Giant Hunter

Niza and Albis's page

321 posts. Organized Play character for Crystal H..


Race

| HP: 72 (-0) (+X Temp HP) | AC/Tch/FF 20/15/17 (+4 Dodge vs. Giants) | F/R/W +7/+8/+6 (Evasion, +4 vs. illusions) | CMD 17 | Init: +2

Classes/Levels

Active conditions: False Life? | Speed 20ft | Spells in Profile, Telekinetic Fist 6/6, Shirt ReRoll 1/1

Gender

NG Gnome Wizard 5 & Rogue 2 | Perc: +14 (+1 vs. traps), Low-Light, SM: +2

About Niza and Albis

Scenario Notes: Starting XP 19, 32 fame, 18 prestige, 1660g
Items Purchased or Found: NA

Albis

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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OFFENSE
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Speed 20, BAB +3 (+1 hit from size), CMB +4 (+5 as a Medium Creature)
+1 Hit vs. Reptilian or Goblinoid Foes

Melee (Rapier is 18-20 x2 crit, 1st two options are normal small sized)
[dice=+1 Rapier]1d20+7[/dice] for [dice=Magic/Piercing 2-Hand]1d4+4[/dice] IC/Bless
[dice=+1 Rapier + Flanking]1d20+7+2[/dice] for [dice=Magic/Piercing 2-Hand + S.A.]1d4+4+1d6[/dice] IC/Bless
[dice=Medium +1 Rapier + Str]1d20+6+1[/dice] for [dice=Magic/Piercing 2-Hand + Str]1d6+4+1[/dice] (-2 AC, +1 CMD) IC/Bless

Other Weapon Options
MW Sap (B NL, 1d4+2, x2 crit)
MW Cold Iron Dagger (Cold Iron P or S, 1d3+2, 19-20 x2 crit)
MW Mithral Dagger (Silver P or S, 1d3+2, 19-20x2 crit)
MW Morningstar (B & P, 1d6+3 if 2-handing, x2 crit)

Eagle Form Attack Rolls:

Standard Full Attack
[dice=Bite]1d20+7[/dice] for [dice=Magic/BPS]1d4+3[/dice]

[dice=Talon 1]1d20+7[/dice] for [dice=Magic/Slashing]1d4+3[/dice]

[dice=Talon 1]1d20+7[/dice] for [dice=Magic/Slashing]1d4+3[/dice]

With Flanking
[dice=Bite + Flank]1d20+7+2[/dice] for [dice=Magic/BPS + S.A.]1d4+3+1d6[/dice]

[dice=Talon 1 + Flank]1d20+7+2[/dice] for [dice=Magic/Slashing + S.A.]1d4+3+1d6[/dice]

[dice=Talon 2 + Flank]1d20+7+2[/dice] for [dice=Magic/Slashing + S.A.]1d4+3+1d6[/dice]
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Ranged (Magic Fist range capped at 30ft, Acid Flask range is 10 feet before penalties)
[dice=Telekinetic Fist vs. Touch]1d20+6[/dice] for [dice=Bludgeoning]1d4+2[/dice]
[dice=Acid/Alchemist's Fire vs. Touch]1d20+6[/dice] for [dice=Acid/Fire]1d6[/dice] (If A.F. does 1d6 more damage next round)
Magic Missile Wand: Auto Hit (X) creature within 110 ft for [dice]1d4+1[/dice] Force
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SPELLCASTING Concentration Check +10, Cast Defensively +14, Spell Penetration +5
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School Transmutation
Opposed Schools Enchantment & Illusion
Pearl of Power I

Orisons, DC 13
Prepared Unlimited Casts
Light
Detect Magic
Read Magic
Disrupt Undead

1st level, DC 14 4 + 1 School Spell per day, used up when cast
Enlarge Person (School Spell)
Shield
Shield
Burning Hands
Burning Hands

2nd level, DC 15 3 + 1 School Spell per day, used up when cast
Alter Self (School Spell)
False Life (cast when going into obvious danger)
Acid Arrow (+SA?)
See Invisibility

3rd level, DC 16 3 + 1 School Spell per day, used up when cast
Lightning Bolt
Lightning Bolt (or water breathing, situation depending)
Daylight

Alter Self & Beast Shape I Transformation Options:

Primary Alter Self form options to consider: (these make your attacks medium sized, give you +1 CMB/CMD but you lose 2 AC)
*Boggard - Gain Darkvision & Swim 30
*Bugbear - Gain Darkvision & Scent

