Pirate Guard

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92 posts. Alias of Foxy Quickpaw.


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"Let's go to the Blue Marlin." Finn suggest.

Once there he orders two beers and listens to Persephone presenting the issue at hand. "You best set up shop here, and I tell the guys to send them all to you. And you tell them how you want to handle it in the future."


Finn is busy with one of the other bookkeepers to hand out the wares to Zolkar.


Finn and the dockworkers carry all the stuff on the ship. With that many men it takes only a short time to get it cleared out.


"No one. They come sometime later." Finn replies.


"The Ship Yard in Corenty, Cheliax. The Sea King Shipyard or The Devil's Own in Absalom. Have one built." Finn suggests. "You want to become a captain?" he asks.


"Sure thing boss." Finn replies and takes a look out on the sea himself to estimate the time.


The delivery goes to Zokar and the other shop, but both don't open the door and just tell them to go away. Resulting in a fruitless walk.

They turn and walk back towards the docks.


"Yeah. The boss sent us on another tour. I don't get why. But I'm paid the same even if it's just a walk in the fresh air for the wine." the talky guy replies.


The thug comes back out and tells his companion. "Nope, not interested." before the two move on.


While the three stand outside of The Pig's whistle, two dockworkers with a cart come along, with the well known boxes of wine.

One stands next to the cart, the other one walks in. "Hey. We still have wine to offer. Are you interested today?" the dock worker asks.


"No, of course not. Fancy hat told one of them was a woman who used magic to appear as one of our kind. With a limp."


Finally the thugs come back from their tour. They park the still half full cart in the yard and come in. "It went to shit. Three of our 'customers' don't want to buy anymore. And fancy hat, had imposters who sold him our wine before we did. The crates are in the cart. And we got only payed for four boxes."

Sense Motive DC13:
Big guy is worried he might be in trouble.


"Aaarrrrgh. You all think you're very clever aren't you?" the thug fumes. "Let's see if you still have that stupid smile on your face tomorrow."

They simply move on with their cart.


A few minutes later the thugs arrive. There is a knock on the back door.

When opened, the thugs are there with their cart. "Your delivery!" the talky guy greets Zokar.


After a long moment staring contest the other thug shrugs and turns to leave.

"I'll give your regards to the boss." He salutes with two fingers, picks up the crate, and follows his companion outside. A short squabble erupts among the four guys, to which the talking guy puts his foot down and then the group and the cart move on.

Perception DC20:
No trouble. The boss will take care.


"I don't care what you want. Here is your delivery. Pay up." the guy demands.


Will: 1d20 + 2 ⇒ (5) + 2 = 7

Finn pats the guy on the shoulder. "Dude. I'm not going to tell you what to do, but if our book keeper here doesn't come to work tomorrow, Gorm will be pissed."

Luckily for Arawyn Finn doesn't notice, that her shoulder isn't where it looks like it is. Finn moves on to the Blue Marlin.


As luck has it Finn comes walking from the direction Filip is running to.

"What's going on here?" he demands to know as he spots the standoff.


To no one's surprise the guys walk straight to the Marinelli city block, high five with the guys on watch in the passage and walk in.


As the last ladies are gone and the job is done, the thug and one of his buddies leave the docks.


"You'll find us outside. There is always one of us in sight."


The thug grabs the drunkard's arm, wrests the bottle from his hand, and drags him out of the tavern.

The other patrons turn to their own conversations again.

Then he comes back to collect.

After receiving the coin he tells "Next time you come to us first or it cost double."


"Your choice." the thug answers and releases the man.


The bar falls silent and watches with interest what is going on. "We are those who oversee the business here. And we take two silver for our service."


"That's not how this works. You seem to be new here so let me explain. If you do business at the docks, you pay us a fair share, and we take care of the scum." the thug explains.


But the man is interrupted by a thug, who grabs him at the neck from behind putting him in a headlock. "Ma'm. Is this dude causing you trouble?"


