About Mr. Peppers
Mr (Lord) Peppers of the Caperina Family of Absalom - PFS # 202046-3
LANGUAGES: Common, Elven, Draconic, Gnomish, Sylvan, Auran, Tien, Abyssal, Terran, Orc, Thassilonian, Azlanti, Polyglot, Infernal, Aquan
SPELLBOOK: (3 Spellbooks: 1-3rd, 4th-5th, Blessed=ALL(778 Pages Left)
Warrior of Old: As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks. (Race Trait)
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves. (Combat Trait) (From Tempest Guardian Boon: Assault on Absalom)
Extra Reservoir: Your reservoir of arcane energy is greater than the reservoirs of others. Prerequisite: Arcane reservoir class feature. Benefit: You gain 3 more points in your arcane reservoir, and the maximum number of points in your arcane reservoir increases by that amount. Special: You can take this feat multiple times. Its effects stack.
Dispel Focus: You are skilled at the art of dispelling. Prerequisite: Ability to cast dispel magic. Benefit: Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus on the check.
Spell Penetration: Your spells break through spell resistance more easily than most. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Greater Spell Penetration: Your spells break through spell resistance much more easily than most. Prerequisite: Spell Penetration. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
Intensified Spell (Metamagic): Your spells can go beyond several normal limitations. Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level. (From Metamagic Exploit)
Greater Dispel Focus: Prerequisites: Dispel Focus, ability to cast dispel magic. Benefit: Whenever you attempt a dispel check based on your caster level, you gain a +2 bonus to the check. This stacks with the bonus from Dispel Focus.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Counterspell (Su): By expending 1 point from her arcane reservoir, the arcanist can attempt to counter a spell as it is being cast. She must identify the spell being cast as normal. If she successfully does so, the arcanist can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of the same level, and she receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell.
Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. (This was retrained into, replacing See Magic, at level 7 for 5PP and 350g)
Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a spell's DC, it increases by 2 instead of 1.
Metamagic Knowledge: The arcanist can select one metamagic feat as a bonus feat. She must meet the prerequisites of this feat. (Intensified Spell)
Greater Spell Disruption (Su): The arcanist can disrupt a spell effect or magic item by expending 1 point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma modifier to the dispel check. The arcanist must have the spell disruption exploit to select this exploit.
50g for Cure light potion
Spent 2PP on Wand of Mage Armor
Spent 2PP on Wand of Magic Missile
Spent 2PP on Wand of Cure Light Wounds
1000g for Cloak of Resistance +1
301.5g for MW Light Crossbow (-17.5g for old Crossbow, -10% for Saringhallow Purchase)
Spent 2PP on Wand of Pro Evil
300g for Potion of Cure Mod
300g for Potion of Lesser Restoration
150g for Scroll of False Life
150g for Scroll of Pro Arrows
4000g for Headband of Int +2
2500g for Eyes of the Eagle
375g for Wand of Create Water
100g to scribe silent image and fly
1 PP for Cosmic Captive Spell
2PP for Scroll of False Life x5
2PP for Scroll of Haste x2
4000g for Belt of Mighty Con +2
3000g to upgrade Cloak of Resistance +1 to +2
100g for 2 potions of touch of the sea
35g for scroll and scribe touch of the sea
350g and 2PP to Retrain See Magic into Quick Study
1700g to scribe spells/scrolls from Race for the Runecarved Key
2PP for Restful Pathfinder Lounge Membership
2000g for Handy Haversack
12000 to upgrade Headband of Int +2 to +4
400g and 5PP Retraining Toppling Spell to Dispel Focus Feat
2PP Belzken Veteran Boon to Learn Orcish
190g for scroll/copy of Command Undead
100g for Antitoxin x2
50g for Antiplague x1
Blessed Book -12500.0
Bookplate of Recall -1000.0
Superior Lock w/ Arcane Lock -175.0
Learn 1st lvl x6 (BB) -30.0
Learn 2nd lvl x4 (BB) -80.0
Learn 3rd lvl x3 (BB) -135.0
525g for Cure Serious Potion x1 (Gallows Boon Discount 30%)
Locate creature and arcane eye from Forbidden Furnace, free copy
5000g to upgrade Cloak of Resistance +2 to +3
7500g for Gloves of Elvenkind
