Boggard Hunter

Muddy Mudflipper's page

263 posts. Organized Play character for roll4initiative.


Full Name

Muddy Mudflipper

Race

HP 71/71 | AC 22 (23 buckler), t16, ff18 | F +8, R +12, W +4 | Perc +12 | Darkvision 60' | Stealth +21 | Init +7 |

Classes/Levels

speed 30', climb 20' | CMB +10 CMD 25 | cold-iron arrows x12 | Active Conditions: ---

Gender

Map CG Male Grippli Slayer 8 |

Size

small

Age

adult

Special Abilities

Archery

Alignment

NG

Deity

Frog Mother

Location

swamps

Languages

grippli, elven, common, polyglot

Occupation

hunter

Strength 16
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Muddy Mudflipper

PFS# 17148-16
Birthplace: Mwangi Jungle
Age: Young Adult
Gender & Pronouns: Male, he/him
Height: 3' 2"
Weight: 30 lbs
Physical Appearance: Poison Dart Frog markings with translucent skin. Large bulbous eyes.

Botting Muddy:
He'll always attack from range with his bow, using Studied Target (swift action, +2 atk & dmg) in the first round. Has a fortified net, obsidian sword, & mithril shield for melee. He always puts on his goggles (stowed in bag/holding) before searching for traps, then removes them afterwards. He likes to climb a lot (+15) and attack from up high with his bow or drop his net down on enemies after poisoning it with his saliva.

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DEFENSE
------------------------------

AC 22/23 (shield), touch 16, flat-footed 18
(+6 armor, +5 dex, +1 shield, +1 size)

hp: 71 (7+1fcb/level)

[dice=Fortitude]1d20+9[/dice]
(Base +6, Con +2, Cloak +1*)
[dice=Reflex]1d20+12[/dice]
(Base +6, Dex +5, Cloak +1*)
[dice=Will]1d20+4[/dice]
(Base +2, Will +1, Cloak +1*)

*+2 vs Studied Target.

Guiding Compass: If fail save against effect that allows additional saves, gain +1 on subsequent saves. (Faction Card)
Secrets of Serpent Magic: Immediate action to gain +4 insight bonus against a spell or spell-like ability. One time use.
Sting of Serpent Magic: Swift action to increase CL of spell or spell-like ability by two, alternatively, as an immediate action when succeed at a saving throw and the spell or spell-like ability has a reduced effect on a successful save, you instead of avoid the effect entirely. This functions much like the evasion rogue class feature. One time use.

 ------------------------------
OFFENSE
------------------------------

[dice=Initiative]1d20+7[/dice]
(Dex +5, Trait +2)

Speed: 30 ft., climb 20'

Base Atk +8/+3
CMB: +10; CMD: 25

Studied Target: swift action; 2 targets, +2 atk & dmg. Also, +2 bluff, knowledge, perception, sense motive, survival, disguise, intimidate, and stealth vs targets.

Melee:
[dice=+1 obsidian gladius]1d20+13[/dice]
[dice=slashing/piercing]1d4+4[/dice]
[dice=sneak?]3d6[/dice]

[dice=mwk morningstar]1d20+13[/dice]
[dice=spiky bash]1d6+3[/dice]
[dice=sneak?]3d6[/dice]
 
Ranged: 
[dice=+1 Comp. Longbow]1d20+15[/dice]
[dice=piercing]1d6+4[/dice]
[dice=sneak?]3d6[/dice]

[dice=+1 Comp. Longbow, deadly aim, rapid shot & PBS]1d20+10+1[/dice]
[dice=cold-iron arrow]1d6+10+1[/dice]
[dice=sneak?]3d6[/dice]
[dice=+1 Comp. Longbow, deadly aim, rapid shot & PBS]1d20+10+1[/dice]
[dice=cold-iron arrow]1d6+10+1[/dice]
[dice=sneak?]3d6[/dice]
[dice=+1 Comp. Longbow, deadly aim, rapid shot & PBS]1d20+5+1[/dice]
[dice=cold-iron arrow]1d6+10+1[/dice]
[dice=sneak?]3d6[/dice]

[dice=Net vs. touch]1d20+13[/dice]
(Entangle & Fortifying Stone: Escape Artist DC 20; break DC 30; hardness 5; 25 hp)
Link to Net statistics.

