Natalya Vancaskerkin

Na'galani the Vishkanya's page

1 post. Organized Play character for roll4initiative.


Full Name

Na'galani

Race

HP 58/58 | AC 21, t16, ff15 | Init. +7 | F +4 (+8 vs. poison), R +11, W +10 | Perc +14 | low-light vision | Panache 3 | Stealth +11 |

Classes/Levels

speed 30' | CMB +6 CMD 20 | Active Conditions: ---

Gender

N f Vishkanya Swashbuckler 3/Mesmerist 5 |

Size

5'5"

Age

23

Special Abilities

Intellectual Assassination

Alignment

Neutral

Location

The Shackles

Occupation

Merchant Ship Captain

Strength 10
Dexterity 20
Constitution 12
Intelligence 12
Wisdom 10
Charisma 19

About Na'galani the Vishkanya

PFS# 17148-17
Faction: The Exchange
Birthplace: Vudra.
Age: 23
Gender & Pronouns: female, she/her
Height: 5' 5"
Weight: 100 lbs
Physical Appearance: Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. Their supple skin is covered with tiny scales, often of a light green, which are sometimes arrayed in patterns not unlike those of a serpent.
Disrepute/Infamy: 20/20

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DEFENSE
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[dice=Initiative]1d20+5[/dice]
(+5 Dex, +0 misc)

AC 21, touch 16, flat-footed 15
(+5 armor, +5 dex, +0 shield, +1 dodge)
+1 dodge to AC vs. Performance Weapons.

hp: 58 (9+7/level)

[dice=Fortitude]1d20+4[/dice]
(Mes +1, Swash +1, Con +1, Trait +1)
[dice=Reflex]1d20+12[/dice]
(Mes +4, Swash +3, Dex +5, Misc +0)
[dice=Will]1d20+10[/dice]
(Mes +4, Swash +1, Wis +1, Cha +4)

Charmed Life (Swash): 3/day, as an immediate action, can add Charisma modifier to the result of a saving throw. Must choose before the roll is made.
Towering Ego (Mes): Add CHA modifier to Will saves.
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice (+8).

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OFFENSE
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Speed: 30 ft., Ignore diff. terrain (Feather Step Slippers)

Melee:
[dice=+1 keen scimitar]1d20+11[/dice]
[dice=slashing]1d6+5[/dice]
and
[dice=+1 keen scimitar]1d20+6[/dice]
[dice=slashing]1d6+5[/dice]
(Crit 15-20/x2, +3 dmg precise strike, 1 panache to double P.S. dmg.)

[dice=mwk cold-iron morningstar]1d20+11[/dice]
[dice=bash & pierce]1d8[/dice]
(x2 crit, +3 dmg precise strike, +1 Intimidate w/weapon)
 
Ranged: 
[dice=chakram]1d20+10[/dice]
[dice=slice]1d8+4[/dice]
(range 30', x2 crit, +3 dmg precise strike)

Swordmaster's Flair (blue scarf): The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute.

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STATISTICS
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Str 10, Dex 20, Con 12,
Int 10, Wis 12, Cha 19

Base Atk +6/+1; CMB +6; CMD 20

Traits:
1. Magical Knack: +2 caster level.
2. Resilient: +1 Fortitude saves.

Feats:
1. Swashbuckler's Finesse (light or 1 hand piercing)
2. Weapon Focus (scimitar)
3. Slashing Grace (Dex to dmg w/slashing)
4. Combat Reflexes (+5 AoO's/rnd)
5. Improved Feint (feint as move action)
6. Spell Focus (enchantment spells, +1 DC)

Vanities:

Scholar: Knowledge (religion):
(Discount, 2 PP) The scholar grants you a +2 bonus on checks with one type of Knowledge skill that you choose when you purchase this vanity, as if he had used the aid another action.
Alternatively, the scholar can attempt the Knowledge skill check for you, using a +5 bonus.