16000g to upgrade Cloak of Resistance +3 to +5
Breath of Life Scroll x1
In Service to Lore
5-08 The Confirmation
7-00 The Sky Key Solution
7-10 The Consortium Compact
Module: Gallows of Madness: A Foul Breed
Module: Gallows of Madness: What Lurks in the Woods
Module: Gallows of Madness: Festering Blot
7-21 Sun Orchid Scheme
8-00 Cosmic Captive
5-09 Traitor's Lodge
8-99 Solstice Scar (A)
8-20 Torrent's Will
Race for the Runecarved Key Special
8-99 Solstice Scar (B)
8-24 Raid on the Cloudborne Keep
40 Hall of Drunken Heroes
9-00 Assault on Absalom
2-18 Forbidden Furnace
Year of the Shadow Lodge Special
Fabric of Reality: 4-16 5587g 2PP
Doom Comes to Dustpawn 17760G 4PP
SEASON 8 CARD: EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.
SEASON 8 CARD:GUIDING COMPASS (4+ goals): Your wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.
(0/3)SEASON 8 CARD: EXPEDITION COORDINATOR (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.
INURED TO THE ELEMENTS (2+ goals): Once per adventure before rolling a saving throw against an effect with the acid, air, cold, earth, fire, electricity, or water descriptor, you can gain a bonus on the save equal to 1 + half the number of goals you have completed.
Explore, Report, Cooperate: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 filling 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 action's 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: 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.
Timelost Chronicler: (+1 Knowledge History, Also, once per scenario you can get +1 to a single D20 roll, declare preroll.)
Insider Knowledge: (+2 Knowledge:Local vs Aspis, Cross this boon off to take 20 on one such check)
Lord Avid's Recommendation: (+2 to CHA skills vs Nobility on Isle of Kortos. Cross it off to gain +4 to CHA vs anyone on Isle of Kortos)
Apprentices Returned: You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
Courageous Recruit: You rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.
(0/1) Goblin Slayer: You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
(1/2) Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.
Antidotes and Remedies: From Festering Blot, Sarini Garden: Single Use
(0/2)Bringing the Truth to Light: You recovered records of the Sarini family from the secret chambers below their manor. In addition to bringing closure to the families in Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively you may check off a box before this boon to grant a devil that you summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its nature armor for 1 round. Checking off a box is a free action. After checking the second box, cross this boon off your chronicle sheet.
(1/3)Friends of Saringallow: You rescued Nolaria and Nixa from Wormgnash, they offer help on your adventures. Check off a box to use one of the following in any combination.
Pushing Back the Abyss: You stopped Wormgnash. You gain a +2 circumstance bonus to Knowledge: Planes checks concerning demons, and may attempt such checks as though you were trained in the skill. This does not stack with benefits from tools like Pathfinder Chronicles.
Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
(0/2)Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
(0/1)Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
(0/1) Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
(0/1) Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.
Water Affinity: Your connection to elemental water 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.
(0/2)Welcome in the Boundless Sea: You have a reputation in Vialesk as a reliable person in dangerous situations. You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water breathing or three elixirs of swimming. You may also check two of the boxes to purchase a necklace of adaptation for 8,250 gp, a helm of underwater action for 23,250 gp, or a suit of nautilus coral armor (see below) for 6,750 gp.
Elixir of dragon’s breath (brine dragon) (Price 2,000 gp; CL 10th; aura moderate evocation) : This vial contains a swirling current of luminescent blue liquid. A creature that drinks the elixir can breathe out a single blast of energy that deals 10d6 points of acid damage in a 30-foot line, plus an additional 1d6 points of acid damage for each Water Affinity boon you have earned on any of your characters. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first.
