Rolan

Montgomery Thorent's page

66 posts. Organized Play character for graywulfe.


Full Name

Montgomery Thorent

Race

HP:46/46 | AC:17 T:12 FF:15; +2 vs traps, +4 vs Giants | CMD:17 | F:+5 R:+9 W:+7 | Init:+2;+4 underground | Perc:+18 SM:+8; darkvision(60) | stonecunning,trapfinding(+3), trap spotter | Speed: 20 |

Classes/Levels

Inspiration(+1d6) 5/6| Extracts{1: 4/5, 2: 4/4}| Grit 2/2 | Faction Pin{used}| GM reroll{unused}|

Knowledges:
arcana:+7,dungeon:+7, engineer:+11, history:+8, local:+7, nature:+7, nobles:+7, planes:+7, religion:+7; +1d6 to all

Gender

Male LN Dwaf Investigator/Gunslinger(Pistolero) 6/1

Size

Medium |

Age

56

Occupation

Barrister

About Montgomery Thorent

Background:


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Mongomery Thorent

Montgomery
Dwarf Investigator/Gunslinger(Pistolero) 6/1
LN Medium humanoid (dwarf)
Init: +2 (+4 underground); Senses: darkvision; Perception: +18 (+3 trapfinding, +2 stonecunning), Sense Motive +8
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Defense
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AC 17, touch 12, flat-footed 15 (+2 Dex, +5 Armor)
hp 46 (6d8+1d10+7)
Fort +5, Ref +9, Will +7; +2 racial bonus vs spells and spell-like abilites, +6 bonus vs poison, +2 bonus vs traps
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), trap sense +3, +4 vs. poison, trap sense +2
Resist acid 1, electricity 1, fire 1
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Offense
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Speed 20ft
Melee +1 Sword Cane +8 (1d6+1)
or dagger +7 (1d4)
or sap +7 (1d6 nonlethal)
or melee touch attack +7
Ranged composite shortbow +7 (1d6/x3) Range 70
or dagger +7 (1d4) Range 10
or dart +7 (1d4) Range 20
or pistol +7 (1d8/x4) Range 20
or ranged touch attack +7
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, studied combat (+3, 3 rounds), studied strike +2d6
Space 5ft.; Reach 5ft.
Investigator Spells Prepared (CL 6th; concentration +9)

  • 2nd—barkskin,invisibility,percieve cues,resist energy
  • 1st—ant haul(DC 14),comprehend languages,jump,reduce person(DC 14),shield

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Statistics
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Str 10, Dex 14, Con 13, Int 17, Wis 14, Cha 10
Base Atk +5; CMB +5; CMD 17 (21 vs. Bull Rush; 22 vs. Grapple; 21 vs. Trip)
Feats Alertness, Extra Investigator Talent, Gunsmithing, Quick Draw, Weapon Finesse
Traits Osirionologist (Osirion, Knowledge [history]), Tunnel Fighter
Skills Acrobatics: +9, Appraise: +7, Bluff: +0, Craft(alchemy): +14, Diplomacy: +4, Disable Device: +22, Escape Artist: +7, Fly: +5, Heal: +2, Know(arcana):+7, Know(dungeon): +7, Know(engineer): +11, Know(history):+8, Know(local): +7, Know(nature): +7, Know(nobles): +7, Know(planes): +7, Know(religion): +7, Linguistics: +13, Perception: +18; Prof(Barrister):+11, Sense Motive: +8, Sleight of Hand: +9, Spellcraft:+11, Stealth: +2, Survival: +2, Use Magic Device: +9; Modifiers -4 to jump(Speed), +2 racial bonus to assess nonmagical metals or gemstones(Greed), +6 competence bonus to create alchemical items(Alchemy), +3 to locate traps (trapfinding), +2 racial bonus to notice unusual stonework
Languages Azlanti, Common, Dwarven, Hallit, Jistka, Kelish, Osiriani, Ancient Osiriani, Sphinx, Tekritanin, Terran, Vudrani
SQ alchemy +6 , deeds (gunslinger's dodge, quick clear, up close and deadly), grit (2/day), inspiration (+1d6, 6/day), investigator talents (expanded inspiration, trap spotter, underworld inspiration), poison lore, swift alchemy, swift poisoning (Move Action), trapfinding +3