------------------------------
STATISTICS
------------------------------

Str 16*, Dex 20*, Con 14,
Int 12, Wis 12, Cha 8
*Belt/Phys Might (Str & Dex) +2

Traits
Indomitable Faith: +1 Will saves.
Reactionary: +2 initiative. 

Feats
1st. Point Blank Shot: +1 atk & dmg w/i 30'
3rd. Deadly Aim: -3 atk, +6 dmg
5th. Rapid Shot: Extra shot (all atks at -2)
7th. Accomplished Sneak Attacker (+1d6)

Slayer Talents
1. Ranger Style: Archery (Precise Shot)
2. Weapon Training (bows)
3. Combat Trick: Snap Shot (Threaten 5' w/bow, can make AoO's, doesn't provoke.)
4. Ranger Style: Improved Precise Shot:

Spoiler:
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Vanities:
Hunting Lodge: Use survival for Day Job.
Country Estate (Andoran): +2 Knowledge (geography) & Survival in Andoran.

Languages:
common, grippli, elven, polyglot/mwangi

-------------------------------

SKILLS
(7/level, Class skills are bold)

[dice=Acrobatics]1d20+16[/dice]
(Rank +8, Class +3, Dex +5)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+0[/dice]
(Rank +0, Class +0, Cha -1, ST +2)
[dice=Climb]1d20+15[/dice]
(Rank +1, Class +3, Str +3, Racial +8)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Disable Device]1d20+16[/dice]
(Rank +4, Class +0, Dex +5, Tools +2, Gogs +5)
[dice=Disguise]1d20-1[/dice]
(Rank +0, Class +0, Cha -1, ST +2)
[dice=Escape Artist]1d20+6[/dice]
(Rank +1 Class +0, Dex +5)
[dice=Heal]1d20+5[/dice]
(Rank +1, Class +3, Wis +1)
[dice=Intimidate]1d20-1
(Rank +0, Class +0, Cha -1, ST +2)
[dice=Knowledge (arcana)]1d20+1[/dice]
(Rank +0, Class +0, Int +1, ST +2)
[dice=Knowledge (dungeon)]1d20+9[/dice]
(Rank +5, Class +3, Int +1, ST +2)
[dice=Knowledge (engineer)]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know. (geography)]1d20+5[/dice]
(Rank +1, Class +3, Int +1, Andoran +2, ST +2)
[dice=Knowledge (history)]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Knowledge (local)]1d20+11[/dice]
(Rank +7, Class +3, Int +1, ST +2)
[dice=Knowledge (nature)]1d20+1[/dice]
(Rank +0, Class +0, Int +1, ST +2)
[dice=Knowledge (planes)]1d20+1[/dice]
(Rank +0, Class +0, Int +1, ST +2) 
[dice=Knowledge (religion)]1d20+1[/dice]
(Rank +0, Class +0, Int +1, ST +2)
[dice=Linguistics]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Perception]1d20+12[/dice]
(Rank +8, Class +3, Wis +1, ST +2)
[dice=Perform]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)
[dice=Profession]1d20+1[/dice]
(Rank +0, Class +0, Wis +1)
[dice=Sense Motive]1d20+9[/dice]
(Rank +5, Class +3, Wis +1, ST +2)
[dice=Sleight of Hand]1d20+6[/dice]
(Rank +1, Class +0, Dex +5, Conceal Item +5)
[dice=Spellcraft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Stealth]1d20+21[/dice]
(Rank +4, Class +3, Dex +5, Racial +4, Robe +5, ST +2)
[dice=Survival]1d20+10[/dice]
(Rank +6, Class +3, Wis +1, Track +2, Andoran +2, ST +2)
[dice=Swim]1d20+10[/dice]
(Rank +4, Class +3, Str +3)
[dice=Use Magic Device]1d20-1[/dice]
(Rank +0, Class +0, Cha -1)