Languages:
common, vudran, vishkanya, osiriani
 
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SKILLS
(5/level swash, 6/level mesm. Class Skills are bold)

[dice=Acrobatics]1d20+13[/dice]
(Rank +5, Class +3, Dex +5)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +0, +1 trade prince)
[dice=Bluff]1d20+12[/dice]
(Rank +3, Class +3, Cha +4, Racial +2)
[dice=Climb]1d20+0[/dice]
(Rank +0, Class +0, Str +0)
[dice=Craft]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Diplomacy]1d20+10[/dice]
(Rank +3, Class +3, Cha +4)
[dice=Disable Device]1d20+7[/dice]
(Rank +0, Class +0, Dex +0, Showmanship +7)
[dice=Disguise]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Escape Artist]1d20+11[/dice]
(Rank +1, Class +3, Dex +5, Race +2)
[dice=Fly]1d20+5[/dice]
(Rank +0 Class +0, Dex +5)
[dice=Handle Animal]1d20+4[/dice]
(Rank +0 Class +0, Cha +4)
[dice=Heal]1d20+1[/dice]
(Rank +0, Class +0, Wis +1)
[dice=Intimidate]1d20+10[/dice]
(Rank +3, Class +3, Cha +4)
[dice=Know: Arcana]1d20+5[/dice]
(Rank +2, Class +3, Int +0)
[dice=Know: Dungeon]1d20+4[/dice]
(Rank +1, Class +3, Int +0)
[dice=Know: Engineering]1d20+7[/dice]
(Rank +0, Class +0, Int +0, showman +7)
[dice=Know: Geography]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: History]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Local]1d20+5[/dice]
(Rank +2, Class +3, Int +0)
[dice=Know: Nature]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Nobility]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Planes]1d20+0[/dice]
(Rank +0, Class +0, Int +0) 
[dice=Know: Religion]1d20+6[/dice]
(Rank +1, Class +3, Int +0, Scholar +2)
[dice=Linguistics]1d20+4[/dice]
(Rank +1, Class +3, Int +0)
[dice=Perception]1d20+14[/dice]
(Rank +8, Class +3, Wis +1, Race +2)
[dice=Perform]1d20+4[/dice]
(Rank +0, Class +0, Cha +4)
[dice=Prof. (merchant)]1d20+8[/dice]
(Rank +2, Class +3, Wis +1, Trade Prince +1, Merc. Store +1)
[dice=Ride]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Sense Motive]1d20+6[/dice]
(Rank +2, Class +3, Wis +1)
[dice=Sleight of Hand]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Spellcraft]1d20+7[/dice]
(Rank +4, Class +3, Int +0)
[dice=Stealth]1d20+12[/dice]
(Rank +2, Class +3, Dex +5, racial +2)
[dice=Survival]1d20+3[/dice]
(Rank +0, Class +0, Wis +1, Wayfinder +2 )
[dice=Swim]1d20+4[/dice]
(Rank +1, Class +3, Str +0)
[dice=Use Magic Device]1d20+10[/dice]
(Rank +3, Class +3, Cha +4)

AC Penalty -0

Non-Standard Skill Bonuses:
Lord Avid's Recommendation: +2 all Cha-based checks vs. nobilility on Isle of Kortos.
Merchant Compact: +1 Prof (merchant) checks, +2 bluff, diplomacy, intimidate in Senghor.
Inside Knowledge: +2 bonus Knowledge (local) about Aspis Consortium. Can roll untrained.
Friend of Janira Gavix: +1 Knowledge checks while in Grand Lodge.
Showmanship: Use Profession bonus for disable device, Knowledge (engineering), or UMD as if trained, 1/adventure (faction card).
Slush Fund: Always receive 50 gp min. for Day Job (Faction Card).
Inside Connection: +2 CHA checks vs. faithful of Razmir.
Princess of Wolves: +2 Diplomacy & Intimidate against lycanthropes and Intimidate DC is 2 higher for a lycanthrope to demoralize me.
Scholar vanity: +2 Knowledge (religion).
Veshtahz's Favor: Get result of 30 for Diplomacy to gather info. One time use.