Combat Gear acid (5), alchemist's fire (4), alkali flask (5), arrows (30), arrows w/ ghost salt weapon blanch (10), black powder (100), bottled lightning (3), bullet (60), bullets with adamantine weapon blanch (10), bullets with cold iron weapon blanch (10), bullets with ghost salt weapon blanch (10), bullets with silver weapon blanch (10), burst jar (4), caltrops, defoliant (6), flash powder (3), fuse grenade (3), haunt siphon (3), holy water (4), holy weapon balm (3), liquid blade (3), liquid ice (5), pellet grenade, adamantine (2), pellet grenade, cold iron (3), pellet grenade, silver (3), scroll of barkskin (2), scroll of eagle's splendor (2), scroll of fly, scroll of fox's cunning, Silvercloud oil (3), smoke pellet, smog (3), tanglefoot bag (6), thunderstone (6), tindertwig (4), vermin repellent (9), wand of cure light wounds, weapon blanch [adamantine] (2), weapon blanch [cold iron] (2), weapon blanch [ghost salt], weapon blanch [silver] (2); Other Gear +1 mithral armored coat, +1 sword cane, alchemical glue (3), alchemical glue accelerant (3), alchemical grease (13), alchemical solvent (3), alchemist's lab, alchemy crafting kit, antiplague (6), antitoxin (6), armor ointment (3), backpack (2), bedroll (2), belt pouch (2), bladeguard (3), candle (2), chalk (11), climber's kit, clockwork key, composite shortbow [Str +0], courtier's outfit, crowbar, dagger, dart (4), elixir of spirit sight, explorer's outfit, eyes of the eagle, fishhook (2), flint and steel (2), formula book, goggles of minute seeing, grappling hook, hammer, handy haversack, hooded lantern, jewelry, mess kit, mirror, mug/tankard, oil (5), Oil of daylight, pistol, piton (14), portable alchemist's lab, pot, quiver, rope (3), sack (2), sap, sewing needle, siege set, signal whistle, soap, string or twine, thieves' tools, masterwork thieves' tools, thread (50 ft.), tobacco, torch (12), trail rations (12), traveler's any-tool, traveler's outfit, waterskin (2), wayfinder, whetstone

Class Abilities:

Alchemy (+6) (Su)
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level to the Craft (alchemy) check. In addition, an alchemist can use Craft(alchemy) to identify potions as if using detect magic. He must hold the potion for one round to make such a check.

Deed: Gunslinger's Dodge (+2 AC/+4 AC prone) (Ex)
When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-footstep, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than alight load.

Deed: Quick Clear (Ex)
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Deed: Up Close and Deadly +1d6 (Ex)
At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level,to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.

Expanded Inspiration (Ex)
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill. Source: Advanced Class Guide

Grit (Ex)
At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

  • Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.
  • Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Inspiration (+1d6, 6/day) (Ex)
The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Poison Lore (Ex)
At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge(nature) check to identify any natural poison or Knowledge (arcana)check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (+2) (Ex)
At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.

Studied Combat (+3, 3 rounds) (Ex)
At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first.The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike +2d6 (Ex)
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pickout a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex)
At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items.
At 18th level, an alchemist can create alchemical items with almost supernatural speed. He can create any alchemical item as a full-round action if he succeeds at the Craft (alchemy) check and has the appropriate resources at hand to fund the creation.

Swift Poisoning (Move Action) (Ex)
At 3rd level, an alchemist can apply a dose of poison to a weapon as a move action.
At 6th level, this only requires a swift action.
At 18th level, this only requires an immediate action.

Trap Sense +2 (Ex)
A character gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.These bonuses rise to +2 when the character reaches 6th level, to+3 when she reaches 9th level, to +4 when she reaches 12th level,to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.

Trap Spotter (Ex)
Whenever a rogue with this talent comes within 10 feet of a trap,she can attempt an immediate Perception check to notice the trap.This check should be made in secret by the GM.

Trapfinding +3
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Underworld Inspiration (Ex)
An investigator can use his inspiration on Bluff, Disable Device,Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Feats:

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Alertness
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Extra Investigator Talent
You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

Gunsmithing
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms
You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).
Crafting Ammunition
You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm
Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special
If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Modification for Pathfinder Society Play
Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of
any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item. No PC can purchase a gun without this feat, even if they possess the Amateur Gunslinger or Exotic Weapon Proficiency (firearm) feats.
Source: Ultimate Combat

Quick Draw
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Weapon Finesse
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits:

Osirionologist (Osirion, Knowledge [history])
You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks,and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Tunnel Fighter
While underground,you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Racial Abilities:

Defensive Training +4
+4 dodge bonus to AC against monsters of the Giant subtype.

Greed
+2 racial bonus on Appraise checks made to determine the price of non magical goods that contain precious metals or gemstones.

Hardy +2
Gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred +1
+1 racial bonus to attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Slow and Steady
Your base speed is never modified by armor or encumbrance.