Nautilus coral armor (Price 8,000 gp; CL 9th; aura moderate transmutation) : This +1 full-plate is made of coral and pieces of nautilus shell. This armor does not impose an armor check penalty on Swim checks. The wearer can hold her breath underwater for a number of rounds equal to four times her Constitution score, rather than twice her Constitution score. You can increase the armor’s enhancement bonus or apply armor special abilities as though the armor’s masterwork price were 7,000 gp.
Magnimarian Debt: The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively big against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving- or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.
Formidable Renoun: Word of your defeat of the the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshipper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
Hang in There: Your soul tenaciously clings to life in the most dire of circumstances. You may cross off this boon to allow yourself to be targeted with breath of life as long as you died within the last 3 rounds, rather than in the last round as typical for this spell. Alternatively, if two PCs at the table possess this boon, they may both cross off this boon to allow one of the PCs at the table to cast breath of life once as a standard action in the next 24 hours; this is a spell-like ability with a caster level equal to the casting PC's character level. This ability functions even if her character level is less than the normal minimum caster level to cast the spell.
Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.
(0/1)Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
(0/1)Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.
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.
Hurricane-Tempered: Your battle with Grasping Storm has granted you knowledge about the flow of winds. You may cross this boon off your Chronicle Sheet to treat wind effects as if they were one category weaker per Air Affinity boon you possess for one round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on fly checks. Treat the effective starting wind strength of effects that make ranged attacks impossible but do not specify a strength, such as wind wall, as if they were windstorms.
Honored Guests of the Hall: Should you rescue a cleric from the grasp of the demons plaguing Cayden's Hall, High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.
Tempest Guardian (Grand Lodge): You led the Muckruckers to victory in reclaiming Fort Tempest, which also salvaged some of the fort’s besmirched reputation. The militia makes you an honorary Muckrucker, teaching you or a protégé some of their favorite tricks. You can check the box that precedes this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: fast-talker, resilient, or suspicious. Alternatively, you can gain the trait.
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 they have each invited you to become a lord or lady bearing their respective family name. Choose the al-Hadir, Arpador, Caperina, or Tullian family. You are a lord or lady 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 (9). 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 100 gp.
(0/3) Zahra's Tactics: In thanks for saving her from a fate of madness and servitude to the Mad Marid Moukadeem, Zahra grants you additional training in fighting genies in the future. You may, as a swift action, gain a +1 insight bonus on a single attack and damage roll against a genie. This ability may be used three times, each time crossing off one of the uses here. You may stack these uses on a single attack should you choose, granting a +3 bonus on that attack and damage roll.
(0/2)Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.
Tapestry Fast Travel: Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis. Select one location on Golarion other than Absalom. You may travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent. If you did not successfully complete the reattunement ritual, cross this boon off the Chronicle sheet. (Nantambu of the Mwangi Expanse)
(0/4) Orb of a Distant World: You have recovered one of the spheres from the orrery of distant worlds. The sphere is a use-activated item that can expend a number of charges to cast a spell-like ability as a standard action (CL 11th). The sphere has 4 charges and cannot be recharged. Choose one of the following spheres when you gain this boon: Sun (searing light, 1 charge); Aballon (haste 2, charges); Castrovel (detect thoughts, 1 charge); Golarion (resilient sphere, 4 charges); Akiton (rage, 1 charge); Verces (align weapon, 1 charge); Eox (death ward, 2 charges); Triaxus (teleport, 4 charges); Liavara (dream, 4 charges); Bretheda (restoration, 2 charges); Apostae (fly, 2 charges); or Aucturn (confusion, 2 charges).
