway called the Chain of Fire, and has never returned. But he claims to represent the Grand Vizier as an Ambassador Percipient (I think it means he’s an official observer) on the Prime, an odd choice of ally given how he had his father killed. Perhaps he learned something the White Mage could not acknowledge. Perhaps he is hunted to this day by her. The truth is somewhat difficult to know.

What I have been able to gather, and see once, is that Mareck Firehair, as he sometimes calls himself, summons the shade of his dead father, an efreeti eidolon that he calls variously Father, Thrall, or Dung Face. He reportedly throws his father into combat gleefully and quickly, relishing each battle.

Of deep concern to us and our goals in Andoren and in the Pathfinder Society, is that Mareq’s father wears a slave collar emblazoned with the Ignan symbol of thralldom. The same symbol brands Mareq’s forehead when the efreeti Lord’s shade is on the Prime. Mareq is recorded as having mentioned at least thrice that the symbol predates his ability to summon the shade of his father and that it was put there by his own father when he was born. But he has faithfully fought every slaver he has encountered and professes hatred of the institution. Yet… he delights in the servitude of his hated father and degrades him, whips him, and casts him into sure death when and where ever he can. One eyewitness claims Mareq even once called forth celestial creatures from beyond Golarion to kill his eidolon father after normal battle had failed to do so.

I fear Mareq al-Shamir is deeply unbalanced. Yet he serves our purpose, does not waver from our values, and is an incredible diplomat, counselor and talker. He can talk an Arodeni nun out of her knickers, I swear. He is charming when his father is not present, calm and collected, and works well with others.

In summary: a man to watch and use. But be ready to neutralize him if his derangement endangers us and our goals.

Penned this day, 23 of Sarenith, 4713 AR
Sir Maland Veckers, investigator, pathfinder, lover of Liberty

Stats:
Mareck Bolthune
Male ifrit Summoner 10
CN Medium outsider (native)
Init +2 ; Senses Perception +0, Darkvision 60’

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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 mage armor, +2 Dex) Boon: +2 AC once
hp 63
Fort +4, Ref +5, Will +7; +1 vs. enchantment, +1 vs. divine spells (boon)
Defensive Abilities Energy Resistance (fire) 5, Fire in the Blood
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OFFENSE
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Speed 30 ft.
Melee
Dagger +7/+1(1d4-1/19-20/x2) or

Ranged
Crossbow +9/+4 (1d8/19-20/x2)
Dagger +9/+4 (1d4/19-20/x2)

Special Attacks
Summoner Spells Known CL 10, (12vsSR. 12 for dispel checks)
4th (2/day) - Dismissal (DC21), Planar Binding, Lesser (DC20)
3rd (4/day) - Dimension Door, Dispel Magic (1d20+2+Caster lvl vs. 11+Caster lvl), Greater Invisibility, Siphon Might (DC19)
2nd (6/day) - Anti-Summoning Shield (DC19), Final Sacrifice (DC18), Glitterdust (DC18), Resist Energy, See Invisibility, Slow (DC18)
1st (7/day)—Grease (DC 17), Daze monster (DC 17), Life conduit, Rejuvenate Eidolon, Lesser, Snowball (DC 17)
0 (at will)—detect magic, guidance, light, mage hand, message, read magic
Spell-Like Ability (Sp): Ifrits can use burning hands (DC17) 1/day as a spell-like ability (caster level equals the ifrit's level).

--------------------
STATISTICS
--------------------
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 10, Cha 22 (+6)
Base Atk +7/+2; CMB +6; CMD 18
Feats Expanded Arcana, Dispel Focus, Spell Penetration (+2 CL), Spell Focus (abjuration),Extra Evolution
Skills Bluff +6, Climb +0, Diplomacy +18, Kn(arcana) +14, Kn(engineering) +9, Kn(planes) +14, Linguistics +7 (+9 Azlanti), Spellcraft +6, Use Magic Device +16
Traits
Indomitable - Your strong, self-reliant swagger has made you more resistant to domination and control. You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
Ease of Faith - You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Languages Common, Ignan, Aquan, Abyssal, Terran, Ancient Osiriani

SQ
Energy Resistance (fire) 5,
Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.,
Darkvision 60’
Spell Like Ability: Burning hands 1/day (DC16)

