Sorcerer

Nuwa Feng's page

57 posts. Organized Play character for noral.


Race

AC 16, T 12, FF 14 | CMD 11 | F: +3, R: +3, W: +8 / +2 vs. Enchantment & +1 vs. spells/spell-like ab./poison | Init: +2 | Perc: +3, SM: +1, Dipl: +10, Bluff: +5 | Speed 20 ft

Classes/Levels

| Spells: 1st 4/4 | Reroll 1/1 | Low-light vision | Active conditions: None

Gender

Female N Half-Elf | Unchained Summoner (Soulbound) 2 | HP 17/17 |

About Nuwa Feng

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Unchained Summoner 2 (Soulbound Summoner* archetype)

Female N Half-Elf
• TYPE: Humanoid (Elf, Human)
• SIZE: Medium

Eidolon: Aoa, the Lillend Azata

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-- STATS --

Str: 7, Dex: 14, Con: 14, Int: 12, Wis: 12, Cha: 20 (16 + 2 Half-Elf Racial, + 2 Venture Captain Boon*)

*See at the bottom of the profile for more information on the Venture Captain Boon

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-- SAVES --

• Fortitude: +3* (Con +2, Unchained Summoner +0, Cloak of Protection +1)
• Reflex: +3* (Dex +2, Unchained Summoner +0, Cloak of Protection +1)
• Will: +8* / +2 Enchantment (Wis +1, Unchained Summoner +3, Dual Minded racial trait +2, Pessimist Trait +1, Cloak of Protection +1) [immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.]

* +1 trait bonus vs. spells, spell-like abilities and poison

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-- COMBAT --

• Ranged to hit: +3 / -1 with weapons* (BAB +1, Dex +2)
• Melee to hit*: -1 / -5 with weapons* (BAB +1, Str -2)

* -4 penalty on weapon attack rolls from 'Blackened' Oracle curse

• Initiative +2: Dex +2

• AC 16, FF 14, Touch 12 (+4 Armor, Dex +2)

• CMD 11 (BAB +1, Dex +2, Str -2)

• Armor Check Penalty -3: Lamellar (leather) [-2] OR Medium Encumbrance [-3]

• Land Speed: 20 ft = 30 ft Base Speed -> Reduced to 20 ft due to Medium Encumbrance

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-- SKILLS --

• Diplomacy +10 (Rank 1, Class +3, ‘Ease of Faith’ Trait +1, Cha +5)
• Kn Arcana +5 (Rank 1, Class +3, Int +1)
• Kn Dungeoneering +5 (Rank 1, Class +3, Int +1)
• Kn Religion +5 (Rank 1, Class +3, Int +1)
• Kn Planes +5 (Rank 1, Class +3, Int +1)
• Linguistics +5 (Rank 1, Class +3, Int +1)
• Perception +3 (Rank 0, Wis +1, Keen Senses +2)
• Spellcraft +5 (Rank 1, Class +3, Int +1)
• Use Magic Device +9 (Rank 1, Class +3, Cha +5)

Lvl 2: each 4 skill points: 2 Unchained Summoner + Int +1
TOTAL: 8 skill points

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-- LANGUAGES --

• Racial: Common, Elven
• Intelligence: Tien
• Linguistics: Celestial

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-- TEMPORARY GEAR --

-- GEAR --
Lamellar (leather), 60 gp, 25 lbs
Light crossbow, 35 gp, 4 lbs
40 bolts, 4 gp, 4 lbs
Dagger, 2 gp, 1 lbs
Masterwork, 2 gp, 2 lbs.
5 x Acid, 25 gp, 5 lbs.
Hot weather outfit, 8 gp, 4 lbs.
Cloak of Resistance +1, 1000 gp,

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–– ENCUMBRANCE ––

• Weight gear: 45 lbs
• Carrying capacity Str 7: 0-23 / 24–46
• Encumbrance: Medium

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–– GOLD ––
TOTAL OVERVIEW:
• Currently: 6 gp / 8 sp (150 gp - 134 gp own gear - 9 gp/2sp Eidolon gear)

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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
• Currently: 3 XP / 5 PP / 5 Fame
• Spent: 0 PP

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–– RETRAINING ––:

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–– HALF-ELF FAVORED CLASS BONUS ––

Lvl 1- 2: Add +1/4 to the Eidolon's evolution pool.