Scroll of mage armor (CL6th; 150g)
Wand of knock (11 charges; 990g)
Wand of Bless Weapon (1) (10 charges; 150g)
Wand of burning hands (CL3rd, 4 charges; 180g)
Wand of cure light wounds (CL3rd, 8 charges; 360g)
Wand of Cure Mod Wounds (5 charges, 450g, Limit 1)
From Rivers to Mountains (book) 50g - Festering Blot
History of Isger (book) 50g - Festering Blot
The Nine Secrets (book) 50g - Festering Blot
Antiquarian's Monocle (1,350g) - Gallows Bonus Chronicle
Blue whinnis poison (120 gp, limit 2)
Elixir of solar vigor (1,000 gp, limit 1)
Blue whinnis poison (120 gp; limit 3)
Wand of floating disk (23 charges; 345 gp, limit 2)
Wand of sleet storm (10 charges; 2,250 gp)
Oil of greater magic weapon (CL 8th; 1,200 gp)
Wand of ice storm (10 charges; 4,200 gp)
+1 Elf-bane ammunition (166g, limit 12)
+1 Human-bane ammunition (166g, limit 12)
+1 Merfolk-bane ammunition (166g, limit 12)
Elixir of dragon's breath (brine dragon, 2,000g; limit 1)
Nautilus coral armor (8,000g)
Primal elemental gem (air) (functions as an elemental gem, except it summons a Huge air elemental at CL11th) (3,300gp, limit 1)
Cayden Cailean's silver tankard (50g)
Carpet of flying (5ft by 5ft; 20,000g)
Wand of false life (6 charges; 540 gp, limit 1)
Wand of mage armor (30 charges; 450 gp, limit 1)
Wand of spontaneous immolation (15 charges; 1,350 gp, limit 1; Ultimate Combat 245)
Ki mat (10,000 gp; Advanced Player’s Guide 306)
Potion of bear’s endurance (CL 6th; 600 gp, limit 1)
Wand of false life (CL 10th, 8 charges; 2,400 gp, limit 1)
Wand of shield (CL 5th, 6 charges; 450 gp, limit 1)
+1 Defending halberd (8,310 gp)
+1 Human bane bolt (167 gp, limit 5)
+1 Seeking composite longbow (8,600 gp)
+2 Breastplate (4,350 gp)
+2 Short sword (8,310 gp)
Amulet of natural armor +1 (2,000 gp)
Amulet of natural armor +2 (8,000 gp)
Bag of holding, type I (2,500 gp)
Belt of mighty constitution +2 (4,000 gp)
Belt of physical perfection +2 (16,000 gp)
Bottle of air (7,250 gp)
Cloak of resistance +2 (4,000 gp)
Dream toxin (2,500 gp, limit 2 doses; poison—ingested or injury; DC 20; 1/hour for 6 hours; 1d2 Int drain; 3 saves)
Efficient quiver (1,800 gp)
Headband of alluring charisma +2 (4,000 gp)
Headband of vast intelligence +2 (4,000 gp)
Potion of cure moderate wounds (300 gp)
Potion of cure serious wounds (750 gp)
Potion of water breathing (750 gp)
Ring of minor fire resistance (12,000 gp)
Ring of protection +2 (8,000 gp)
Rust bag of tricks (8,500 gp)
Scroll of fireball (375 gp)
Scroll of phantom steed (375 gp)
Wand of magic missile (CL 5th, 10 charges; 750 gp, limit 1)
Wand of magic missile (CL 5th, 4 charges; 300 gp, limit 1)
Wand of mirror image (12 charges; 1,080 gp, limit 1)
Wand of vampiric touch (9 charges; 2,025 gp, limit 1)
[dice=Dispel Check, (Feats, Circlet, CHA)]1d20+11+4+3+2[/dice]
[dice=Counterspell/Dispel Check (Feats)]1d20+11+4[/dice]
[dice=Counterspell with same Spell, Dispel Check (Feats)]1d20+11+5+4[/dice]
[dice=Wand of Magic Missile: Caster Check/Damage]1d20+1;1d4+1[/dice]
[dice=Casting Magic Missile: Caster Check/Damage]1d20+17;5d4+5[/dice]
[dice=Casting Intense Shocking Grasp:Spectral Hand Touch Attack/Caster Check/Damage]1d20+7;1d20+17;10d6[/dice]
[dice=Casting Fireball with +2 Save DC, Reflex DC21: Caster Check/Damage]1d20+17;10d6[/dice]
[dice=Casting Dragons' Breath with +2CL, Reflex DC20: Caster Check/Damage]1d20+19;13d6[/dice]
[dice=Casting Scorching Ray (1st Ray):Ranged Touch Attack/Caster Check/Damage]1d20+8;1d20+17;4d6[/dice]
[dice=Casting Scorching Ray (2nd Ray):Ranged Touch Attack/Caster Check/Damage]1d20+8;1d20+17;4d6[/dice]
