Acadamae Student Korvosa

Merida Bowie's page

848 posts. Organized Play character for kaervek78.


Race

Mythic Power: 0/9

Classes/Levels

Female N Human Fighter 5 | HP 56/56 | AC 19 T 15 FF 14 | CMB +7, CMD 22 | F +7, R +7, W +2 (+1 vs. fear)| Init +12 | Perc +9 | SM +0 | Speed 30ft

Gender

Destiny of the Sands - Part 1-2-3

About Merida Bowie

Female N Human Fighter 5 | HP 44/44 | AC 18 T 14 FF 14 | CMB +7, CMD 21 | F +7, R +6, W +2 (+1 vs. fear)| Init +8 | Perc +9 | SM +0 | Speed 30ft

Mythic:

Mythic Pathfinder: You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5-16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain the following abilities for the
duration of the scenario. Alternatively, as long as you have a copy of Pathfinder RPG Mythic Adventures, you may apply 3 mythic tiers to your character when playing that scenario; all character options in Chapters 1, 2, and 3 are legal for play, as are the character options in Pathfinder Player Companion: Mythic Origins.
Mythic: You are considered a mythic creature, which may affect how some spells and abilities affect you.
Ability Score: Increase an ability score of your choice by 2. ---> DEX
Exceptional Deeds: You gain two special abilities from the Mythic Power 2 Chronicle sheet. ---> Fleet Charge, Rally
Hit Points: You gain 12 hit points.
Hard to Kill (Ex): Whenever you're below o hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below o hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose
hit points when you fall below o hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have nine uses of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d2o roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Recuperation (Ex): You are restored to full hit points after 8 hours of rest as long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
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Exceptional Deeds: You have received the blessing of the Ruby Sage, who granted you some of her power so that you might retrieve the stolen sage jewels and find the Diamond Sage. When you begin Pathfinder Society Scenario #5-16: Destiny of the Sands, Part 3: Sactum of the Sages, you gain two of the following abilities for the duration of the scenario so long as you have the Exceptional Deeds ability from the Mythic Power 1 Chronicle sheet.

Absorb Blow: As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 15 points (to a minimum of o points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
Beast’s Fury: As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any others that it takes during its turn.

Fleet Charge: As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding 3 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.
Rally: As a swift action, you can expend one use of mythic power to rally your allies. This gives you and each of your allies within 30 feet the option to reroll any one d2o roll after the roll is made. The granted reroll must be used before the beginning of your next turn, and the creature must take the result of the reroll, even if it is lower.
Surprise Strike: As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.

Scenario Notes:
Debt to the Brine: You have sworn fealty to a young brine dragon, promising to return with gifts such as a scroll of teleport. The dragon holds you to this oath and pursues vengeance if you fail to appease them. You can cross this boon off your Chronicle sheet by paying 1,125 gp. Alternatively, you can pay only 150 gp if you have access to a scroll of teleport on one of your Chronicle sheets. If you have 16 or more XP when you have this boon, the dragon returns and takes pains to ruin your reputation; you immediately lose 1 Prestige Point and lose an additional
Prestige Point for each XP beyond 16 that you earn until you remove this boon.

To Buy/Do: scroll of teleport!, better armor(?), Bracers of Archery (Greater) (25000 gp)

Shopping:

already bought (chronicle #14): cold iron Arrows (20) (2g) ?, Efficient Quiver (1800 gp)

already bought (chronicle #13): cold iron Arrows (20) (2g), Wayfinder (250g), potion of mostly neutralize poison (50g)
(not in inventory yet, but gold cost already applied), gold spent: ???

already bought (chronicle #12): Arrows (20) (1g); cold iron Arrows (20) (2g); silver Arrows (20) (41g); cold iron Dagger (4g, 1lb); Belt of Incredible Dexterity +2 (4000g, 1lb); MW Thieves' Tools (100g, 2lb); Potion of Darkvision (300g, 0lb); Wand of Protection from Evil (2PP)

already bought (chronicle #9): Arrows (20) (1g), Wand of Magic Missile (2PP)

already bought (chronicle #8): Arrows (20) (1g), 2x Antitoxin (50gp), Handy Haversack (2000gp); Cloak of Resistance +1 (1000g, 1lb), Wand of Longstrider (2PP)

- Wand of Detect Magic (375g) ???

MERIDA IS... now LEVEL 5!
Done: BAB, Saves, CMB, CMD, class features, Feat, Skills,
To do: Much, e.g. check wand and arrow uses, ACP, Equipment (incl. arrows)
To do first:

---

At first glance young Merida looks like she is fresh out of fighter college. But when you look closer you get a vibe that her bow and sword are not just for show...

