Special Abilities Silver Tongued: You gain a +2 bonus on Diplomacy and Bluff checks. In addition, when you use Diplomacy to shift a creature's attitude, you can shift up to three steps up rather than just two. This racial trait replaces skilled.
Fiendish Presence: You gain a +1 trait bonus on Diplomacy and Sense Motive checks. Diplomacy becomes a class skill for you.
Fast Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Enchanting Smile: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.
Beguiling Touch:(7/day, DC 16 Will save) You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures that fail their save are affected by charm monster for 2 rounds. This is a mind-affecting effect.
Arcane Bond: You form a powerful bond with a viper familiar, gaining a +3 bonus on Bluff checks.
Arcane School: You specialize in Enchantment (Manipulator). Your opposition schools are Necromancy and Transmutation, when you prepare spells from your opposition schools you must use two spell slots of that level to prepare the spell.
Mythic Abilities Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power:(11/day) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities.
Surge: You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed.
Amazing Initiative: You gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation: You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Arcane Surge: As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today (even if you have already cast it); if you're a spontaneous caster, this spell must be one of your spells known. If the spell requires a saving throw, any non-mythic creatures affected by the spell roll twice and take the lower result. If you must attempt a caster level check for the spell to overcome a creature's spell resistance, you can roll your caster level check twice (adding your tier to each) and take the higher result. You can't add a metamagic feat to a spell you cast using this ability.
Elemental Bond: You are connected to the elemental plane of fire. Whenever you cast a spell with the fire descriptor add your tier to your caster level for that spell. You gain fire resistance 10.
Mythic Spellcasting: You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell.
Enhanced Ability: You gain a permanent +2 bonus to your Intelligence.
Boons/Prestige Awards Confirmed Field Agent: You have been formally recognised as a field agent and given a wayfinder engraved with your name and date of graduation ('Ardisen Greymore, 1st Desnus 4714').
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 would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be postive, negative or negligible regarding a secondary success condition for a scenario. If none of these options accurately reflects the actions impact on your fulfillment of the secondary success condition, 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.
You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against goblins.
Sewer Sense: Your time spent in Absalom’s sewers has given you an innate familiarity with the complex network of tunnels and underground streams. You gain a single-use +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the sewers under the City at the Center of the World, applied before the roll is made. When you have used this boon, cross it off the Chronicle sheet.
Comic Book: Before leaving the comic book store, you snatched an illustrated folio that recounts—no, predicts—one of your heroic exploits yet to come. By replicating this stunt or deed, you can be sure to succeed; it wouldn’t be in the story if it weren’t true! You can use this boon before rolling a d20 to instead roll two dice and take the better result. When you use this boon, cross it off your Chronicle sheet.
Porter: You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.
Paragon of the Society:(1/use) The Pathfinder Society recognizes your admirable contributions to its efforts to explore, report and cooperate, and this award inspires you to perform increasingly impressive deeds. You may add a +4 luck bonus on any one d20 roll before this roll is made. Alternatively, you may apply a +2 luck bonus on any one d20 roll after the roll but before the success or failure of the check are known. Check one use each time you use either of these abilities. When you use the last use, cross this boon off your Chronicle sheet.
Sky Citadel Reclaimer: You succeeded in reclaiming the sky citadel of Jormurdun, an immense fortress city abandoned millenia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning divine favor by restoring a shrine to working order. Secrets of Creation: Among the fragile texts in Jormurdun you found treatises on the enchantment of magic arms and armor. Once per day you can cast magic weapon as a spell-like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment you treat your caster level as one higher. If you wield a weapon or wear armor augmented by either of these spells, you treat its caster level as one higher (unless the spell already benefitted from this boon).
Wartime Knowledge: You have taken the first great steps in mastering the art of warfare. When commanding armies using the Mass Combat rules, your army gains a +1 bonus to DV, OM and Morale.
Diverse Training (1st-Level, 1 Star): Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
Reckless Revenge: You chose to undermine Torch’s schemes in Osirion, but he easily identified your plans. You have developed a reputation as one who seeks Torch’s downfall, even if you are not always successful.
Oft-Lectured (3rd-level, 2 Stars): The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
Special Abilities Poison: Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: The wizard has an empathic link with his familiar to a 1 mile distance. The wizard can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The wizard has the same connection to an item or place that his familiar does.
Deliver Touch Spells: A familiar can deliver touch spells for him. If the wizard and the familiar are in contact at the time the wizard casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the wizard would. As usual, if the wizard casts another spell before the touch is delivered, the touch spell dissipates.
Mythic Ascension:
Ardisens mythic ascension see's the Chelaxian wizards knowledge and understanding expand further, his mind inspired to greater heights by his newfound power. Such power in such a young mans mind bolsters the already charismatic enchanter to a new level of confidence and self assurance. For reasons unclear, perhaps due to his casual worship of Asmodeus, Ardisens potency at wielding fire based magics becomes even deadlier than would be expected.
Personality:
Imbued with mythic power, Ardisen is even more self-reliant and assured than previously. While more charismatic and alluring than ever, the young man appears stronger willed with a fiery temper. With his mind further unlocked to the greater powers of the universe, Ardisen is more knowledgeable than ever, having developed a firm grasp of new languages and skills from almost nowhere. It is clear that were his new powers to remain for the long term, the youths ambitions could become limitless.
Appearance:
While Ardisen physically remains the same, he subconciously stands taller with a fire burning deep behind his eyes. It is clear that something about the enchanter has changed.
PFS information for the GM:
PFS # 129255-2
XP: 9 (normal advancement)
Faction: Soverign Court
Fame: 16 / Prestige: 7
Prestige Spent: 5 on Porter, 2 on wand of infernal healing, 2 on wand of mage armor
Chronicles applied:
05/04/2014 - Scenario #5-08 The Confirmation
28/04/2014 - Pathfinder Module: We Be Goblins!
25/05/2014 - Scenario #3-05 Tide Of Twilight
08/06/2014 - Pathfinder Society Quest: Ambush in Absalom
08/06/2014 - Comic Store Invasion: City of Secrets Comic Store Invasion
14/06/2014 - Scenario #3-01 The Frostfur Captives
05/07/2014 - Scenario #1 Silent Tide
26/07/2014 - GM Reward PaizoCon UK 2014
26/07/2014 - Scenario #5-21 The Merchants Wake
26/07/2014 - Scenario #6-00 Legacy Of The Stonelords
27/07/2014 - Scenario #5-24 Assault On The Wound
13/08/2014 - GM Star Reward Student of Scrolls
03/09/2014 - Scanerio #5-12 Destiny of the Sands, Part 1: A Bitter Bargain