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SPECIAL ABILITIES
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-Low-light vision
-Poison Resistance=HD (+8)
-Poison use
Toxic: A number of times per day equal to Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that she wields with her toxic saliva or blood (using blood requires the vishkanya to be injured when she uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier (DC 15); frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
-Panache & Deeds (3 points)
-Swashbuckler Finesse
-Charmed Life: Add CHA to Save, 3/day.
-Nimble (+1 dodge AC)

Consummate Liar:
A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (su):
A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; the creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches’ evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks(Su), 4/day:
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Mask Misery, False Flanker, Compel Alacrity.

Painful Stare (Su):
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1). The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Bold Stare (Su):
At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.

Psychic Inception:
The hypnotic stare and its penalty can affect creatures that are mindless or immune to mind-affecting effects (such as an undead or vermin). The mesmerist can also partially affect such a creature with his mind-affecting spells and abilities if it’s under the effect of his hypnotic stare; it gains a +2 bonus on its saving throw (if any), and if affected, it still has a 50% chance each round of ignoring the effect. Ignoring the effect doesn’t end the effect, but does allow the creature to act normally for that round.

Touch Treatment (Su):
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.
Moderate Conditions: Confused, dazed, frightened, sickened.
Greater Conditions: Cowering, nauseated, panicked, stunned.

A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment. This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Mental Potency (Ex):
At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5th level mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.

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Spell-like abilities:
• Touch of the Sea: (CL=PC level; cost: 3+ Disrepute) Disrepute 20/Infamy 20;
• Student o/t Twelve Rites: Feather fall, levitate, mirror image, or spider climb as SLA. [ ][ ][ ]

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MESMERIST SPELLS (CL 7th)
------------------------------

Knacks: detect magic, light, mage hand, prestidigitation, read magic, unwitting ally (DC 14)
1st: (5/day); command (DC 16), deja vú (DC 16), grease, remove fear, mental block (DC 16)
2nd: (4/day); blindness/deafness (DC 16), glitterdust, hold person (DC 17), silence (DC 17)
3rd: (3/day); charm monster (DC 18), see Invisibility

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GEAR/POSSESSIONS

Explorer's outfit, +1 mithril chain shirt, +1 keen scimitar, Smine's mwk cold-iron morningstar*, chakram x3, 50' rope & grappling hook, waterskin, wrist sheath.

Magic Items:
Belt/Inc. Dexterity +2, acid flask x2, wayfinder, potion/clw, Headband/Allur. Cha. +2, page of spell knowledge I, Swordmaster's Flair (blue scarf), Feather Step Slippers, Handy Haversack.

Wands (UMD +10)
Cure light wounds (CL 3, 8/8 charges, DC 20)*
Cure moderate wounds (3/5 charges, DC 20)*
Shield (41/50 charges, DC 20)
Lesser restoration (7/7 charges)*
Resist energy (6/6 charges, DC 20)*

*Special Chronicle Items.

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CHRONICLES & BOONS
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Venom Blooded (2016 GM Boon #1).
Extra Hours (RSP 2018 #4).

Tome of First Contact (Free RPG Day '17):
You have recovered a strange tome that details utterly bizarre creatures rarely seen on your world. After rolling a Knowledge check to identify an aberration, ooze, or outsider (or a creature that is not native to Golarion) and learning the results, you can check one or more boxes that precede this boon. For each box you check, you can learn one additional piece of information, as if your Knowledge check result had been 5 higher. If you did not succeed at the Knowledge check in the first place, you can check one box to succeed at the Knowledge check to learn one piece of information plus the creature's name, type, and subtypes. Once you check the last box, you've expended the tome's greatest secrets. It remains a curious keepsake.