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
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CMD 21
AC 18, touch 14, flat-footed 14 (+3 armor, +1 shield)
AC while using bow 17, touch 14, flat-footed 13 (+3 armor)
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OFFENSE
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CMB +7
Speed 30 ft. (30 ft. in light armor)
Ranged

To hit: BAB, Dex, Magic, Weapon Focus, Weapon Training 1, PBS, Precise Shot, Rapid Shot, Deadly Aim
Damage: Str, Magic, Weapon Specialization, Weapon Training 1, PBS, Deadly Aim

MYTHIC: add +1 to hit (from DEX increase)

+1 Darkwood Composite Longbow (+2 STR) +12 (1d8+6/20/x3)
[dice=+1 Longbow]1d20+5+4+1+1+1[/dice] for [dice=Piercing]1d8+2+1+2+1[/dice]
[dice=+1 Longbow Point-Blank]1d20+5+4+1+1+1+1[/dice] for [dice=Magic Piercing]1d8+2+1+2+1+1[/dice]
[dice=+1 Longbow Rapid Shot]1d20+5+4+1+1+1-2[/dice] for [dice=Magic Piercing]1d8+2+1+2+1[/dice]
[dice=+1 Longbow Point-Blank Rapid Shot]1d20+5+4+1+1+1+1-2[/dice] for [dice=Magic Piercing]1d8+2+1+2+1+1[/dice]
[dice=+1 Longbow Deadly Aim]1d20+5+4+1+1+1-2[/dice] for [dice=Magic Piercing]1d8+2+1+2+1+4[/dice]
[dice=+1 Longbow Point-Blank Deadly Aim]1d20+5+4+1+1+1+1-2[/dice] for [dice=Magic Piercing]1d8+2+1+2+1+1+4[/dice]
[dice=+1 Longbow Rapid Shot Deadly Aim]1d20+5+4+1+1+1-2-2[/dice] for [dice=Magic Piercing]1d8+2+1+2+1+4[/dice]
[dice=+1 Longbow Point-Blank Rapid Shot Deadly Aim]1d20+5+4+1+1+1+1-2-2[/dice] for [dice=Magic Piercing]1d8+2+1+2+1+1+4[/dice]

Club +9 (1d6+2/20/x2)
[dice=Club thrown]1d20+9[/dice] for [dice=Bludgeoning]1d6+2[/dice]

cold iron Dagger +9 (1d4+2/19-20/x2)
[dice=cold iron Dagger thrown]1d20+9[/dice] for [dice=cold iron Piercing OR Slashing]1d4+2[/dice]

Melee
Longsword +7 (1d8+2/19-20/x2)
[dice=Longsword]1d20+7[/dice] for [dice=Slashing]1d8+2[/dice]

Spiked Gauntlet +7 (1d4+2/20/x2)
[dice=Spiked Gauntlet]1d20+7[/dice] for [dice=Piercing]1d4+2[/dice]

Club +7 (1d6+2/20/x2)
[dice=Club]1d20+7[/dice] for [dice=Bludgeoning]1d6+2[/dice]

cold iron Dagger +7 (1d4+2/19-20/x2)
[dice=cold iron Dagger]1d20+7[/dice] for [dice=cold iron Piercing OR Slashing]1d4+2[/dice]

Unarmed Strike +7 (1d3+2/20/x2)
[dice=Unarmed Strike]1d20+7[/dice] for [dice=Bludgeoning non-lethal]1d3+2[/dice]

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STATISTICS
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Str 14, Dex 19, Con 14, Int 14, Wis 10, Cha 10
BAB +5; CMB +7; CMD 21
AC Calc 3 Armor, 1 Shield, 4 Dex
HP Calc 1) 10, 2-3) 24, Con 10
Save Calc Base +4/+1/+1, Ability +2/+4/+0, Cloak +1/+1/+1
Feats Point-Blank Shot, Precise Shot(H), Rapid Shot(F), Weapon Focus (Composite Longbow)(F), Deadly Aim, Weapon Specialization (Composite Longbow)(F), Improved Initiative
Traits Tomb Raider, Dangerously Curious, ???
Languages Common, Draconic, Elven
Favored Class Fighter 1-5) Skill Point

SKILLS:

