Alain

Maximillian Arcos's page

224 posts. Organized Play character for Justin L. Warren.


Full Name

Maximillian Arcos

Race

Aasimar

Classes/Levels

Paladin 7 - HP 60/60 - AC 20/T: 10/FF: 20 - Resist: Acid 5, Cold 5, Electricity 5 - Perception: +3, Darkvision 60 ft, - Fort: +11, Ref: +6, Will: +10 - CMB: +11, CMD 21 - Speed 20 ft, Init.: +0

Gender

M

Age

29

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Celestial

Strength 19
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Maximillian Arcos

PFS Character Information
PFS#: 60133-5
XP: 19
Fame: 38
Prestige: 34 (4 Spent)

Game Statistics
Initiative: +0
Senses: Darkvision 60 ft., Perception +5,
Speed: 20 ft.

AC: 20 (10 + 10 armor)
Touch: 10
Flat-footed: 20 (10 + 10 armor)
Resist: Acid 5, Cold 5, Electricity 5
Hit Points: 60 [7x(d10+Con)]
Fort: +11 Ref: +6 Will: +10
(Immune to Fear and Disease)

Combat:
Base Atk: +7/+2; CMB: +11; CMD: 21

Melee
Cold Iron Greatsword +2: +14/+9 to Hit; Dmg 2d6+7 (S); crit 19-20/x2;
or
Adamantine Morningstar: +12/+7 to Hit; Dmg 1d8+4 (B or P); crit 20/x2;
or
Dagger: +11/+6 to Hit; Dmg 1d4+4 (P or S); crit 19-20/x2;

Ranged
MW Composite Longbow (Str 16): +8/+3 to Hit; Dmg 1d8+3 (P); crit 20/x3; range 110 ft
or
Dagger: +7/+2 to Hit; Dmg 1d4+4 (P or S); crit 19-20/x2; range 10 ft

Armor
Full Plate +1: +10 AC, Heavy Armor, -5 ACP

Skills:
Skill Ranks Per Class Level: 2 + 0 Int modifier + 1 Favored Class
Acrobatics -5 (0 ranks + 0 Dex - 5 ACP)
Appraise +0 (0 ranks + 0 Int)
Bluff +4 (0 ranks + 4 Cha)
Climb -1 (0 ranks + 4 Str - 5 ACP)
Craft +0 (0 ranks + 0 Int)
Diplomacy +16 (7 ranks + 3 class + 4 Cha + 2 Racial)
Disguise +4 (0 ranks + 4 Cha)
Escape Artist -5 (0 ranks + 0 Dex - 5 ACP)
Fly -5 (0 ranks + 0 Dex - 5 ACP)
Heal +1 (0 ranks + 1 Wis)
Intimidate +4 (0 ranks + 4 Cha)
Knowledge (History) +2 (1 rank + 0 Int + 1 Trait)
Knowledge (Planes) +9 (5 ranks + 3 class + 0 Int + 1 Trait) [+2 daemons, demons, and devils]
Knowledge (Religion) +8 (5 ranks + 3 class + 0 Int)
Knowledge (Local) +1 (1 rank + 0 Int)
Perception +3 (0 ranks + 1 Wis + 2 Racial)
Perform (Oratory) +5 (1 rank + 4 Cha) [+2 Day Jobs]
Ride -5 (0 ranks + 0 Dex - 5 ACP)
Sense Motive +5 (1 rank + 3 class + 1 Wis)
Stealth -5 (0 ranks + 0 Dex - 5 ACP)
Survival +1 (0 ranks + 1 Wis)
Swim -1 (0 ranks + 4 Str - 5 ACP)
Languages: Common, Celestial

Feats:

Weapon Focus (Greatsword): +1 to attack rolls with Greatsword (1st Level Feat)

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (3rd Level Feat) [+6 damage]

Furious Focus: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity. (5th level Feat)

Lunge: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. (7th Level Feat)

Traits:
Scholar of the Great Beyond: +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and Knowledge (planes) is a class skill. [Basic (Faith) Trait]

A Sure Thing: Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit. [Silver Crusade Trait]

Aasimar Racial Traits:

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use Daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial.

Paladin Abilities:

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day. (3 times per day)

Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus on all saving throws.

Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier (7). With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Mercies chosen: Sickened, Staggered

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Divine Bond (Sp) (CI Greatsword): This bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, f laming, f laming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property’s cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30- day period, the paladin takes a -1 penalty on attack and weapon damage rolls.