Equipment
Headband of Alluring Charisma +2
Staff of Eidolons (Evolution Surges: Extra Feat:Caster's Champion, Extra Feat:Cleave, Extra Feat:Death or Glory, Extra Feat:Improved Bull Rush, Extra Feat:Improved Critical, Extra Feat:Step Up, Immunity, Shadow Blend, Shadow Form, Ability Increase:Dex, Reach, Resistance)
Wand of Mage Armor,
Wand of Shield,
Wand of Cure Light Wounds (UMD DC20),
Wand of Rejuvenate Eidolon, Lesser,
Wand of Protection from Evil
Wand of Long Arm
Scroll of Endure Elements (x3),
Scroll of Bull's Strength x4
Scroll of Cat's Grace x5and a
Scroll of Final Sacrifice x5
Scroll of Siphon Might x2
Scroll of Dispel Magic x2
Scroll of Ghostbane Dirge x2 UMD DC 23
Potion of Cure Serious Wounds [dice=Cure Serious Wounds]3d8+5[/dice]
Spectre Moss (prevents neg energy, level drain, 1min)

Other Gear spell component pouch, crossbow, light with 20 bolts, Outfit, hot weather, Alchemist’s fire (x1), Thunderstone (x1), Tanglefoot bag (x2), Camel, Saddle, Bit, Bridle, Antiplague x2,
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SPECIAL ABILITIES
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Cantrips
Eidolon
Life link Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.
Summon monster I Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.
Bond senses Starting at 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.
Summon monster II
Shield Ally (Ex) At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.
Summon monster III
Maker’s Call (Su) At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Summon monster IV
Transposition (Su) At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.
Summon Monster V
Aspect (Su) At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well. He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions he receives from these points any time he can change the eidolon’s evolutions.

Templates & Frequently Summoned Monsters:

Large Fire Elemental CR 5

XP 1,600
N Large outsider (elemental, extraplanar, fire)
Init +9; Senses darkvision 60 ft.; Perception +11

DEFENSE
AC 19[23], touch 15[19], flat-footed 13[17] (+5 Dex, +1 dodge, +4 natural, –1 size, [+4 mage armor])
hp 34/60 (8d10+16)
Fort +8, Ref +11, Will +4
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold

OFFENSE
Speed 50 ft.
Melee 2 slams +12[+14] (1d8+2 [1d8+4] plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (1d8, DC 16)

STATISTICS
Str 14 [18], Dex 21, Con 14, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11[15]; CMD 27 [31]
Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (planes) +5, Perception +11
Languages Ignan

SPECIAL ABILITIES
Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

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The Sultan’s Leonine Guardian
Lion, Dire (fire)
Large Animal (Init +6; Senses low light vision, scent, Perception +11

DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 76 (8d8+24+16)
Fort +11, Ref +8, Will +3
DR 3/-
Immunity (fire), Vulnerability (cold)

OFFENSE
Speed 40 ft.
CMB +16 (+20 grapple); CMD 28 (32 vs. trip)

Melee bite +14 (1d8+7+2, 2d6 fire, plus grab), 2 claws +15 (1d6+7+2, 2d6 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +15, 1d6+7+2, 2d6 fire)

Pounce attack sequence:
[dice=bite]1d20+16[/dice] [dice=bite dmg]1d8+2d6+9[/dice]
[dice=claw1]1d20+17[/dice] [dice=claw1 dmg]1d4+2d6+9[/dice]
[dice=claw2]1d20+17[/dice] [dice=claw2 dmg]1d4+2d6+9[/dice]
[dice=rake1]1d20+17[/dice] [dice=rake1 dmg]1d4+2d6+9[/dice]
[dice=rake2]1d20+17[/dice] [dice=rake2 dmg]1d4+2d6+9[/dice]
Full attack sequence:
[dice=bite]1d20+14[/dice] [dice=bite dmg]1d8+2d6+9[/dice]
[dice=claw1]1d20+15[/dice] [dice=claw1 dmg]1d4+2d6+9[/dice]
[dice=claw2]1d20+15[/dice] [dice=claw2 dmg]1d4+2d6+9[/dice]

City of Brass Leonine Guardian
Lion (fire)
Large Animal(Init +7; Senses low-light vision, darkvision 60ft, scent; Perception +9)

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 42 (5d8+10+10)
Fort +8, Ref +7, Will +2
DR 3/-
Immunity (fire), Vulnerability (cold)

OFFENSE
Speed 40 ft.
CMB +11 (+15 grapple); CMD 24 (28 vs. trip)