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 killing 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 condition, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Kelishite Patron:
You treat the Trade Prince vanity as though it had no Fame requirement. In addition, you treat the Prestige Point cost of business vanities as though they were 1 less (minimum cost 2).

Back to the Grave:
While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.

Connections in Senghor:
Can purchase Mercantile Store vanity in Senghor, for 3 PP instead of 5 PP. You become a member of Senghor's Merchant Compact, which grants you a +2 bonus on Bluff, Diplomacy, and Intimidate checks while in Senghor in addition to the vanities normal benefits (Gold Limit for purchases in city 5% greater).

Student of the Twelve Rites:
You have recovered several of the tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder for too long, but you can tap into it briefly to learn Shinri's abilities. (Bunch of stuff about retraining feats or spells at discount).
Alternatively, you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level, you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you may check all three boxes to cast dispel magic.

Forewarned is Forearmed:
Whoever is after Guaril Karela has armed, Tymon-trained gladiators at their disposal. Knowing this, Guaril hires a few specialists to train you and other faction members to better understand and combat this type of foe. You gain a +1 Dodge bonus to AC against attacks made with weapons that have the performance quality.

Smine's Best:
Following your spectacular performance in the Arena of Aroden, Venture-Captain Holgarin Smine decided to craft a spectacular new weapon (colloquially known as a "Smine") to commemorate your victory. You may apply this boon to any one weapon made primarily out of metal when you purchase it. Alternatively, you may spend 2 Prestige Points to apply this boon to a pre-existing weapon that the Venture Captain modifies for you. When you choose the weapon, record its type below. While wielding that weapon, you gain a +1 bonus on performance combat checks as well as a +1 bonus on Intimidate checks made against creatures proficient with that weapon. In addition, increase the weapons hit point total by 5. Cold-Iron Morningstar.

Infernal True Name:
[ ] You have learned the true name of the Irrica family's devil. Check the box that precedes this boon as a swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Once this box is checked, you have earned the enmity of devils everywhere.

Stolen Deeds:
You have recovered several stolen deeds from the Razmiran stronghold. If you kept them for yourself, you find that having the paperwork makes securing the stolen properties easier. If you instead did what you could to return them to their proper owners, you develop a reputation as being a good neighbor. Either way, purchasing any property in Absalom costs 1 less PP than normal (minimum 1).

Celestial Lycanthropy:
You have received a blessing from the azata Luvyire that has imbued you with a spark of celestial energy, which will transform you into a celestial werewolf when the time is right. You can check the box that precedes this boon to gain a portion of that power, gaining resistance 5 to acid, cold, and electricity for 1 hour. This boon will provide additional benefits in a future scenario.

Monument's Blessing:
By sanctifying several of Magnimar's monuments, you have created a small enduring link with the sacred forces that give the city's monuments their power. You can perform a particular action tied to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the check, gain the listed benefit for 24 hours, and then cross this boon off your Chronicle sheet.
Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on attack rolls made with melee weapons.
Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Fortitude saves.
Founder's Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the DC of your fire spells by 1.
Mapstone: Study a map for 10 minutes and succeed at a DC 15 knowledge local check to gain a +1 morale bonus on Will saves.
Mistress of Angels: Meditate for 10 minutes with any object that reminds you of the events of this scenario and succeed at a DC 15 Religion check to gain a +1 morale bonus on Initiative checks.

Werewolf's Resilience:
[ ] Ashava has granted you the ability to call upon a lesser form of her blessing again in the future. You can check the box that precedes this boon to gain DR 5/silver for a number of rounds equal to your character level. If you also have the Celestial Lycanthropy boon, checking the box that precedes this boon also grants the benefits of Celestial Lycanthropy.

Blood & Courage:
[ ][ ][ ] As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-ft cone as a standard action.

Empyreal Revenant (free raise dead):
[ ] Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value}. If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up). At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points for each unique Martyr's Shard Boon this character has earned. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1000 gp for each unique Martyr's Shard boon this character has earned.