ACP 0

Non-Standard Skill Bonuses:
Prince of Wolves: +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Intimidate DC for a lycanthrope to demoralize you is 2 higher.
Five Kings Negotiator: +2 circumstance bonus on Diplomacy checks versus dwarves.
Studied Target: +1 Bluff, Knowledge, Perception, Sense Motive, Survival.
Explorer: +3 Acrobatics, Climb, Survival, Swim. Halve armor check penalty. 1/scenario. (Faction Card)
Hunting Lodge: +2 Survival in Andoran, use Survival for Day Job.
Grand Lodge Faction Pin: +1d4 to Diplomacy, Knowledge (history), and Survival. Can use untrained.
Thassilonian Archivist: Add 1d4 to any Knowledge check or 1d8 if related to Thassilon, sin magic, fleshwarping, or similar. [ ][ ][ ].
Coin of the Open Road: When in Absalom or any major city with more than 5,000 residents in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.
Meddling Pathfinder: +2 Sense Motive to get a hunch. Additionally, when an ally communicates to you that an object or effect is an illusion, you may attempt a saving throw to disbelieve the illusion with a +6 bonus instead of the normal +4 bonus.

------------------------------
SPECIAL ABILITIES
------------------------------
-Darkvision 60'
-Net Proficiency
-Poison Use
-Toxic Skin: 1/day, swift action, contact or injury, Fort DC 13, 1/rnd for 6 rnds, 1d2 dex dmg, cure: 1 save.

Studied Target (Ex):
(+2, two targets) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Stalker:
at 7th level, a slayer gains his Studied Target bonus on disguise, intimidate, and stealth checks against his studied opponent.

------------------------------
Spell-like abilities:

[ ][ ][ ] Student of the Twelve Rites: Check one box to cast feather fall; two boxes to cast levitate, mirror image, or spider climb; three boxes to cast dispel magic.
Slayer's Robe: gaseous form for up to 5 minutes per day. This duration doesn’t need to be continuous, but must be used in 1-minute increments. While the wearer is in this form, the bonus on Stealth checks increases to +10. The wearer can end this effect as a standard action.

------------------------------
GEAR/POSSESSIONS
------------------------------

Combat Gear:
Traveler's Outfit, +1 Mithril Kikko Armor, Mithril Buckler, +1 Adaptive Greenwood Comp. Longbow (+2 str), +1 Obsidian Gladius, Mwk Morningstar, Net x3 (1 w/fort stone), 50' rope & grappling hook, waterskin, wayfinder, Mwk Thieves' Tools, Belt/Phys. Might (Dex & Str +2),

Magic Items:
Bag of Holding (type I), Potion of CLW x2, Pot/Remove Sickness, Holy Water x6, oil of bless weapon, Efficient Quiver, Fortifying Stone (net), Goggles/Minute Seeing, holy weapon balm x2, Slayer's Robe.

Efficient Quiver Arrows:
Mundane: 0/20
Durable: 20/20
Cold-Iron: 20/20
Adamantine: 9/10
Ghost Salt: 8/10

Wand/Cure Moderate Wounds (5/5 charges)*

*Special chronicle items.

------------------------------
CHRONICLES & BOONS

-Exotic Heritage (GenCon 2013 GM Boon).
-Fiend Slayer: roll 2 dice & take better for attack, caster check, or saving throw vs. outsider with evil subtype (Fane of Fangs).
-Worthy Foe (Undead): +2 untyped AC, atk, & dmg. 3 uses. [ ][ ][ ]

On-the-Job Training (Disable Device):
Once per scenario when you succeed at a skill check of DC 15 or higher with the skill while benefiting from the Aid Another action of an ally who has at least one rank in the skill, you may check one of the boxes below. Once you have checked all 10 boxes, you become specialized in that skill.
[x][x][x][x][ ][ ][ ][ ][ ][ ]