Beast Shape Guide
Beast Shape I form options to consider:
*Rat, Dire: Choose this form for versatility in movement types. Base speed 40, but climb and swim at 20 each. Add in scent, low light vision, and small size.
*Dog: A form which offers the ability to disguise yourself as something that most people like, meaning you can gain access to places you may not otherwise. This gives some infiltration options.
*Eagle: Gaining the ability to fly at this level is very nice. This is your standard combat form. You will get the fly at 30 (average), and a 10' land speed. You also get the bonuses of being small sized and low light vision.
*Octopus: If you need to swim and breathe water, this is as good a form as any. You do get a very minor ability to move on land as well (20'). Low light vision is provided.
*Dinosaur, Deinonychus This is your form for speed. You get a 60' base movement, low light vision, and scent. Medium sized.
*Horse, Pony A form you can choose if you want to operate as a mount for a small rider. 40' base move, low light vision and scent.

Spellbook:
Orisons: Light, Detect Magic, Message, Resistance, Acid Splash, Detect Poison, Read Magic, Dancing Lights, Flare, Ray of Frost, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Open/Close, Arcane Mark, Prestidigitation.

Level 1: Enlarge Person, Reduce Person, Chill Touch, Summon Monster I, Mage Armor, True Strike, Protection from Evil, Comprehend Languages, Burning Hands, Shocking Grasp, Cause Fear, Ray of Enfeeblement, Magic Weapon, Endure Elements

Level 2: Alter Self, False Life, See Invisibility, Continual Flame, Acid Arrow

Level 3: Beast Shape I, Daylight, Water Breathing, Lightning Bolt

Scrolls:
Comprehend Languages (2), Protection from Evil (2), Beast Shape I (2), Remove Curse (2), Tongues (2)

Wands (all Caster Level 1): Cure Light Wounds (42), Mage Armor (35), Magic Missile (49)

Potions/Oils: Remove Blindness, Bless Weapon (2)
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Special Abilities
Telekinetic Fist: Tracked in Header, details below in spoiler.
Physical Enhancement: Currently +2 to strength.
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STATISTICS
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Str 13 (15), Dex 14, Con 18, Int 16, Wis 10, Cha 9
AC Calc 5 Armor, 2 Dex, 1 Size, 1 Deflection, +1 Dodge (+4 vs. Giants, +4 Shield)
Hp Calc 1) 6, 2-5) 16, 6-7) 10, Con 28, Toughness 7, Favored 5
Save Calc Wizard +1/+1/+4, Rogue +0/+3/+0, Ability +4/+2/+0, Cloak +2/+2/+2
Feats: 1) Toughness, Spell Focus: Transmutation, Awareness (near Albis), 3) Improved Familiar, 5) Combat Casting, Bonus 5) Heighten Spell Metamagic, 7) Dodge & Arcane Armor Training (from Rogue Trick)
Traits: Focused Mind, Librarian
Favored Class: 1-5) Hit Points
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Skills:

[dice=Acrobatics]1d20+2[/dice]
[dice=Appraise]1d20+3[/dice]
[dice=Bluff]1d20-1[/dice]
[dice=Climb]1d20+2[/dice]
[dice=Craft: Anything]1d20+3[/dice]
[dice=Diplomacy]1d20-1[/dice]
[dice=Disable Device]1d20+13[/dice] (+2 MW Thieves’ Tools)
[dice=Disguise]1d20-1[/dice]
[dice=Escape Artist]1d20+8[/dice]
[dice=Fly]1d20+6[/dice] (+2 if small, +1 dex if eagle form)
[dice=Handle Animal]1d20-1[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Knowledge: Arcana]1d20+7[/dice]
[dice=Knowledge: Dungeoneering]1d20+7[/dice]
[dice=Knowledge: Engineering]1d20+7[/dice]
[dice=Knowledge: History]1d20+7[/dice]
[dice=Knowledge: Geography]1d20+7[/dice]
[dice=Knowledge: Local]1d20+7[/dice]
[dice=Knowledge: Nature]1d20+7[/dice]
[dice=Knowledge: Nobility]1d20+7[/dice]
[dice=Knowledge: Planes]1d20+7[/dice]
[dice=Knowledge: Religion]1d20+7[/dice]
[dice=Linguistics]1d20+14[/dice]
[dice=Perception]d20+14[/dice] +1 vs. traps, +3 vision checks in daylight (base roll includes +2 from Albis)
[dice=Perform: Any]1d20-1[/dice]
[dice=Profession: Librarian]1d20+9[/dice] (+2 for MW Tool used for Dayjob)
[dice=Ride]1d20+2[/dice]
[dice=Sense Motive]1d20+2[/dice] (base roll includes +2 from Albis)
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Spellcraft]1d20+13[/dice]
[dice=Stealth]1d20+10[/dice]
[dice=Survival]1d20[/dice]
[dice=Swim]1d20+2[/dice]