[i]TOTAL: +1/2 Evolution Pool

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–– HIT POINTS ––

Lvl 1: 10 Hit Points = 8 Unchained Summoner + 2 Con
Lvl 1: 7 Hit Points = 5 Unchained Summoner + 2 Con

TOTAL: 17 Hit Points

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–– SPELLS KNOWN––
• 0 level (4): Daze, Detect magic, read magic, acid splash, guidance
• 1st level (2): Grease, Glue Seal, Snowball:

–– SPELLS PER DAY ––
• 1st level: 4 = 2 + 2 Cha

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-- FEATS --

• Level 1: SPELL FOCUS (Conjuration)

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-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
• GLORY OF THE OLD (Region: Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
• EASE OF FAITH (Faith) (free trait via ‘Pathfinder Apprentice’ Boon - see at the bottom of profile) : Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. Benefits: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
• THE PESSIMIST (Campaign) (free trait via ‘Favorite of Roslar’s Coffer’ Boon - see at the bottom of profile): You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Unchained Summoner (Soulbound Summoner) 1 *
Unchained Summoner CLASS DETAILS
Soulbound Summoner ARCHETYPE

• Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon’s hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner’s class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

• Pactbond Curse (Ex): A soulbound summoner’s metaphysical connection with his eidolon has profound effects on both of them. The eidolon’s alignment always matches that of the soulbound summoner, regardless of its subtype. In addition, at 1st level, the summoner must choose an oracle curse, using his summoner level as his oracle level for determining the curse’s effects. Once this choice is made, it cannot be changed. A summoner that gains spells for his list of spells known as a result of his curse must be able to cast spells of the appropriate level in order to cast the learned spell.
The glowing rune that the soulbound summoner shares with his eidolon always appears on a place symbolic of his pactbond curse. For example, a summoner who chooses the clouded vision curse might have his summoner’s rune manifest on one of his eyes, while a summoner who chooses the tongues curse might have his summoner’s rune appear on his lips. A soulbound summoner’s eidolon is summoned from his own psyche rather than a different plane, so spells such as banishment and dismissal do not work when cast on the eidolon. This alters the eidolon class feature.
~ ~ Oracle Curse: Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must have a single curse.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. EFFECT You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

FAQ Blackened Curse: The Blackened oracle curse is meant to only impose a penalty on attack rolls with manufactured weapons. Thus, rays, weapon-like spells, and natural weapons are not affected by this curse.

• Life Link (Su): At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.
• Soulbound Life Link (Su): The essence of a soulbound summoner’s eidolon resides within the summoner’s mind and soul instead of a home plane, and he can use this connection to restore his eidolon with his own vitality. The summoner can use his life link ability to sacrifice any number of his hit points without using an action. Each hit point sacrificed in this way heals the eidolon for 1 point of damage. The soulbound summoner can use this ability even after the eidolon has been killed and sent back to its summoner’s mind; if the eidolon is healed enough that its hit point total is above 0, it can be summoned again as normal. This alters life link.


• Weakened Summoning: A soulbound summoner’s eidolon is usually the result of unintended magic, trauma, or a singular pact, instead of rigorous arcane study. Soulbound summoners do not gain the ability to cast the summon monster or gate spells as a spell-like ability.

• Soulbound Evolution: A soulbound summoner’s eidolon gains power from its unusually strong bond with its summoner. At 3rd level, and again at 5th, 7th, and 9th level, the eidolon adds 1 point to its evolution pool. At 11th level, and again at 15th, 17th, and 19th level, the eidolon adds 2 points to its evolution pool. At 7th level, the eidolon can select evolutions even if it does not meet the subtype requirements for that evolution. At 13th level, the eidolon can draw from its summoner’s power to cast spells. The spell must be a spell that the summoner knows, and the summoner must expend two spell slots of the same spell level or higher to allow the eidolon to cast the spell. Expending spell slots in this way does not take an action. The eidolon uses the summoner’s caster level, feats, and casting statistics for all spellcasting purposes. The eidolon must be able to meet all other requirements for casting the spell, such as being able to speak for spells requiring verbal components and providing any material components or focuses for spells that require them. The eidolon must be able to move its body to cast spells with somatic components, but it does not need to have the limbs (arms) evolution.

• Bond Senses (Su): At 2nd level, a summoner can, as a standard action, share the senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon does. He can use this ability a number of rounds per day equal to his summoner level. There is no maximum range to this effect, but the eidolon and the summoner must be on the same plane. The summoner can end this effect as a free action.

• Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

• Maker’s Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner’s caster level. When this ability is used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.

• Transposition (Su): At 8th level, a summoner can use his maker’s call ability to swap locations with his eidolon. If the eidolon occupies more squares than the summoner, the summoner can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.

• Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution pool to add evolutions to himself. He cannot select any evolution that the eidolon could not possess, and he must be able to meet the requirements as well (except for subtype requirements, so long as his eidolon meets the subtype requirement). He cannot select the ability increase evolution through this ability. Any points spent in this way are taken from the eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner can change the evolutions granted by these points anytime he can change the eidolon’s evolutions.

• Greater Shield Ally (Su): At 12th level, whenever an ally is within reach of the summoner’s eidolon, the ally gains a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

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—Half-Elf RACIAL TRAITS --
• Cha: +2
• TYPE: Humanoid (Human, Elf)
SIZE: Medium, Half-elves have a base speed of 30 feet.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Automatic Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
• Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
• Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

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— FACTION GOALS - SEASON 10: X goals fulfilled

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—-------------- BOONS —-------------

Boon for future DR vs. critical hits:

Brutal Reputation: You have developed a reputation as an intimidating figure and fierce combatant. Once
per adventure, you can enhance your reputation. Your reputation grows if you succeed at an Intimidate
check that is written in to an adventure or successfully demoralize two or more foes during one combat.
Your reputation also grows when you confirm a critical hit against an opponent whose CR is greater
than your character level or suffer (and survive) a critical hit that deals an amount of damage equal to at
least 5 times your character level, leaving you with a permanent, visible scar. When you achieve any of
these goals during an adventure, ask your GM to record the adventure’s name and her Pathfinder Society
number on the blanks below.
Scenario Name GM Number
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Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with
an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet.
• Your reputation gives weight to your threats. You gain a +1 bonus on Intimidate checks to demoralize
creatures. This bonus increases to +2 if you have dealt damage to them within the last minute.
• Your thick scars partially deflect blows. You gain DR 3/— that applies only against critical hits and
stacks with other forms of damage reduction.
• Your fearsome reputation inspires your opponents to flee from battle sooner. Show this boon to your
GM at the beginning of the adventure. When you are fighting a foe whose morale condition indicates
that they flee or surrender when reduced to a specific number of hit points, this number increases by
10% of their maximum hit points. For example, if a foe with 90 hit points has a morale condition that
he flees when reduced to 10 hit points or fewer, he instead flees when reduced to 19 hit points or fewer.

Boon for future bonus to diplomacy to gather information:

Subtle Reputation: You have developed a reputation for solving problems with subtlety and finesse—
not among the public at large, but among employers and other professionals who have taken notice of
your skill. Once per adventure, when you succeed at a Disguise, Sleight of Hand, or Stealth check that
is written into a scenario or use one of those skills to circumvent a combat encounter, ask your GM to
record the adventure’s name and her Pathfinder Society number on a line below.
Scenario Name GM Number
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Once you have successfully built your reputation in 10 adventures, word of your deeds provide with an
enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet.
You have developed a reputation as one who can be trusted with secrets. You gain a +1 bonus on
Diplomacy checks to gather information. This bonus increases to +3 if the information pertains to
illegal activity.
Your underworld contacts pave the way for your smuggling operations. You gain a +3 bonus on skill
checks pertaining to smuggling contraband into a settlement. You can also purchase items that are
illegal in a settlement without extra cost, such as divine items in Rahadoum.
Conflicting tales of your exploits shrouds your identity in mystery. You gain a +1 bonus on Disguise
checks to pretend to be a specific person. If you are disguising yourself as a generic individual, this
bonus increases to +2.

Boon for future bonus to diplomacy to convince/influence:

Professional Reputation: You have developed a reputation for solving problems with honeyed words.
Once per adventure, when you succeed at a Bluff of Diplomacy check that is written into a scenario or
use one of those skills to circumvent a combat encounter, ask your GM to record the scenario’s name and
her Pathfinder Society number on a line below. You do not gain credit toward this boon for Diplomacy
checks used to gather information or Bluff checks to conceal lies that are not specifically called out in
the adventure.
Scenario Name GM Number
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Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with
an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet.
• Your reputation as a reasonable negotiator makes others more likely to trust you. You gain a +1 bonus
on Diplomacy checks to improve a creature’s attitude. You gain a +2 bonus on Diplomacy checks to
make requests of creatures whose attitude is friendly or better.
• Your false reputation of trustworthiness bolsters your future lies. You gain a +1 bonus on Bluff checks
to deceive others. If the lie is unlikely, your bonus increases to +2. If it is far-fetched or impossible,
your bonus increases to +3.
• You are skilled at gaining access to places and avoiding the typical fees. You gain a +2 bonus on all
skill checks to negotiate permission to enter a location and to all skill checks to lower fees, fines,
or tolls.