Chef's Secret Recipes:
Whenever you drink a potion or extract of 3rd level or lower with a variable numeric effect, you can check a box next to this boon as a swift action to maximize the benefit received (for example, when drinking a potion of cure light wounds that would normally restore 1d8+1 hit points, you could check a box next to this boon to heal the maximum possible amount of 9). Alternatively, you can check a box next to this boon when stopping to eat to grant you and up to five allies a +1 alchemical bonus on Fortitude saves for the next 24 hours. [x][ ][ ][ ]

Emilio's Family Treasure:
[x][x][ ] As thanks for rescuing him, Emilio Bucsa has gifted you with a vial containing a drop of his blood and copies of Amynta's notes on the location of his ancestral treasure. Since Emilio has well-founded concerns that Amynta could have spies watching for him at the site, he has left the recovery of his treasure to you. You may spend your downtime to check one of the boxes that precedes this boon. Upon checking the third box, you uncover the ancient Varisian cache, earning you a number of gold pieces equal to 100 × your current character level and restoring up to 2 expended Prestige Points as your archaeological findings are reported to the society.

Society Infiltrator:
Your expert infiltration of Amynta's estate has impressed the Society, which provides you with a special dispensation to aid you in similar endeavors in the future. Characters with this boon can purchase disguise kits at half price. This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase disguise kits, and disguise kits attained in this manner cannot be sold for more than was spent to acquire them under any circumstances.

Sommelier's Private Selection:
As a standard action, you may check one of the boxes next to this boon to draw and drink a bottle of this refined beverage, healing yourself for 1d8 hit points per 2 levels you have (maximum 5d8). The effects of this beverage may be maximized using the Chef's Secret Recipes boon. [ ][ ][ ]

Into the Baglands:
As long as you have a bag of holding in your possession, you may check a box next to this boon to transform the bag into a tiny hut centered on your location with a caster level equal to your character level. As long as you are within the tiny hut, you can access any items stored within the bag of holding as a move action. When the tiny hut spell ends, the bag of holding returns to your possession in its original form, and all creatures inside are shunted to nearby spaces. [ ][ ][ ]

Pig-Dragon Polymorph Potion:
You may cross off this boon to feed this potion to an adjacent creature of the animal type as a standard action, granting the creature a +4 natural armor bonus to AC and a fly speed of 30 feet with average maneuverability for 1 minute. Creatures that already possess a fly speed instead increase their fly speed by 10 ft. In addition, a creature affected by this ability gains a 30-ft cone breath weapon that can be used every 1d4 rounds to deal 3d6 points of acid damage and reduce all movement speeds of affected creatures by 1d6 × 5 feet for 1 round; a creature whose speed is reduced to zero is glued in place, unable to move from its current location. Creatures who succeed on a DC 19 Reflex saving throw negate the speed penalty and reduce the damage by half.

Fane of Fangs: Fiend-Slayer:
You have slain a daemon, and the experience has prepared you to fight even stronger fiends. Before you make an attack roll, caster level check to overcome spell resistance, or saving throw against an outsider with the evil subtype (or to resist one of its spells, spell-like abilities, or other abilities), you may activate this boon to roll two dice and use the higher result. If your attack or spell deals damage, it treats the evil outsider's resistances and damage reduction as though they were only half their listed values (e.g. fire resistance 10 would become fire resistance 5 for the purpose of this attack only). When you use this boon, cross it off your Chronicle sheet.

Gnoll Tactics:
Your first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.