Languages: Common, Gnome, Sylvan, Draconic, Elven, Abyssal, Celestial, Aklo, Infernal, Goblin, Aquan, Auran
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EQUIPMENT AND GOLD
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On person: +1 Mithral Chain Shirt (6.25), Trail Rations (4), +1 Rapier, MW Sap, MW Morningstar, MW Cold Iron Dagger, Mithral Dagger, Silk Rope (50 ft), Waterskin, Belt Pouch, Ink, Inkpen, Paper (10), Parchment (10), Acid Flasks (2), Holy Water (3), Alchemist's Fire (2), Regular Clubs (3), Backpack, Universal Solvent (2), Antitoxin (2), MW Tool for Profession: Librarian, +2 Cloak of Resistance, Pearl of Power I, +1 Amulet of Mighty Fists, +1 Ring of Deflection, Signet Ring with Heightened (lvl 3 spell) continual flame cast on it, MW Thieves’ Tools (2lb), +2 Belt of Con
Left at Lodge: None
Starting GP: 1660 gold (updated after 7-19)
Purchased: None Yet
Gained In Session: None Yet
Weight Carried: 38.5 lbs + 0 lbs extra
Carrying Capacity: Light (49.5), Medium (99.75), Heavy (150), Lift over Head (150), Lift (300), Drag/Push (750)
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APPEARANCE
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Age 50
Height 3’6”
Weight 38
Eye Color Brown
Hair Color Red
Skin Tone Pink
Region of Origin Lands of the Linnorm Kings
Deity Desna
Favorite meal THE BLOOD OF MY ENEMIES!

Special Abilities
Level 5 Enhancement Wizard]
Level 2 Rogue
Core Gnome

Daily Preparation:

Take a little over an hour to do the following
*Eat some breakfast, giving Albis his noms. Brush and tie back rowdy hair. Pet and snuggle Albis, making sure his feathers are all in place.
*Prepare spells using spellbook.

PFS Boons:

Ectoplasmic Enhancement: You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your chronicle sheet.

Nightmarish Pigments: You found a pot of nightmarish pigments, which you may purchase for 1000gp. Nightmarish Pigments function as Marvelous Pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125 cubic foot object by depicting it two dimensionally over a 25 square foot surface. The pigments can create a collection of mundane items whose value does not exceed 500gp.

Savior of Old Flotsam: In thanks for retrieving her precious folding boat, Venture Captain Bennarry commissions you a single token made out of a splinter o fOld Flotsam herself. This special feather token functions as a feather token (swamn boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of CLW, a set of MW thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450gp or 1 PP.

Sky Key Component (Hao Jin Tapestry): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Naldak, who founded the settlement of Naldak’s Point in the Land of the Linnorm Kings, in a region that is now part of Irrisen.

Tanbaru’s Respect: You have helped the spirit oni Tanbaru get revenge on the duergar. A Lawful spellcaster of at least 7th level may take Tanbaru as a familiar with the Improved Familiar feat. Tanbaru functions as a standard spirit oni in all ways, except that the influence of a lawful good spellcaster changes his alignment to lawful neutral. If you make this bond with Tanbaru, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource.
If you do not take Tanbaru as a familiar, he gifts you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.
Subtier 5–6: You may cast dispel magic, fog cloud, or invisibility.

Wayang’s Favor: You have earned the recognition of a community of wayangs in the Hao Jin Tapestry, granting you a +2 bonus on Charisma-based checks made to influence wayangs. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to wayangrelated options.

Resources of Redemption: For your aid, the Church of Sarenrae assists you in acquiring tools of the faith. Treat your Fame score as 2 higher to determine your maximum item cost when purchasing any of the following: weapons with the bane undead, flaming or flaming burst special ability; shields with the blinding special ability; crowns of blasting, neclaces of fireballs, phylacteries of faithfulness, staves of healing or staves of illumination.

Gloomspire Explorer: Despite having studied only a small portion of Sevenfinger’s tomb, you are now one of the Society’s foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires.