Martyr's Shard #4:
the Paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis' favor, you have secured that empyreal lord's assistance in a time of need—particularly when battling evil.
As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of undead creatures' damage reduction.
Any character with this boon can purchase an avenging dagger. See Chronicle sheet for details.

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Plunder & Peril Boons
-----------------------------

Burgeoning+ Notoriety:
Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned over your career, and you may use you Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Growing Notoriety: +5 Disrepute & +5 Infamy.
Rising Notoriety: +5 Disrepute & +5 Infamy.
Exceptional Notoriety: +5 Disrepute & +5 Infamy.

Avast Ye! (1+ Disrepute):
Before attempting a Diplomacy or a Perform (oratory) check when addressing a pirate or a creature with the aquatic or water subtype, you may spend 1 point of Disrepute to gain a +1 bonus on the check. For each additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).

Ply Them With Rum (PFSACG):
At the beginning of a PFS Adventure Card Guild scenario, you can cross this boon off your Chronicle sheet to stash an additional 1d4+1 plunder cards.

Rum Punch Champion:
You participated in the festival games honoring Cayden Cailean, breaking several records and earning you more than a few awards. Choose one of the following three boons, and cross the others off your Chronicle sheet. Using the boon is a free action and requires you check the accompanying check box. If you have already used the boon, you may activate it again by spending 2 Disrepute.
Drunk’s Fortitude:[/i[ You can use this boon before rolling a saving throw against a spell or effect that would sicken or nauseate you to gain a +2 bonus on the save.
[i]Parade Dasher:
You can use this boon to gain a +2 bonus on all checks made as part of a chase to overcome an obstacle for 1 round.

Pit Challenger: You can use this boon to gain the benefits of the Improved Unarmed Strike feat for 1d4+1 rounds. If you already have the Improved Unarmed Strike feat, you instead gain a +1 bonus on attack and damage rolls with unarmed strikes for 1d4+1 rounds. If you are in an urban setting, double these bonuses.

The Fearsome Tide (5 Disrepute):
During your adventures in the Black Coral Cave, you and your companions secured a damaged yet formidable carrack named The Fearsome Tide. With some elbow grease and coin, you could likely restore it to its former glory to sail the seas once more. Select one of the boons below when you use this boon, and cross the other off your Chronicle sheet.
Restoring the Tide: You can spend 1,000 gp to restore The Fearsome Tide to working order. In doing so, you gain a +2 bonus on Craft (ships) and Profession (pirate or sailor) checks. If you have the ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62), these bonuses stack.
Selling the Tide: You may sell what remains of The Fearsome Tide to the highest bidder, earning an additional 1,000 gp for completing this adventure.

Hold Full of Booty:
You have a heaping pile of loot to show for your adventures with Captain Varossa Lanteri, and chances are good that your colleagues wouldn’t miss a choice treasure if you replaced it with something a little less valuable. You can cross this boon off your Chronicle sheet when purchasing one of the items found on any of the Plunder & Peril Chronicle sheets to reduce its purchase price by 10%. This does not stack with other abilities that reduce an item’s price. Purchased

Loyal Crew:
Your time aboard the Magpie Princess has secured you several close friends among its crew, and these sailors and other professionals are amenable to following you on other adventures. You can cross this boon off your Chronicle sheet when purchasing a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 and Pathfinder Player Companion: Pathfinder Society Primer 28) from the following list to reduce the Prestige Point cost by 2 (minimum 0): herald, lookout, porter, scholar, or seneschal.

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Pathfinder Tales Boons
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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.

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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.

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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.

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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.

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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.

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The Worldwound Gambit

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

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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.

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Song of the Serpent

Five Kings Negotiatior:
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.