Stability +4
+4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning +2
+2 racial bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Chronicles/Boons Assigned :


  • 1 - First Steps, Part 1: In Service To Lore
  • 2 - First Steps, Part 2: To Delve The Dungeon Deep
  • 3 - First Steps, Part 3: A Vision Of Betrayal
  • 3.1 - Year of the Risen Rune
  • 4 - The Glass River Rescue
  • 5 - Murder’s Mark
  • 6 - Pathfinder SP: Rise of the Runelords Chap 1: Burnt Offerings
  • 7 - Shadow’s Last Stand, Part 1 -- At Shadow’s Door
  • 8 - Way of the Kirin
  • 9 - The Immortal Conundrum
  • 10 - Six Seconds to Midnight
  • 11 - The Sky Key Solution
  • 12 - The Golemworks Incident
  • 13 - The Labyrith of Hungry Ghosts
  • 14 - Through Maelstrom Rift
  • 15 - Assault on Absalom
  • 16 - Salvation of the Sages

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Chronicle/Boon Abilities
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Debt of the Kirin:
You Possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin Source: 2 - First Steps, Part 2: To Delve The Dungeon Deep

Kayle’s Blessing:
[][][]You gain a +1 luck bonus on any saving throw against a dragon’s breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. Source: 3 - First Steps, Part 3: A Vision Of Betrayal

Curse Breaker:
Your tireless efforts to break the Ruby Prince’s curse have made you more resistant to curses. Treat your caster level as 2 higher when casting remove curse. If you are targeted by remove curse, treat the spell’s caster level as 2 higher. These effects do not stack. Source: 3.1 - Year of the Risen Rune

News Of The Diamond Sage:
You learned of a figure known as the Diamond Sage, a mystic who has some connection to Amenopheus, the Sapphire Sage. If you are a member of the Osirion faction, Amenopheus encourages you to continue to Azir, where the Diamond Sage was last seen; the next time you travel to Rahadoum for a Pathfinder Society mission, Amenopheus gives you a single item worth 250gp. You do not have to choose the item until the mission begins. Source: 4 - The Glass River Rescue

Masterful Performance:
As a reward for exonerating the Umbral Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus to Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus to any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet. Source: 5 - Murder’s Mark

Clockwork Spy:
You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may sped an additional 325gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50gp is consumed whether or not you succeed at your initial skill check. You may substitute 2PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource. Source: 5 - Murder’s Mark

Goblin Scourge:
Once per scenario, you may call upon your memories of the battle of Thistletop to bolster your resolve against goblinoid foes. Doing so grants you a +1 morale bonus on attack and damage rolls against targets with the goblinoid subtype and a +2 morale bonus on Will saving throws against spells or effects from goblinoid sources. These bonuses last for 1 minute. Source: 6 - Burnt Offerings

Lamashtu’s Bane:
Your encounter with Nualia and her burgeoning cult of Lamashtu beneath Thistletop has steeled your hatred for the Mother of Monsters and he followers. You gain a +2 bonus on attack and damage rolls against targets displaying an unholy symbol of Lamashtu. Source: 6 - Burnt Offerings

True Ally of the Lantern Lodge:
Amara Li recognizes your invaluable contribution in ensuring a strong alliance wth the Way of the Kirin, and she promises to assist you in the future. Whenever you spend 1 PP 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. Source: 8 - Way of the Kirin

The Kirin’s Debt Repaid:
If you have the Debt of the Kirin boon from a previous adventure, Iko Tsuneo offers to purchase back the ancient letter of credit in return for one of his organization’s treasures. Choose one item worth up to 5,500gp. When you next purchase the item you do so at a 25% discount. When you use this boon, cross both it and the Debt of the Kirin boon off their respective sheets. Source: 8 - Way of the Kirin

Embeth Hound:
The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding dog who recieves a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. IF the Embeth hound dies, cross this boon off your chronicle sheet. Source: 10 - Six Seconds to Midnight

Henbane’s Token:
Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action, you can destroy the flower to disappear completely for one round. While out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet. Source: 10 - Six Seconds to Midnight

Touched By Time:
You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may caste either haste or slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet. Source: 10 - Six Seconds to Midnight

Azlanti Wonders:
While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millenia of tragedy and looting. When you adventure in a ruin, archeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including most Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your AC. Source: 11 - The Sky Key Solution

Champion of Time:
Defender of Time. Bonus relates to future character Source: 11 - The Sky Key Solution

Timelost Chronicler:
You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made. Source: 11 - The Sky Key Solution

Ectoplasmic Enhancement:
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 attacks, 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 your phantom’s natural attacks. When you use this boon, cross it off your Chronicle sheet. Source: 13 - The Labyrith of Hungry Ghosts