Melee bite +9 (1d8+7, 2d6 fire, plus grab), 2 claws +9 (1d4+7, 2d6 fire)
Special Attacks pounce, rake (2 claws +9, 1d4+7, 2d6 fire)
Pounce attack sequence:
[dice=bite]1d20+11[/dice] [dice=bite dmg]1d8+2d6+7[/dice]
[dice=claw1]1d20+11[/dice] [dice=claw1 dmg]1d4+2d6+7[/dice]
[dice=claw2]1d20+11[/dice] [dice=claw2 dmg]1d4+2d6+7[/dice]
[dice=rake1]1d20+11[/dice] [dice=rake1 dmg]1d4+2d6+7[/dice]
[dice=rake2]1d20+11[/dice] [dice=rake2 dmg]1d4+2d6+7[/dice]
Full attack sequence:
[dice=bite]1d20+9[/dice] [dice=bite dmg]1d8+2d6+7[/dice]
[dice=claw1]1d20+9[/dice] [dice=claw1 dmg]1d4+2d6+7[/dice]
[dice=claw2]1d20+9[/dice] [dice=claw2 dmg]1d4+2d6+7[/dice]

Flying Lion
Lion (air)
Large Animal(Init +7; Senses low-light vision, darkvision 60ft, scent; Perception +9)

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 42 (5d8+10+10)
Fort +8, Ref +7, Will +2
DR 3/-
Resistance 15 (electricity)

OFFENSE
Speed 40 ft., Fly 40ft (perfect)
CMB +11 (+15 grapple); CMD 24 (28 vs. trip)

Melee bite +9 (1d8+7, 1d6 electricity, plus grab), 2 claws +9 (1d4+7, 1d6 electricity)
Special Attacks pounce, rake (2 claws +9, 1d4+7, 1d6 electricity)
Pounce attack sequence:
[dice=bite]1d20+11[/dice] [dice=bite dmg]1d8+1d6+7[/dice]
[dice=claw1]1d20+11[/dice] [dice=claw1 dmg]1d4+1d6+7[/dice]
[dice=claw2]1d20+11[/dice] [dice=claw2 dmg]1d4+1d6+7[/dice]
[dice=rake1]1d20+11[/dice] [dice=rake1 dmg]1d4+1d6+7[/dice]
[dice=rake2]1d20+11[/dice] [dice=rake2 dmg]1d4+1d6+7[/dice]
Full attack sequence:
[dice=bite]1d20+9[/dice] [dice=bite dmg]1d8+1d6+7[/dice]
[dice=claw1]1d20+9[/dice] [dice=claw1 dmg]1d4+1d6+7[/dice]
[dice=claw2]1d20+9[/dice] [dice=claw2 dmg]1d4+1d6+7[/dice]

Boons:

Insights of the Iridian Fold: Although you are far from mastering the supernatural coordination demonstrated by the Iridian Fold, you are able to form a temporary link to a favored teammate. You can use this boon to perform a one-minute ritual with an ally whom you have assisted by using the aid another action in combat and who has done the same in return to you; you cannot select your animal companion, eidolon, familiar, or similar creature as your bonded ally. Once per day when you can see your bonded ally and he attempts an attack roll, saving throw, or skill check, you may add 1d3 to the ally’s roll as an immediate action before the result of the roll is determined. Whenever you begin a combat encounter adjacent to your bonded ally, you regain your daily use of this ability. Source: Pathfinder Tales, Volume V, Chronicle #10

Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle Sheet. Source: Destiny of the Sands, Part 3, Chronicle #9

Lifetimes of Experience: You fight with your gut, and your instincts have been sharpened by years of experience. 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. Source: Death's Heretic, Chronicle #7

Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount. Source: Before the Dawn, part I: The Bloodcove Disguise, Chronicle #3

Demonic Scholar You gain a permanent +1 bonus on Knowledge (planes) re; demons. Source: Worldwound Gambit, Chronicle #12

Savior of the Shadowblooded For having protected the fetchlings of Karpad from their suspicious neighbors, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings. Source: Midnight Mirror, Chronicle #13

Valais's Wisdom: You helped Valais overcome Laktharis's control. In return, she taught you some of her tricks for resisting demonic influence. When you fail a ]saving throw against a demon's compulsion or possession effect, you can cross this boon off your Chronicle sheet to reroll the saving throw. Source: PSS #7-17 Thralls of the Shattered God, Chronicle #15

Ectoplasmic Enhancement You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. If you have at least one level in the spiritualist class, the ghost touch property persists for 3 rounds and also affects her phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet. Source: PFS #7-19 Labyrinth of Hungry Ghosts (Currently in the possession of Husarq, his eidolon.)