"Enjoy the city somewhere else." one 'suggests' and spits her in front of her boots.

I case one would walk around, one would find the northern passage walled up too and the western one has two more of those persuasive gentlemen.


Faerveren finds that the passage between two houses on the south has a 15 feet high wall as a late addition that prevents entry.

Walking around and trying the passage to the east she finds that there are two thugs standing in the passage who, with a grim face inquire "What do you want here?"


"Haha, run girl, I'm here if you change your mind."


A while later Finn comes. "Ok. Stand there, feet shoulder wide apart, arms outstretched." He pats her down to check if some of the goods got lost in the nooks of her dress. As he is done he gives her a slap on her butt. "You're free to go. Here is your pay."

He holds out a stack of silver coins. Of the 10 silver he takes two. "That is my provision for getting you this job. The rest is yours. Come back tomorrow to Gorm directly. He will introduce you to your new job you're doing from now on."


Finn leads Persephone into the storage room. It is much smaller than the other warehouse, but contains a different kind of goods. Smaller crates, things in shelves, but also a few big crates as in th elarge warehouse.

"System is the same. Rows are labeled here, the numbers are written there, and for most things it should be obvious what they are. Closed crates simply go by the number sometimes. Don't leave. I'll come look after you later and check you didn't pocket something. Gorm is serious about that."


As Persephone appears for work at the dock again Finn has 'good' news. "You get to do inventory again if you want to avoid hauling boxes. The boss found once too often that something still in the books refuses to be found. And now he demands to know what is there and what is missing."

He leads her to the three story building with the yard and the storage facility behind. Once there he introduces her to a clerk. "Hey Gorm. Here is Percy. She can do the inventory for ya."


"There are not many who ask for office jobs. But those are not mine to hand out. I can ask later. Until then your pretty arse is mine to haul boxes as I see fit." Finn replies with a grin.

"This time from the third row in the warehouse everything needs to be put on that ship. You know the drill."


"You're late." Finn replies. "See the boat there? It needs to be unloaded til high tide. Just follow the others and carry stuff. The easy job with the list you're too late to."


"Always a pleasure to do busyness with ya. See ya next week." Teh men leave the restaurant again.


They carry a wooden crate that they drop on the counter. "Your fine wine, as ordered." One of them tells.

This is not Finn. I use the avatar just for every dock worker of Marinelli.


"There is always work at the docks. At least dragging crates around. Maybe some more paperwork. Come back early, and I'll see what I got for you."


"Well, good work." he tells going over the list. "Here are your two silver. Come along, your meal waits."

"Name's Finn. What's your's?" Finn inquires. He leads the short way to the Blue Marlin, a wooden building pressed between two warehouses. Two stories high, but only 20 feet wide. Entering through the swinging doors the houses real size becomes clear. It is about sixty feet from the entrance to the bar. And to the right and left of the narrow there a jostling crowd fills the tables.

Finn raises his hand and makes a few signs, before pointing to a table with two vacant seats. Taking one, he pats on the seat besides him "Sit down."


"Two and if you finish it today, I pay you the warm meal at the Blue Marlin." the foreman offers.


"Good enough for me. I have this list here. Write a copy of it, and then check all the items and the positions in the warehouse. And mark where stuff is located wrongly. I need a complete inventory today. You get a silver a day."


"Do you have references for your bookkeeping?"


The foreman looks up and musters her. "What job? What can you do?" the foreman inquires.


Persephone is sent to the office cube in the corner of the warehouse. There the foreman sits over some lists. "What do you want." he barks without looking up from the paperwork.


A cold chill creeps up the man's spine as he is surrounded by the white that clouds his vision and numbs the sound. He considers to run. But what would he tell my boss? He stabs at the elf again, in hopes of somehow getting the upper hand.

stab: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (6) + 3 = 91d100 ⇒ 59


"You'll pay for that!" he shouts and attacks.