Nightmarish Pigments:
You found a pot of nightmarish pigments, which you may purchase for 1000gp. Nightmariush 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 valuable 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 pigment can create a collection of mundane items whose value does not exceed 500gp. Source: 13 - The Labyrinth of Hungry Ghosts

Savior of Old Flotsam:
In thanks for retrieving her precious folding boat, V-C Benarry commissions you a single feather token mad out of a splinter of Old Flotsam herself. This 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 boats duration expires. You may purchase the feather token (Old Flotsam) for 450gp or 1PP. Source: 13 - The Labyrinth of Hungry Ghosts

Air Affinity:
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. Source: 14 - Through Maelstrom Rift

Elemental Awakening:
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 benefit 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 off 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 influence creatures with the air subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell-like ability. If you have 2 or more boxes checked, you can cast fly. If you have all 4 boxes checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide p223).
[X][][][]Earth:You gain acid resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield (Pathfinder RPG Advanced Race Guide p149) as a spell-like ability. If you have 2 or more boxes checked, you can cast stone shape. If you have all 4 boxes checked, you can cast either stone to flesh or stoneskin.
[X][][][]FireYou gain fire resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a spell-like ability. If you have 2 or more boxes checked, you can cast fireball (DC 18). If you have all 4 boxes checked, you can cast fire shield or fire snake (Pathfinder RPG Advanced Player’s Guide p222, DC 20).
[][][][]Water:You gain cold resistance equal to the number of boxes checked. You also gain a bonus on Charisma-based skill checks made to influence creatures with the water subtype equal to the number of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea (Pathfinder RPG Advanced Player’s Guide p250) as a spell-like ability. If you have 2 or more boxes checked, you can cast quench (DC 18) or water breathing. If you have all 4 boxes checked, you can cast cone of cold (DC 20) or solid fog.
Source: 14 - Through Maelstrom Rift

Defender of Absalom:
You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witness your triumphs and will remember your courage for several deeds in particular. Choose two of the following rewards corresponding to a faction’s objective that you successfully completed, and cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choose its associated reward.
[X]Maestro of Manumission (Liberty’s Edge):Bonus relates to future character
[X]Noble Heir (Sovereign Court):You rallied several of Absalom’s noble houses, all of which distinguished themselves during the siege. All four are eager to recruit new talent into their hierarchy, and have each invited you to become a lord bearing their respective family name. Choose the al-Hadir, Arpador, Caperina, or Tullian family. You are a lord of that family whose noble status is recognized in most realms. You also gain a signet ring and one bejeweled bauble for each character level you have. You can pry the gem out of a bauble to use in place of an expensive material component requiring gemstone dust, and each bauble’s gem is worth 100gp.
Source: 15 - Assault on Absalom

Exemplar of the Order (Scarab Sages Faction):
Your devotion to the Jeweled Sages has poised you to become the next member of the order. When playing an adventure, you can fulfill and check up to two boxes on your Scarab Sages Faction Journal Card. If you have fulfilled at least 10 goals across these cards and have either earned the Honored Acolyte (Scarab Sages) boon or purchased Anamnesis, you can spend 30 PP to gain the Jeweled Sage boon below.
Jeweled Sage (30 PP):Through a ritual you led with the other Jeweled Sages, you have created a sage jewel that will grow in power with you and preserve your knowledge for all time. You gain a +3 insight bonus on Knowledge (history) and Linguistic checks, and all Knowledge skills are class skills for you. Once per day, when attempting a Knowledge skill check, you can roll twice and take the higher result. Additionally, you can cast comprehend languages once per day as a spell-like ability (CL 15th). You are recognized as a leading scholar in many fields and gain +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other scholars and experts.
Source: 16 - Salvation of the Sages

Savior of Knowledge:
[][][][][]You aided the Jeweled Sages in their hour of need, and they quickly answer your calls for help. Once per scenario when you’re adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one Knowledge skill check. You can check a box in front of this boon to instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication. Source: 16 - Salvation of the Sages

Torch’s Respect:
Torch has developed a grudging respect or passing fondness for you and makes an effort to avoid harming you. When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate check. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter. Source: 16 - Salvation of the Sages

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Spell/Formulabooks
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Primary Travelling formulabook:

[list]
  • 1st - Ant Haul, Bomber’s Eye, Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Detect Secret Doors, Endure Elements, Expeditious Retreat, Heightened Awareness, Jump, Reduce Person, Shield, Targeted Bomb Admixture, True Strike
  • 2nd - Alchemical Allocation, Barkskin, Bestow Weapon Proficiency, Blur, Cure Moderate Wounds, Enshroud Thoughts, False Life, Fox’s Cunning, Investigative Mind, Invisibility, Lesser Restoration, Percieve Cues, Resist Energy, See Invisibility
  • 3rd - Fly