Azlanti Historian You rescued Juliet Dias and her team from a xacarba’s influence, and prevented the xacarba from unleashing itself on the Mwangi expanse. To thank you for your efforts, Juliet Dias shares some of her extensive knowledge about Azlanti history and language. You gain a +1 bonus on all Knowledge (history) checks pertaining to Azlant, and a +2 bonus on Linguistics checks to interpret Azlanti writing. Check off the box next to this boon to gain a +2 bonus on any Knowledge (history) check before rolling. This bonus stacks with the bonus on Knowledge checks about Azlanti history, to a total of +3. Source: PFS #7-27 Beyond Azlant Ridge

Kassen's Boon As a reward for setting his spirit to rest, Kassen offers you one last blessing. With this blessing, you may add 1d6 to a single d20 roll before the results of the roll are revealed. Alternatively, a spellcaster may recall any one spell of spell slot expended that round. Finally, the boon may be used to automatically stabilize if at negative hit points and dying. Once any of these three abilities is used, cross this entire boon off the Chronicle sheet. Source: City of Golden Death, Chronicle #14
Faithless Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle. Source: Death's Heretic, Chronicle #7

Jiraku’s Respect You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any
saving throw DCs.
--Subtier 6 –7: You may cast dispel magic, invisibility, longstrider, mirage arcana, stone shape, or wind wall.
Source: PFS #8-02 Ward Asunder, Chronicle #18

Experience with Dark Dreams You have traveled aboard the Voracious, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype —you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night. Source: PFS #8-15 Hrethnar's Throne, Chronicle #19

|__|__|__|All Aboard the Voracious! Now that you’ve defeated the legendary pirate Sempet Sevenfingers, his ship, the Voracious, is in need of a new captain. For now, the ship is in the Pathfinder Society’s possession, but you could make it yours by spending 8 Prestige Points (or less, if you’ve proved yourself in the Gloomspires before). Reduce the cost by 2 Prestige points for each of the following Pathfinder Society scenarios for which this character has earned a Chronicle Sheet: #6-06: Hall of the Flesh Eaters, #7-19: The Labyrinth of Hungry Ghosts, and #8-15: Hrethnar’s Throne.
If you become captain of the Voracious, you can use it whenever you require passage at sea. Additionally, you gain a +2 circumstance bonus on Profession (sailor) checks, and Profession (sailor) becomes a class skill for you. You can use Profession (sailor) to make Day Job rolls. You can extract several rubies from the vessel’s engine to use if you run into trouble when traveling on a faraway plane. You can check a box that precedes this boon to use one of these rubies to plane shift to the Material Plane—a process that takes 1 minute—with a caster level equal to your character level. Source: PFS #10-17 On Sevenfingers' Sails

Peacemaker of Brevoy: Your diplomacy and hard work have made you famous, and the Pathfinders are welcomed guests in Brevoy. All your characters have access to the trait Noble Born from the Kingmaker Player’s Guide, treating it as a regional trait rather than a campaign trait. In addition, you may purchase the Country Estate vanity for 10 PP in the nation of Brevoy. This vanity originally appeared in Pathfinder Campaign Setting: Pathfinder Society Field Guide. Country Estate: Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and Survival checks.
Source: 9-3 On the Border of War

▫▫▫ Maldris’s Savior (Liberty’s Edge): When playing an adventure, you can fulfill and check up to two boxes on your Liberty’s Edge Faction Journal Card. Additionally, you can check one or more of the boxes that precede this boon when expending Prestige Points to reduce the cost of any purchase by 4 Prestige Points for each box checked (minimum 0). Source: 9-20 Fury of the Final Blade

Crushing Victory: You lured the haunted clockwork armies of Pan Majang into a deadly trap, pinning them under rubble before dropping a literal mountain on top of them. You gain a constant +1 competence bonus on Climb and Knowledge (engineering) checks. When attempting such a check, after you roll but before the GM reveals the results of your check, you can cross this boon off of your Chronicle sheet to retroactively apply a +5 competence bonus on that check.
Source: PFS# 10-20: Countdown to Round Mountain, Chronicle 27

|__|__|__|__|__| Diguo-Dashu Archaeologist: Your attention to detail in the cavern known as the Big Ticker ensured that not even mountain crashing through the planes could obliterate the history of the Old Rat’s Stolen Heart. Before rolling any Knowledge check, you may check a box next to this boon to gain a +2 competence bonus on that check. If the Knowledge check is related to constructs, ratfolk, or the Darklands, you instead gain a +5 competence bonus on that check.
Source: PFS# 10-20: Countdown to Round Mountain, Chronicle 27

Mareq's eidolon, Husarq