Stab: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 ⇒ (1) + 3 = 4


The man looks kinda amused at the determined, but limping woman coming up the road. He wonders what she is about. Foreign insignia and disabled? Makes no sense.


The men and their cart move on through the old part of town until they stop in front of a nice restaurant. An unhappy looking man comes out and another crate changes hands for a substantial amount of money.

And further on it goes. Through the narrow alleys meandering through the old part of town the next stop is a back alley where the chief of the two enters a small general store through the back entrance.


"See you next month then!" the guy tells with a smirk and leaves.

Outside the puts the coins into one of the caskets, that has a slit in the lid. "Come on. The next customer is already waiting for us." Together they move on further up the street.


Meanwhile the two dock workers come along, one of them pushing a two wheeled cart with some crates on it. They walk unhurried, joking about something.

They stop in front of The Pig's Whistle. The one doing the talking grabs a crate and carries it inside. "Good morning. Here is your delivery." he tells and puts the crate on the counter.


"See you tomorrow." The man salutes with two fingers to his temple and a grin. He leaves together with his silent companion.

Strength 25
Dexterity 18
Constitution 20
Intelligence 12
Wisdom 18
Charisma 11

About Krogar the Blessed Blood

Male Human (Shoanti)
LG Medium Human Bloodrager(celestial) 2 / UnMonk 14
Deity: Abadar
Languages: Common, Shoanti, Tian
Full-time Pathfinder Society lodgeless venture captain
Part-time trainer assistant in a dojo in Absalom

Init: +5 (+4 Dex, +1 Insight (cracked dusty rose prism))
Fort: +25, Ref: +19, Will: +16
Improved Iron Will
Four-leaf clover
Improved Evasion
+2 against enchantment spells and effects (Still Mind)
+1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtipe and against spells with the fire descriptor (#8-00)
+1 insight bonus on saves against death effects (cracked Tourmaline Sphere Ioun Stone)
immunity to all diseases, including supernatural and magical diseases (purity of body)

Saving throws breakdown:

Fort: +12(base) +5(Con) +5(Cloak, resistance) +1(ioun stone, competence) +2(Lisalla tattoo, profane)
Ref: +9(base) +4(Dex) +5(Cloak, resistance) +1(ioun stone, competence)
Will: +4(base) +4(Wis) +5(Cloak, resistance) +1(ioun stone, competence) +2(Iron Will)

HP: 193
10+6(Bloodrager), 6*14(UnMonk), 13(FCB), 80(Con)
+28 temporary (tattoo)

AC: 25 (10 +4 Dex +1 Dodge +2 Deflection +7 Monk +1 Insight)
+4 (Mage armor) +4 (Shield) +5 (Barkskin) -2 (Rage) +1 (Haste)

CMD: 48 (10 +16 BAB +7 Str +4 Dex +1 Dodge +2 Deflection +7 Monk +1 Insight)
+2 vs grapple (Improved Grapple), +2 vs Sunder (Improved Sunder), +2 vs. grapple, reposition, trip (as long as there is at least one ki point stored in the Ring of Ki Mastery)

Attack bonuses:

General bonuses: +7(Str) +16(BAB) +1(Ioun stone, competence) +2(bloodrage)
7-branched sword: +5(enh.) +1(weapon focus) +2(furious)
Unarmed Strike: +4(enh., GMW)
Sunder: +2(Improved sunder)
Grapple: +2(Improved grapple) +2(Signature move, Ruby Phoenix Tournament, morale)
Power Attack: -5
vs nagaji and nagas: +1 circumstance vs nagaji and nagas (Lore of the Lotus Annals boon)

Damage:

7-branched sword: 1d10 +10(Str) +15(Power attack) +5(enh.) +5(rage + furious) +10(raging brutality)
Unarmed Strike: 2d6 +7(Str) +10(Power attack) +2(bloodrage) +4 (enh., GMW) +7(raging brutality)
vs Evil Outsiders: +1d6 (celestial bloodline, during bloodrage)
vs Demons: +1 (Siege-hardened boon)