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CHRONICLES
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1. #7-10 The Consortium Compact (GM):

Boon: Inside knowledge, Lord Avid's Recommendation.
PA Earned: +2
Fame Spent:
Gold Earned: 430 gp
Day Job: n/a

2. #5-08 The Confirmation (GM):

Boon: Confirmed Field Agent; Explore, Report, Cooperate; Friend of Janira Gravix.
PA Earned: +2
Fame Spent:
Gold Earned: 508 gp
Day Job: n/a

3. #5-21 The Merchant's Wake (GM):

Boon: Keleshite Patron: Prestige Point cost of business vanities reduced by 1.
PA Earned: +2
Fame Spent:
Gold Earned: 514 gp
Day Job: n/a

4. Free RPG Day: Risen from the Sands:

Boon: Back to the Grave.
PA Earned: +1
Fame Spent: 1 (wayfinder)
Gold Earned: 825 gp
Day Job: n/a

5. #9-04 The Unseen Inclusion (GM):

Boon: Debt to the Scarred Sage, Veshtahz's Favor: Auto 30 on check to Gather Information.
PA Earned: +2
Fame Spent:
Gold Earned: 1190 gp
Day Job: n/a

6. #9-10 Signs in Senghor (GM):

Boon: Connections in Senghor; Student o/t Twelve Rites.
PA Earned: +2
Fame Spent: 2 (Mercantile Store vanity)
Gold Earned: 1206 gp
Day Job: n/a

7. #5-06: You Have What You Hold:

Boon: Forwarned is Forearmed: +1 dodge AC vs. performance weapons.
PA Earned: +2
Fame Spent:
Gold Earned: 1274 gp
Day Job: n/a

8. #9-16 Fallen Family, Broken Name (GM):

Boon: Infernal True Name: give devil sickened condition for 1 hour.
PA Earned: +2 (+1 impressive find)
Fame Spent:
Gold Earned: 1250 gp
Day Job: n/a

9-11. Module: Masks of the Living God:

Boon: Inside Connection, Stolen Deeds: Property vanities in Absalom cost 1 less.
PA Earned: +4
Fame Spent:
Gold Earned: 3711 gp
Day Job: 50 gp

12. #10-05 Mysteries Under Moonlight part I (GM):

Boon: Celestial Lycanthrope, Monument's Blessing.
PA Earned: +2
Fame Spent:
Gold Earned: 2307 gp
Day Job: 75 gp

13. #6-09: By Way of Bloodcove (GM):

Boon: Mwangi Exports: purchase item at 10% discount.
PA Earned: +2
Fame Spent:
Gold Earned: 2222 gp
Day Job: 50 gp

14. #10-07: Mysteries Under Moonlight II (GM):

Boon: Werewolf's Resilience: gain DR 5/silver for number of rounds equal level.
PA Earned: +2
Fame Spent:
Gold Earned: 2294 gp
Day Job: 75 gp

15. #8-99 The Solstice Scar, D:

Boon: Blood and Courage, Empyreal Revenant, Martyr's Shard 4.
PA Earned: +2
Fame Spent:
Gold Earned: 2500 gp
Day Job: 50

16-17. Module: Plunder & Peril (Rum Punch, GM) slow:

Boon: Avast Ye!, Rum Punch Champion.
PA Earned: +2
Fame Spent: 1 (Trade Princess title)
Gold Earned: 2400 gp
Day Job: n/a

18. Module: Plunder & Peril (Dangerous Waters, GM), slow:

Boon: To the Seas, Ya Landlubber!
PA Earned: +2
Fame Spent: 6 (Telekinetic bone wayfinder)
Gold Earned: 3378 gp
Day Job: n/a

19-20. Module: Plunder & Peril (Black Coral Cove, GM), slow:

Boon: The Fearsome Tide.
PA Earned: +2
Fame Spent:
Gold Earned: 5356 gp
Day Job: n/a

21. Module: Plunder & Peril (Bonus Chronicle, GM), slow:

Boon: Hold Full of Booty, Loyal Crew, Shackles Paragon.
PA Earned: +3
Fame Spent:
Gold Earned: 5893 gp
Day Job: n/a