1-level Spells Memorized (1 + 1 Cha bonus) (Caster Level 4; +8 Concentration)
Divine Favor
Grace

2-level Spells Memorized (0 + 1 Cha bonus)
Weapon of Awe

Code of Conduct:
A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Code of Iomedae (From Faiths of Purity)

The paladins of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:
• I will learn the weight of my sword. Without my heart to guide it, it is worthless—my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not surrender those under my command.
• I will never abandon a companion, though I will honor sacrifice freely given.
• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae's perfection.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Equipment:

Weapons
Cold Iron Greatsword +1 [8 lbs]
Adamantine Morningstar [6 lbs]
1 Dagger [1 lb]
MW Comp. Longbow (Str +3) [3 lbs]
20 Arrows [3 lbs]

Armor
Full Plate +1 [50 lbs]

Gear
Belt of Giant Strength +2 [1 lb]
Headband of Alluring Charisma +2 [1 lb]
Cloak of Resistance +1 [1 lb]
Boots of the Cat [1 lb]
Shining Wayfinder [1 lb]
Silver Holy Symbol of Iomedae [1 lb]
Sunrod [1 lb]
Silk Rope (50 ft) [5 lbs]
Grappling Hook [4 lbs]
Wand of Cure Light Wounds (48 Charges)
Potion of Fly
Pathfinder Kit [19 lbs]
--Backpack
--Bedroll
--Belt Pouch
--Clay Mug
--Dagger
--2 Fishhooks
--Flint and Steel
--Sewing Needle
--Signal Whistle
--String (50 ft)
--Waterskin
--4 Days of Rations
--Whetstone

Gear Not Carried
10 Sling bullets
Courtier Outfit (with jewelry)

Current Gold: 1010.4

Total Weight carried: 106 lbs (Light)
Carrying Capacities: 116 lbs / 117–233 lbs / 234–3500 lbs

Scenarios Played:

Intro: First Steps - Part 1 – In Service to Lore (1xp/2pp/417gp) [GM Credit]
05-08 The Confirmation (1xp/2pp/430gp) [GM Credit]
02-11 The Penumbral Accords (1xp/2pp/507gp) [GM Credit]
03-01 The Frostfur Captives (1xp/2pp/502gp) [GM Credit]
06-01 Trial by Machine (1 xp/2pp/511gp) [GM Credit]
04-07 Severing Ties (1xp/2pp/516gp) [GM Credit]
05-21 The Merchant's Wake (1xp/2pp/1188gp)
01-47 The Darkest Vengeance (1xp/2pp/1205gp)
01-35 The Citadel of Flame (1xp/2pp/1181.5gp) [GM Credit]
04-09 The Blakros Matrimony (1xp/2pp/1257gp) [GM Credit]
03-02 Sewer Dragons of Absalom (1xp/2pp/1287gp)
05–19 The Horn of Aroden (1xp/2pp/1847gp)
04-19 The Fortress of the Nail (1xp/2pp/1550gp) [GM Credit]
05-07 Port Godless (1xp/2pp/2535gp)
07-19 The Labyrinth of Hungry Ghosts (1xp/2pp/2268gp)
04-21 Way of the Kirin (1xp/2pp/3288gp) [GM Credit]
04-06 The Green Market (1xp/2pp/2657gp)
07-99 Through Maelstrom Rift (1xp/2pp/2910gp)
05-14 Day of the Demon (1xp/2pp/3205) [GM Credit]

Boons:

Ascendance Day Cloak (Ascendance Day Boon)
You distinguished yourself in one or more of the competitions held in honor of Iomedae's ascension, earning you a white cloak modeled after the goddess's own. For one scenario, while wearing the cloak or carrying it displayed prominently, you gain a +2 bonus on all saving throws made to resist compulsion spells, spell-like abilities, and effects. In addition, the cloak acts as a phylactery of faithfulness, though it only works to warn the character about actions that would adversely affect one or lawful good alignment and one's standing with Iomedae. At the end of the scenario, the magic fades from the cloak, and it becomes a mundane keepsake of Ascendance Day.

Confirmed Field Agent (From The Confirmation)
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfìnder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige point. Furthermore, if you assign this Chronicle Sheet to a character who's 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 (From The Confirmation)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing, but not 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 actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet.

Friend of Janira Gavix (From The Confirmation)
The field agent who oversaw your confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on knowledge checks attempted while you are in the Grand Lodge.

Envoy of Peace (Silver Crusade) (From Trial by Machine)
Redeeming a few wayward souls makes the task easier in the future. You gain a +1 bonus on Diplomacy checks made against creatures with a hostile starting attitude toward you, and you reduce the penalty to use a weapon to deal nonlethal damage by 1. You can cross this boon off your Chronicle sheet to reroll such a Diplomacy check or nonlethal attack roll and use the higher result.