(class + Int + Skilled + FCB)
(2 + 2 + 1 + 1 = 6 ranks/fighter level)
(8 + 2 + 1 + 0 = 11 ranks/rogue level)
[dice=Acrobatics - ACP]1d20+5-0[/dice] <1 rank>
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+1[/dice] <1 rank>
[dice=Climb - ACP]1d20+6-0[/dice] <1 rank>
[dice=Craft: Anything]1d20+2[/dice]
[dice=Diplomacy]1d20+1[/dice] <1 rank>
[dice=Disable Device t - ACP]1d20+5+2-0[/dice] <1 rank, MW thieves' tools +2>
[dice=Disguise]1d20+0[/dice]
[dice=Escape Artist - ACP]1d20+4-0[/dice]
[dice=Fly - ACP]1d20+4-0[/dice]
[dice=Handle Animal t]1d20+4[/dice] <1 rank>
[dice=Heal]1d20+0[/dice]
[dice=Intimidate]1d20+4[/dice] <1 rank>
[dice=Knowledge: Arcana]1d20+2[/dice] <0 ranks>
[dice=Knowledge: Dungeoneering t]1d20+11[/dice] <5 ranks, +1 trait>
[dice=Knowledge: Engineering t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Geography]1d20+2[/dice] <0 ranks>
[dice=Knowledge: History]1d20+2[/dice] <0 ranks>
[dice=Knowledge: Local t]1d20+3[/dice] <1 rank>
[dice=Knowledge: Nature]1d20+2[/dice] <0 ranks>
[dice=Knowledge: Nobility]1d20+2[/dice] <0 ranks>
[dice=Knowledge: Planes]1d20+2[/dice] <0 ranks>
[dice=Knowledge: Religion]1d20+2[/dice] <0 ranks>
[dice=Linguistics]1d20+2[/dice] <0 ranks>
[dice=Perception]1d20+9[/dice] <5 ranks, +1 trait>
[dice=Perform: Any]1d20+0[/dice]
[dice=Profession: Any]1d20+0[/dice]
[dice=Ride - ACP]1d20+8-0[/dice] <1 rank>
[dice=Sense Motive]1d20+0[/dice]
[dice=Sleight of Hand - ACP]1d20+5-0[/dice] <1 rank>
[dice=Spellcraft]1d20+2[/dice] <0 ranks>
[dice=Stealth - ACP]1d20+6-0[/dice] <2 ranks>
[dice=Survival]1d20+4[/dice] <1 rank>
[dice=Swim - ACP]1d20+6-0[/dice] <1 rank>
[dice=UMD]1d20+9[/dice] <5 ranks, +1 trait>

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EQUIPMENT AND GOLD
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On person
*Combat Gear Longsword (15g, 4lb); Spiked Gauntlet (5g, 1lb); Club (0g, 3lb); cold iron Dagger (4g, 1lb); Studded Leather (25g, 20lb); MW Buckler (155g, 5lb); Belt of Incredible Dexterity +2 (4000g, 1lb); Cloak of Resistance +1 (1000g, 1lb) - 36
*Other Gear Handy Haversack (2000gp), 5lb); Efficient Quiver (1800gp, 2lb); Explorer's Outfit (0g, 8lb) - 15
*Adventuring Gear (in Efficient Quiver) +1 Darkwood Composite Longbow (+2 STR) (2PP, 1.5lb); 1x Arrows (20) (1g, 3lb); 1x cold iron Arrows (20) (2g, 3lb); 1x silver Arrows (20) (41g, 3lb) - 0
*Adventuring Gear (in Handy Haversack) Bedroll (1s, 5lb); 2x Torches (1c, 1lb); 1x Waterskin (1g, 4lb); 2x Trail Rations (5s, 1lb); MW Thieves' Tools (100g, 2lb) - 0
*Alchemical/Magic Gear (in Handy Haversack) 2x Acid (10g, 1lb); 2x Alchemist's fire (20g, 1lb); 2x Antitoxin (50g, 0lb); 1x Potion of CLW (50g, 0lb); Wand of CLW (31/50); Wand of Endure Elements (50/50); Wand of Bless (50/50); Wand of Comprehend Languages (50/50); Wand of Longstrider (50/50); Wand of Magic Missile (50/50); Wand of Protection from Evil (50/50) - 0
Left at Lodge Backpack (2g, 4lb); 8x Torches (1c, 1lb); 2x Trail Rations (5s, 1lb); Dagger (2g, 1lb); Arrows (24)
Starting GP 2,454.80 (start of chronicle #5) - 2,155 (shopping) = 299.80 + 1,214 = 1,513.8 - 51 (shopping) = 1,462.8 + 468 = 1,930.80 + 1,324 = 3,254.80
Starting GP 3,254.80 (start of chronicle #8) - 3,101 (shopping #8) = 153.80 + 1,266 = 1,419.80 - 1 (shopping #9) = 1,418.80 + 1,279 = 2,697.80 + 883 = 3,580.80 gold
Starting GP 3,580.80 + 1,259 = 4,839.80 - 4,448 (shopping #12) = 391.80 + 1,250 = 1,641.80 - 302 (shopping #13) = 1,339.80 + 1,850 = 3,189.80 gold
Starting GP 3,189.80 - 1,800 (shopping #14) = 1,389.80 + 1864 = ????.80 gold
Weight Carried 51 lbs (52.5 lbs with bow in hand)
Weight Carried (without Handy Haversack) 46 lbs (47.5 lbs with bow in hand)
Carrying Capacity Light (58 lb), Medium (116 lb), Heavy (175 lb), LoH (175 lb), Lift (350 lb), Drag/Push (875 lb)