[dice=Casting Scorching Ray (3rd Ray):Ranged Touch Attack/Caster Check/Damage]1d20+8;1d20+17;4d6[/dice]
[dice=Casting Snowball:Ranged Touch Attack/Caster Check/Damage]1d20+8;1d20+17;5d6[/dice]
[dice=Casting Intense Snowball:Ranged Touch Attack/Caster Check/Damage]1d20+8;1d20+17;10d6[/dice]
Season 8 Faction Journal Card:
(8/8) Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.
(2/2) Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.
(1/1) Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
(1/1) Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.
(2/2) Participate in an adventure that includes at least two encounters that do not take place on the Material Plane.
(2/2) Resolve an encounter with an organization led by genies, elemental forces, or those who revere them.
(1/1) Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.
(0/3|0/2) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Season 9 Faction Goals: The Concordance:
(1/2)Adventure either on another plane or in the Mana Wastes, the Shackles, or the Worldwound.
(1/2)Peacefully resolve an encounter with a creature with the air, earth, fire, or water subtype.
(0/2)Help grow the Concordance by recruiting a named figure with either a significant connection to the natural world (such as a druid) or a significant connection to elemental forces (such as a creature with an elemental subtype). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
(1/2)Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.
(1/1)Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.
(0/1)Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.
(1/1)Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Knowledge (nature), or Knowledge (planes).
(0/3:0/2)Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5 counts as two goals.
Restful Pathfinders' Lounge:
Restful Pathfinders' Lounge (2 PP)
Decades ago, a group of affluent Pathfinders founded the Restful Pathfinders' Lounge, a members-only club in the Petal District of Absalom, where they could relax while not adventuring, while simultaneously avoiding having a venture-captain tell them they weren't busy enough. Without the riffraff of a public tavern present, they may spind time with their closest companions and enjoy a good brandy or a light smoke in peace and quiet.
When in Absalom, you may gain the benefit of 8 hours rest in only 6 hours when they are spent at this private club.
1: Mage Armor, Burning Hands, Identify, Comprehend Languages, Shocking Grasp, Mount, Endure Elements, Grease, Magic Missile, Color Spray, Feather Fall, Silent Image, Shield, Alarm, Hold Portal, Exp Retreat, True Strike, Snowball
2: Scorching Ray, Invisibility, Glitterdust, Mirror Image, False Life, Resist Energy, Arcane Lock, Command Undead
3: Fireball, Lightning Bolt, Fly, Heroism, Haste, Slow, Dispel Magic, Displacement, Stinking Cloud
4: Dimensional Door, Dimensional Anchor, Greater Invisibility, Solid Fog, Stoneskin, Communal Prot Energy, Dragon's Breath, Phantasmal Killer
5: Break Enchantment, Cloudkill, Dismissal, Feeblemind, Teleport, Overland Flight
Price 12,500 gp; Aura moderate transmutation; CL 7th; Weight 1 lb.
This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. (Superior with Arcane Lock, DC50 Disable Device)
A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Bookplate of Recall
Gloves of Elvenkind
Dispel Check as a Counterspell:
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level).
Future Spell Needs:
Wall of force
Wall of stone
Transmute rock to mud