Nemesis of the Aspis (From Severing Ties)
You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Impressive Influence (From The Blakros Matrimony)
During the course of the wedding festivities, you impressed one or more of the guests in attendance. How this influence will play out in the future is not yet clear, but you have nevertheless ingratiated yourself with a number of influential members of the Inner Sea society.

Influenced:
Nigel Aldain, Alexander Bedard, Hamaria Blakros, Tancred Desimire, Jeon Raeng-Woo, and Rubaani Shafar

Koboldfriend (From Sewer Dragons of Absalom)
You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.

Horn of Aroden (From The Horn of Aroden)
You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. This instrument is powerless now, but the Pathfinder Society is certain that it may be useful in he upcoming expedition to Jormurdun and in Mendev’s fight against the Worldwound.

The Paracountess’s Debt (From Fortress of the Nail)
In thanks for freeing her from her infernal prison within Citadel Vraid, Paracountess Zarta Dralneen of Cheliax offers you any single item you wish for, paid for out of her personal wealth rather than Chelish or faction resources. Choose one item worth up to 1,500 gp (Subtier 5–6) or 3,000 gp (Subtier 8–9) that you receive for free. This item is not restricted by your current Fame score, but must otherwise be an item you could purchase. If the chosen item is worth less than the listed value, any difference is lost.

Item Selected: Boots of the Cat

Respect of the Nail (From Fortress of the Nail)
You have earned the respect of the leadership of Varisia’s Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up for the law, even if doing so meant opposing them.

Accumulating an Army (Riftwardens) (From Port Godless)
You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore The Sky Citadel Jormurdun. This boon is cumulative with any other Accumulating an Army boons you posssess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.

Riftwarden Magic (From Port Godless)
In gratitude for you heroism, the Riftwardens have shared several of their organizations' spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon's Slayer Handbook as if they appeared on the Additonal Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.

Ectoplasmic Enhancement (From The Labyrinth of Hungry Ghosts)
You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all 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.

Nightmarish Pigments (From The Labyrinth of Hungry Ghosts)
You found a pot of nightmarish pigments, which you may purchase for 1,000gp. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard materials like gold. One pot of nightmarish pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square-foot surface. The pigments can create a collection of mundane items whose value does not exceed 500gp

Savior of Old Flotsam (From The Labyrinth of Hungry Ghosts)
In thanks for retrieving her precious folding boat, Venture-Captain Benarry commissions you a single feather token made out of a splinter of Old Flotsam herself. The special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves' tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat's duration expires. You may purchase the feather token (Old Flotsam) for 450gp or 1 Prestige Point.

Soldier of Peace (2+ goals) (From Silver Crusade Faction Card Season 7)
You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.

True Ally of the Lantern Lodge (From Way of the Kirin)
Amara Li recognizes your invaluable contribution in ensuring a strong alliance with the Way of the Kirin, and she promises to assist you in the future. Whenever you spend 1 Prestige Point to gain a +4 bonus on any one skill check while in Tian Xia, the bonus increases to +5. If you are in Goka, the bonus instead increases to +6. If you are a member of the Lantern Lodge faction, cross this boon off your Chronicle sheet.

Greenheart’s Blessing (From The Green Market)
The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.

Air Affinity (From Through Maelstrom Rift)
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.

Elemental Awakening (From Through Maelstrom Rift)
The Society has cast its gaze upon the Elemental Planes, and as you and your colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include a copy of that sheet with this character’s records and check a box below corresponding to that boon’s element; Chronicle sheets applied to a different character do not grant you any beneit or rewards beyond serving as a record for this boon. So long as you have checked at least one box associated with an element, you gain an ongoing benefit and can cross the entire element’s entry of the Chronicle sheet in order to cast a spell-like ability, treating your caster level as 3 times the number of checked boxes.

[X][][][] Air: You gain electricity resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to inluence creatures with the air subtype equal to the number of boxes checked. You can cross this entry of your Chronicle sheet to cast feather fall as a spell-like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223).

Scholar of The Gates Ajar (From Day of the Demon)
You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils.

Resources Tracking:

Starting Gold: 150gp
Gold from First Steps – Part 1: 417gp
Gold from The Confirmation: 430gp
Gold from The Penumbral Accords: 507gp
Gold from The Frostfire Captives: 502gp
Gold from Trial by Machine: 511gp
Gold from Severing Ties: 516gp
Gold from The Merchant's Wake: 1188gp
Gold from The Darkest Vengeance: 1205gp
Gold from The Citadel of Flame: 1181.5gp
Gold from The Blakros Matrimony: 1257gp
Gold from Sewer Dragons of Absalom: 1287gp
Gold from The Horn of Aroden: 1847gp
Gold from Fortress of the Nail: 1550gp
Gold from Port Godless: 2535gp
Gold from The Labyrinth of Hungry Ghosts: 2268gp
Gold from Way of the Kirin: 3288gp
Gold from The Green Market: 2657gp
Gold from Through Maelstrom Rift: 2910gp
Gold from Day of the Demon: 3205gp
Total Wealth Earned: 29411.5gp