Boon to be able to know more about monsters that were identified in other adventures:

Seen it Once: Even if your formal education in creature lore is limited, you have a good memory and
can quickly recall experiential trivia about common creatures when you encounter them a second time.
Whenever you encounter one of the creature types listed below, and either you or an ally identifies the
creature, you may check the box next to that creature’s name below. When you do so, record the name
of one of the creature’s special abilities (breath weapon, damage reduction, resistances, etc.) next to the
name. Whenever you encounter and positively identify this creature type in the future, you automatically
recall this piece of information; remembering this fact is in addition to any other facts you may remember
with a successful Knowledge check.
Basilisk
Dark naga
Demon, babau
Demon, succubus
Demon, vrock
Derro
Devil, bearded
Devil, bone
Devil, imp
Doppelganger
Elemental, air
Elemental, earth
Elemental, fire
Elemental, water
Ghost

Ghoul
Golem flesh
Golem, stone
Gray ooze
Harpy
Hill giant
Mummy
Otyugh
Rakshasa
Rust monster
Shadow
Skeleton
Sphinx
Vampire
Zombie

Boon to increase one ability score by 2 as the protege of Venture Captain Zaarah Katsu ;-):

☐ Venture-Captain: You are honored by the Decemvirate with a promotion to the rank of
venture-captain. While not granted your own lodge immediately, you nevertheless gain
an unparalleled amount of influence within the Society and among its allied factions.
You gain 5 bonus PA for this accomplishment on top of those earned through the regular
completion of faction missions.
Additionally, you may designate one newly created PC under your Pathfinder Society
number as a protege. This tutelage manifests in a +2 bonus to a single ability score of your
choice at character creation. You must include a copy of this Chronicle among the records
of the new PC, though the PC gains access to no other boons, equipment, or wealth from
this Chronicle.
Character number receiving this boon: 314670–32 (GM Initials: DP)

Boon to give the 'THE PESSIMIST' trait as an extra trait:

Favorite of Roslar’s Coffer: Whether you grew up in Lastwall, have spent several years training there, or
picked up similar lessons through hard experience, you have gained valuable insights that are a boon to any
adventurer. You gain an additional trait selected from those on pages 6–7 of Tyrant’s Grasp Player’s Guide. The
Outsider trait cannot increase the bonus granted by aid another checks higher than +4.
Write the selected trait on the line below. Include this Chronicle sheet along with your records for the
character who gains this boon.
Character Number: ____________________________ Trait Selected: _________________________________________________________

• THE PESSIMIST (Campaign via ‘Favorite of Roslar’s Coffer’ Boon): You expect the worst and have rarely been disappointed. Your dour outlook may hail from the original destruction of Roslar’s Coffer at the hands of the Twisted Nail tribe, the exile of the faithful from the nearby Sarenite temple, or some more personal misfortune, but it has set you apart among the largely forward-thinking population of Lastwall. Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

Boon to give the 'Ease of Faith' trait as an extra trait:
Pathfinder Apprentice:
One of the Pathfinder Society’s finest agents took an interest in your success, and helped prepare you for a dangerous but rewarding career as a member of Society. Select one of your PCs of at least 12th level to be a mentor to a new 1st-level PC, and apply this Chronicle sheet to the 1st-level PC.
That PC receives one of the following traits as a bonus trait: Canter, Dirty Fighter, Ease of Faith, Fencer, Gifted Adept, or Magical Talent. This trait cannot belong to the same type as another trait that the PC
possesses. All of these traits appear in the Pathfinder RPG Advanced Player’s Guide as well as in the free Character Traits Web Enhancement.

Boon to allow taking the 'Soulbound Summoner' archetype which is not PFS legal:

Legendary Access: Thank you for GMing at a Premier Plus Convention! Your heroic efforts have given you access to the following special options. Check the box next to the option of your choice and then cross the others off of this sheet. You can have multiple copies of this boon attached to a single character, but each must have a different option selected. All options from this boon are drawn from Pathfinder Adventure Path #144: Midwives to Death, and available at www.paizo.com/prd.
▫ Archetype and Prestige Class Access: You are a patron to heroes of the war against the Whispering Tyrant. You may attach a copy of this boon to any of your Pathfinder First Edition characters to give them access to the mortal usher prestige class, the phoenix bloodline (bloodrager), and the soulbound summoner unchained summoner archetype.