☐ ☐ ☐ Friends in Saringallow: You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
• Ask Nixa to share her expertise (Knowledge [planes] +5)
• Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
• Ask Nolaria to cast bless (CL 3rd, concentration +5)
• Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
• Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)

Pushing Back the Abyss: You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like pathfinder Chronicles.

Item Access to Antiquarian’s Monocle

Antidotes and Remedies: Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
* Heal 1d4+1 points of damage.
* Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
* Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
* Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.

☐ ☐ Bringing the Truth to Light: You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of 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 have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.

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.

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.

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.

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.

Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.

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.

Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.

Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.

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.

Gift of the Ghaele: 1 time spell like ability - aid, detect thoughts, lesser restoration or see invisibility. Used during Hall of the Flesh Eaters

Backstory/Character Info/Description:

Why are you a Pathfinder?
I became bored and tired of the cold in my home nation. I am a Viking, a warrior, and have an urgency to discover new and exciting things.

Do you have a name and surname that is not ripped straight out of existing Earth mythology or popular culture?
My given name is Bivnizum Kleck. This is a typical gnomish name. However, since leaving my nation, I decided to be called Niza instead of Bivnizum.

Which nation did you grow up in? How did this nation influence you?
Lands of the Linnorm Kings. Many of the citizens of this nation are Vikings at heart. This includes me.

What do you look like? What are you wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?
Before you is a young adult gnome. She stands at three and a half feet tall with an athletic build. Her long, fiery red hair is pulled into a loose ponytail at the back of her head; the tail drapes to her waist. Her skin is pink and a lighter hue of her hair. She wears a pair of red pants and a long-sleeved red tunic both slightly darker than the color of her hair. Her sturdy boots and gloves are golden in tone. Across her waist is a thick belt which matches her boots and gloves. A pouch is attached to it. Strapped to her back is a nasty barbed wire wrapped club. Across her shoulders, she wears a golden perch for her companion Albis, an Arctic hawk. His underbelly is pure white. His wings are mottled gray and black. As you look at him, he takes flight and swoops in large circles about fifteen feet above the heads of everyone present.

What do you love? (Treasure and experience doesn’t count)
I love Albis and my connection with him. I love exploring new places. I love books and learning.

What do you hate? (Unclear and irritating darkness level rules don’t count)
I do not like small talk.

Which other Pathfinders (PCs) do you rely on for teamwork, survival and butt-kicking? Do you have a bro? a mentor? a father figure? maybe a rival?
Other than Albis, I have a rapport with Gruk. He is not a person I would typically friend, but we have assisted each other in previous missions. For reasons I’m not quite sure of, I also trust Kaya and her decisions.

How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humans/elves/gnomes/orcs/tengu?
In typical gnome fashion, I am fond of teasing dwarves or half-orcs which I feel need to lighten up. I do respect elves, but only somewhat.

Scenario List:

The Nightmarch of Kalkamedes: 1 XP, 2 PP, 10g Dayjob, CLW Wand 2PP
On Sharrowsmith’s Trail: 1 XP, 2 PP, 10g Dayjob, MM Wand 2PP
GOM I: A Foul Breed: 3 XP, 4 PP, 50g Dayjob, Mage Armor Wand 2PP
GOM II: What Lurks in the Woods: 3 XP, 4 PP, 50g Dayjob
GOM III: A Festering Blot (slow): 1.5 XP, 2 PP, 50g Dayjob
BtD I: Rescue at Azlant Ridge: 1 XP, 2 PP, 50g Dayjob
GOM III: A Festering Blot - Bonus Chronicle (Slow): 3 XP, 6 PP, no Dayjob
Hall of the Flesh Eaters (Slow): .5 XP, 1 PP, 10g Dayjob
Dawn of the Scarlet Sun: 1 XP, 2 PP, 10g Dayjob, Potion Remove Blindness 2PP
Tapestry’s Toil: 1 XP, 2 PP, 5g Dayjob
In Wrath’s Shadow: 1 XP, 2 PP, 10g Dayjob, 2PP Scrolls Beast Shape I
Perils of the Pirate Pact: 1 XP, 2 PP, 10g Dayjob, 2PP Scrolls Remove Curse
The Labyrinth of Hungry Ghosts: 1 XP, 2 PP, 10g Dayjob, 2PP Scrolls Tongues
Total XP: 19
Total Fame: 32 (16,500 gold cap, next level at 36)
Current Prestige: 18

Chronicle Info:

Player: Crystal H.
Character Name: Niza and Albis
Faction: Dark Archives
PFS #: 191888-2 (Core)
Day Job: See Skill Section for Roll
Normal Progression