Starting Purchases:
Greatsword 50gp
Morningstar 8gp
1 Dagger 2gp
Sling
10 Bullets 1sp
Scalemail 50gp
Sunrod 2gp
Hemp Rope (50 ft) 1gp
Grappling Hook 1gp
Wooden Holy Symbol of Iomedae 1gp
Pathfinder Kit 12gp
--Backpack
--Bedroll
--Belt Pouch
--Clay Mug
--Dagger
--2 Fishhooks
--Flink and Steel
--Sewing Needle
--Signal Whistle
--String (50 ft)
--Waterskin
--7 Days of Rations
--Whetstone

First Steps Part 1 – In Service to Lore Accounting:
SELL Scalemail +25gp
Masterwork Breastplate 350gp
Wand of Cure Light Wounds (50 Charges) 2pp

The Confirmation Accounting:
SELL Greatsword +25gp
Masterwork Greatsword 350gp

The Penumbral Accords Accounting:
Shining Wayfinder 2pp (Faction Prestige Award)
Silver Holy Symbol 25gp
Silk Rope 10gp
SELL Wood Holy Symbol +.5gp
SELL Hemp Role +.5gp

The Frostfur Captives Accounting:
Masterwork Composite Longbow (Str 16) 700gp
20 Arrows 2gp

Trial by Machine Accounting:
No Changes

Severing Ties Accounting:
No Changes

The Merchant's Wake Accounting:
SELL MW Breastplate +175gp
Full Plate Armor +1 2650gp

The Darkest Vengeance Accouting:
Courtier Outfit (with jewels) 80gp

The Citadel of Flame Accounting:
No Changes

The Blakros Matrimony Accounting:
No Changes

Sewer Dragons of Absalom Accounting:
Opera Tickets 30gp
Cold Iron Greatsword +1 4400gp
SELL MW Greatsword +175gp
Potion of Fly 750gp

The Horn of Aroden Accounting:
No Changes

Fortress of the Nail Accounting:
Boots of the Cat (Free from Boon)

Port Godless Accounting:
Belt of Giant Strength +2 4000gp
Cloak of Resistance +1 1000gp

The Labyrinth of Hungry Ghosts Accounting:
SELL Morning Star +4 gp
Adamantine Morningstar 3008 gp

Way of the Kirin Accounting:
No Changes

The Green Market Accounting:
No Changes

Through Maelstrom Rift Accounting:
No Changes

Day of the Demon Accounting:
Potion of Fly 750gp
Headband of Alluring Charisma +2 4000
Upgrade +1 Greatsword to +2 6000

Total Wealth Expenditures: 27827.1 gp
Total Prestige Expenditures: 4
Current Wealth: 1584.4 gp

Silver Crusade Season 6 Faction Card:

[ ] [ ] Defeat an outsider that has the evil subtype and whose Challenge Rating is at least equal to your character level.

[ ] [ ] Defeat an undead creature whose Challenge Rating is at least equal to your character level.

[ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.

[ ] Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You
may instead purchase and expend material components or a single-use magic item that costs the same amount for that PC.

[] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

[ ] Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Silver Crusade by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Diplomacy, Heal, Knowledge (planes), or Knowledge (religion).

[ ] Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award.

[X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Silver Crusade Season 7 Faction Card:

[ ] [ ] Defeat an outsider that has the evil subtype or an undead creature whose Challenge Rating is at least equal to your character level.

[ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose Challenge Rating is at least equal to your character level.

[ ] [ ] Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You may instead purchase and expend material components or a single-use magic item that costs the same amount for that PC.

[ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.

[X] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

[X] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Heal, Knowledge (religion), or Sense Motive.

[ ] Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award.

[X] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Silver Crusade Season 8 Faction Card:

[X] [ ] Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.

[ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

[ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.

[ ] Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.

[ ] Rescue named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

[X] Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).

[ ] While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).

[X] [X] [ ] /[ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Silver Crusade Season 9 Faction Card:

[ ] [ ] Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.

[ ] [ ] Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

[ ] [ ] Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

[ ] Forgo your Downtime and succeed at a Diplomacy, Knowledge (local), or Perform (oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

[ ] Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

[ ] Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal, or Knowledge (religion).

[ ] In the course of an adventure, purify a corrupted object or location, or remove an evil force that is possessing or otherwise controlling a creature.

[][][]/[][] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: Silver Crusade
PFS# 60133-5