------------------------------
Pathfinder Tales Boons
------------------------------

Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:

Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws,
and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Magical Scrivener:
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll's caster level by 2. When this boon is used, cross it off your chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

===============
CHRONICLES

1. Master of the Fallen Fortress (GM):

Boon: n/a
PA Earned: +2
Fame Spent:
Gold Earned: 479 gp
Day Job: n/a

2. First Steps I: In Service to Lore (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 417 gp
Day Job: n/a

3. #35: Voice in the Void:

Boon: Burned GM star to replay.
PA Earned: +2
Fame Spent:
Gold Earned: 501 gp
Day Job: n/a

4. #3-07: Echoes/Overwatched (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 502 gp
Day Job: n/a

5. #33: Assault/Kingdom/Impossible (GM):

Boon: +4 Appraise, Diplo, Knowledge in Andoran, Cheliax, Jalmeray, Osirion, Qadira, Taldor. 1/scenario.
PA Earned: +2
Fame Spent:
Gold Earned: 553 gp
Day Job: n/a

6. #5-04: The Stolen Heir (GM):

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 509 gp
Day Job: n/a

7. #8-07: Tome/Righteous Repose (GM):

Boon: Righteous Redemption, Worthy Foe (Undead) +2 AC, atk, & dmg. 3 uses. [000]
PA Earned: +2
Fame Spent:
Gold Earned: 1300 gp
Day Job: n/a

8. #5-12: Destiny/Sands I (GM):

Boon: Subtle Revenge.
PA Earned: +2
Fame Spent:
Gold Earned: 1183 gp
Day Job: n/a

9. #5-15: Destiny/Sands II (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1190 gp
Day Job: n/a

10. #8-22: Wrath/Fleshwarped Queen (GM):

Boon: Protoflesh Mutation: Translucent Skin; Thassilonian Archivist: add 1d4 to any Knowledge check or 1d8 if related to Thassilon, sin magic, fleshwarping, or similar.
PA Earned: +2
Fame Spent:
Gold Earned: 1853 gp
Day Job: n/a

11. #5-16: Destiny/Sands III (GM):

Boon: Mythic Legacy: Gain mythic feat for 1 round. One time use.
PA Earned: +2
Fame Spent: 2 (purchase Hunt Lodge)
Gold Earned: 2255 gp
Day Job: n/a

12. #9-10: Signs in Senghor:

Boon: Student of Twelve Rites.
PA Earned: +2
Fame Spent:
Gold Earned: 1909 gp
Day Job: 20

13. #9-21: In the Grandmaster's Name (GM):

Boon: Chef's Secret Recipes: Maximize healing potions. [x][ ][ ][ ], Emilio's Family Treasure, Society Infiltrator: purchase disguise kits at half price.
PA Earned: +2
Fame Spent:
Gold Earned: 2227 gp
Day Job: n/a

14. #10: Blood at Dralkard Manor (GM Tonya W.):

Boon: Guest of Dralkard Manor: Gained Country Estate in Andoran,
"...If it weren't for you meddling Pathfinders!": +2 Sense Motive to get a hunch & +6 to disbelieve illusion.
PA Earned: +2
Fame Spent:
Gold Earned: 2253 gp
Day Job: Emilio's Family Treasure

15. We Be 5uper Goblins!:

Boon: Into the Baglands: Transform bag of holding into a tiny hut. Pig-Dragon Polymorph Potion.
PA Earned: +2
Fame Spent:
Gold Earned: 2904 gp
Day Job: Emilio's Family Treasure

16. #17: Perils of the Pirate Pact:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 2233 gp
Day Job: 50 gp

17. #6-11: The Slave Master's Mirror:

Boon: Djinni’s Admiration: Won the admiration of the captive djinni Jairo; Gnoll Tactics.
PA Earned: +2
Fame Spent:
Gold Earned: 3264 gp
Day Job: 20 gp

18-20. Emerald Spire Level 6: Shrine of the Awakener:

Boon: River Kingdom Notoriety, Secrets of Serpent Magic.
PA Earned: +4
Fame Spent:
Gold Earned: 8712 gp
Day Job: 20 gp

21-23. Emerald Spire Level 7: The Circle of Vissk-Thar:

Boon: River Kingdom Notoriety, Sting of Serpent Magic.
PA Earned: +4
Fame Spent:
Gold Earned: 11787 gp
Day Job: 20 gp