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APPEARANCE
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Height 5'9"
Weight 152 lb
Age 18
Eye Color Green
Hair Color Red
Skin Tone Pale
Region of Origin ??
Deity Desna
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SPECIAL ABILITIES
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Class Features (Fighter):

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex) Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
===> Bows 1

Faction Rewards: none so far

Feats:

Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.
Weapon Focus (Composite Longbow) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Deadly Aim You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 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.
Weapon Specialization (Composite Longbow) You gain a +2 bonus on all damage rolls you make using the selected weapon.
Improved Initiative You get a +4 bonus on initiative checks.
Manyshot When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Traits:

Tomb Raider (Faction) You’ve spent most of your life exploring the ancient tombs and catacombs of Scarab Sages. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) is a class skill for you. (===> Perception)
Dangerously Curious (Magic) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Reactionary (Combat) +2 bonus to Initiative
Indomitable Faith (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.


Racial Traits:

Base Speed Humans have a base speed of 30 feet.
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
*Merida has ranks in the following skills: Acrobatics, Climb, Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge(Dungeoneering), Knowledge(Engineering), Perception, Ride, Stealth, Survival, Swim and UMD
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Use Deadly Aim
*Fire a single arrow at an enemy as long as they are not in Point-Blank range
*If possible, move up into Point-Blank range
*If not moving, use Rapid Shot
*If surrounded in melee: drop bow, draw and fight with longsword
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Placeholder: Placeholder.

Scenario List:

1) #04-19 The Night March Of Kalkamedes: 1 XP, 2 PP, 513 gold
2) #10-16 What The Helms Hide: 1 XP, 2 PP, 400 gold
3) #05-01 The Glass River Rescue: 1 XP, 2 PP, 516 gold
4) #09-22: Grotto of the Deluged God: 1 XP, 2 PP, 1183 gold
5) #04-07: Severing Ties: 1 XP, 2 PP, 1214 gold
6) #00-17: Perils of the Pirate Pact: 1 XP, 2 PP, 468 gold
7) #01-29 The Devil We Know Part I: Shipyard Rats: 1 XP, 2 PP, 1324 gold
8) #01-30 The Devil We Know Part II: Cassomir's Locker: 1 XP, 2 PP, 1266 gold
9) #01-41 The Devil We Know Part III: Crypt of Fools: 1 XP, 2 PP, 1279 gold
10) #00-06: Black Waters: 1 XP, 2 PP, 883 gold (pre-gen Kyra, Cleric 4)
11) #09-09: Beyond the Halflight Path: 1 XP, 2 PP, 1259 gold (pre-gen Seelah, Paladin 4)
12) #01-48 The Devil We Know Part IV: Rules of the Swift: 1 XP, 2 PP, 1250 gold
13) #05-12 Destiny of Sands Part I: 1 XP, 2 PP, 1850 gold
14) #05-15 Destiny of Sands Part II: 1 XP, 2 PP, 1864 gold
15) #05-16 Destiny of Sands Part III: 1 XP, 2 PP, ? gold
Total XP: 14
Total Fame: 28 (11,750 gold cap / next level at Fame 31: 16,500 gold / next level at Fame 36: 23,000 gold)
Current Prestige: 14 (-0 for shopping +2 earned(chronicle #13) = 14) TO DO!

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Merida Bowie
PFS #: 331079-5 (Core)
Faction: Scarab Sages
Day Job: none
Normal Progression

Test:

Then she seems to remember her manners. With an embarrassed look on her face she puts Sylvester down, walks around and starts to shake hands, now smiling exitedly.

"Hi, I'm Merida... Merida Bowie! This is my thirteenth mission!"

Merida is a very chipper young woman who is easily excited and sometimes a bit naive.
But you do not want to incur her wrath... unless you want to become the target of her - more or less ;-) - well-aimed arrows...