Feats:

Extra rage (lvl 1)
Power attack (lvl 1, human)
Dodge(Monk 1)
Improved Unarmed Strike (monk 1)
Stunning Fist(monk 1, DC 20, 12/day)
Iron Will (lvl 3)
Improved Grapple (monk 2)
Improved Sunder (lvl 5)
Mobility (monk 6)
Weapon Focus (7-branched sword) (lvl 7)
Improved Iron Will (lvl 9)
Extra Rage (lvl 11)
Medusa's Wrath (monk 10)
Dimensional Agility (lvl 13)
Raging brutality (lvl 15)
Improved Critical (7-branched sword) (monk 14)

Bloodrage (23/day, +4 Str, +4 Con, +2 Will, -2 AC, good-aligned melee, +1d6 melee dmg to evil outsiders):

The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Fast Movement (+10 to base speed +40 enhancement bonus):

A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Flurry of blows (+2 attacks with full BAB):

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning fist(14/day, DC 22, stunned 1 round, fatigued, sickened 1 minute, staggered 1d6+1 rounds):

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike 2d6:

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Improved Evasion:

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Uncanny Dodge:

At 2nd level, a bloodrager 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. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Ki Pool(11 points + 2 in Ring of Ki Mastery):

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Powers:

At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Barkskin (SL): 1ki, +5 enh. bonus to natural AC, 120 minutes

Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.
Always costs 1 ki because of the Ring of Ki Mastery

Restoration (self only, 2 ki points)(SL)
Costs 1 ki because of the Ring of Ki Mastery

Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Costs 1 ki because of the Ring of Ki Mastery

Abundant Step (960 ft.) (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.
Costs 1 ki because of the Ring of Ki Mastery
Dimensional agility: After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn

Still Mind (Ex):

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex):

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex):

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.

Flying kick (40 ft.): The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.

Tongue of the Sun and Moon (Ex):

At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Major Equipment:

+5 Furious Adamantine Sword, Seven-Branched: This unusual sword has a straight 2-foot-long blade with six shorter L-shaped blades protruding, three on each side in a staggered pattern.
Benefit: The shorter blades can be used to snag opponents’ clothing or armor, or can target weapons in order to disarm them. To snag armor or clothing, the attacker makes a trip attempt. If successful, the victim doesn’t fall prone, but instead is snagged and stumbles forward, leaving the victim flat-footed for the remainder of the round.

+5 Cloak of resistance: +5 resistance bonus on saving throws

Headband of Mental Superiority +4: +4 enhancement bonus to Wisdom, Intelligence, Charisma. Skills: Diplomacy, Knowledge (local)

Dusty Rose Prism Ioun Stone: +1 Insight bonus to AC. Resonance: +1 Insight bonus to CMB.

+6 MWK Composite Longbow

Belt of Physical Perfection +4: +4 enh. bonus to Str, Dex, Con

Ring of Protection +2: +2 deflection bonus to AC

Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Cracked Pale Green Prism Ioun Stone (attack rolls): +1 competence bonus on attack rolls
Cracked Pale Green Prism Ioun Stone (saving throws): +1 competence bonus on saving throws

Ring of Ki Mastery: This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.
As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.
As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).

Eyes of the Eagle: +5 competence bonus on Perception

Boots of the Cat: The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

Four-leaf clover: This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it’s not her turn.

Buffering Cap: Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.

Cracked dusty rose prism: +1 Insight bonus to Initiative

Cracked tourmaline sphere ioun stone: +1 Insight bonus vs death effects

Blood reservoir of physical prowess: take up to 4 Con damage and store up to 4 charges. Command word to spend some charges to heal 1 physical ability damage per charge consumed. Command word to consume all charges and gain an inherent bonus to one physical ability score equal to twice the number of charges used until the end of the wearer's next turn.

Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion.
The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Swarmbane Clasp: An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.

Boons:

Friend of Janira Gavix: +1 on knowledge checks attempted while in the Grand Lodge.
Ekujae's Blessing: endure elements while in head <= 100F
Kaghaze Redeemed: When you adventure in Mwangi, Sargava, Shackles, Sodden Lands you receive +1 animal bane arrow, vial of antiplague, potion of CSW
Mercy's Blessing: 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: 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.
Elemental Conquest (fire): +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtipe and against spells with the fire descriptor. Check box as swift to grant one weapon flaming quality for a minute.
Snowmask Induction: endure elements while in cold >= 0F
Valais's Wisdom: reroll a saving throw against demon's compulsion or posession effect.
Lissalan Library: +2 on Knowledge(religion) about Lisalla and her cult.
Teetering Alliance: -2 on Diplomacy, Bluff, Intimidate vs hellknights
The Lantern's Secrets: Once per adventure add 1d4 before rolling an Intelligence check
Siege-Hardened: +1 damage vs demons
Deep sky explorer: Gain energy resistance 10 for 1 minute as swift.
Lore of the Lotus Annals: +2 on knowledge about nagas, nagaji, Nagajor, Nalinivati. +1 on attacks and Cha-based skill checks vs nagaji and nagas.
World Renowned: +2 on Bluff, Diplomacy, Intimidate vs pathfinders and Tian Xia people.
Signature move: +2 morale bonus on grapple
Stavian's secret: +2 on Knowledge(nobility) about Taldan OR +2 on intimidate vs Taldan citizen on one check.

Skills:

Acrobatics +21: +14 ranks +4 Dex +3 class
Appraise -1: -1 Int
Bluff -2: -2 Cha
+2 vs pathfinders and Tian Xia people, +1 vs nagaji and nagas, -2 vs hellknights
Climb +11: +1 rank +7 Str +3 class
Diplomacy -2: +1 ranks -2 Cha
+2 vs pathfinders and Tian Xia people, +1 vs nagaji and nagas, -2 vs hellknights
Disable Device* +4: +4 Dex
Disguise -2: -2 Cha
Escape Artist +8: +1 rank +4 Dex +3 class
Fly +4: +4 Dex
Handle Animal -2: -2 Cha
Heal +22: +14 ranks +4 Wis +3 class +1 trait
Intimidate -2: -2 Cha
+2 vs pathfinders and Tian Xia people, +1 vs nagaji and nagas, -2 vs hellknights
Knowledges
+2 on knowledge about nagas, nagaji, Nagajor, Nalinivati.
+1 on knowledge checks attempted while in the Grand Lodge.
Knowledge (Arcana) +3: +1 rank -1 Int +3 class
Knowledge (Dungeoneering) -1: -1 Int
Knowledge (Engeneering) -1: -1 Int
Knowledge (Geography) -1: -1 Int
Knowledge (History) +3: +1 rank -1 Int +3 class
Knowledge (Local) -1: -1 Int
Knowledge (Nature) -1: -1 Int
Knowledge (Nobility) -1: -1 Int
Knowledge (Planes) -1: -1 Int
Knowledge (Religion) +3: +1 rank -1 Int +3 class
+2 about Lisalla and her cult
Linguistics +0: +1 rank -1 Int
Perception +26: +14 ranks +4 Wis +3 class +5 Eyes of the Eagle
Profession(trainer) +8: +1 rank +4 Wis +3 class
Ride +8: +1 rank +4 Dex +3 class
Sense Motive +9: +2 rank +4 Wis +3 class
Sleight of Hand* +4: +4 Dex
Spellcraft +3: -1 Int +1 rank +3 class
Stealth +8: +1 rank +4 Dex +3 class
Survival +8: +1 rank +4 Wis +3 class
Swim +11 : +1 rank +7 Str +3 class
UMD -2: -2 Cha