Sir Mikhail

Piotr Lupescu's page

200 posts. Organized Play character for roll4initiative.


Full Name

Baron Piotr Lupescu

Race

HP 42/42 | AC 18, t10, ff18 | F +6, R +1, W +6 (+2 & DR 5 neg energy) | Perc. +13 | Blessings 5/day | Stealth -2 | Init +2

Classes/Levels

| speed 20' | CMB +6, CMD 16 | Fervor 4/day (2d6) | Active Conditions: Lucky# 12

Gender

CG m Warpriest of Milani 5 |

Size

m

Age

31

Alignment

CG

Deity

Milani

Location

Varisia

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Piotr Lupescu

PFS#: 17148-18
Faction: Sovereign Court

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DEFENSE
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[dice=Initiative]1d20+2[/dice]
(Dex +0, Trait +2)

AC 18, touch 10, flat-footed 18
(+7 armor, +0 shield, +0 dex, +1 nat, +0 deflect)
+1 AC vs. Crit Confirm.

hp: 42 (7+1 fcb/level)

[dice=Fortitude]1d20+6[/dice]
(Base +4, Con +2, Misc +0)
[dice=Reflex]1d20+1[/dice]
(Base +1, Dex +0, Misc +0)
[dice=Will]1d20+6[/dice]
(Base +4, Wis +2, Misc +0)
+2 Will & DR 5 vs. negative energy (dark life ring).
+1 Saves vs. Fear and Confusion effects.

Beast Form:
+1 Will & +2 to all saves when in wolf form.

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

Speed: 20 ft.

Melee:
[dice=+1 Nodachi & PA]1d20+9[/dice]
[dice=slashing/piercing]1d10+10[/dice]
(Brace, Furious Focus, Crit 18-20/x2)

[dice=Mwk cold-iron morningstar & PA]1d20+8[/dice]
[dice=bash & pierce]1d8+6[/dice]
(x2 crit)

[dice=Mwk Bec de Corbin & PA]1d20+9[/dice]
[dice=B or P]1d10+9[/dice]
(Crit x3, reach 10', +2 CMB to sunder armor)
 
Ranged: 
[dice=chakram]1d20+3[/dice]
[dice=slice]1d8+4[/dice]
(range 30', x2 crit)

Activate when "Alkenstar Prototype" boon is used:
[dice="The Undertaker"]1d20+3[/dice]
[dice=B & P]1d12[/dice]
(range 40', x4 crit, misfire 1-2, paper cartridge x20)
Firearm Rules

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About Baron Piotr Lupescu:

PFS# 17148-18
Faction: Sovereign Court
Birthplace: Woodsedge, Galt
Age: 25
Gender & Pronouns: Male, he/him
Height: 6' 2"
Weight: 200 lbs
Physical Appearance: Tall and powerfully built. Thick brown hair. Dark brown eyes.

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

Str 18*, Dex 10, Con 14,
Int 12, Wis 14, Cha 10
(*belt of giant strength+2)

Base Atk +3; CMB +6; CMD 16

Traits
1. Fate's Favored: +1 luck bonuses.
2. Reactionary: +2 init.

Feats
1. Focus Weapon (nodachi)
2. Power Attack: -2 atk/+4 dmg
3. Furious Focus (no penalty to first Power Attack)
4. Extra Feature (darkvision 60')
5. Weapon Focus (bec de corbin)

Languages: common, celestial, varisian.

Vanities:

Noble Title (Fame 20, 1 PP):

You gain one of the following noble titles: baron, baroness, dame, earl, lord, marquis, marquise, visbaronet, visbaronetess, viscount, or viscountess. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself.
You become specialized in Knowledge (nobility).

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Skills
(4/level, Class Skills are Bold)

[dice=Acrobatics]1d20-2[/dice]
(Rank +0, Class +0, Dex +0, ACP -2)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Climb]1d20+2[/dice]
(Rank +0, Class +0, Str +4, ACP -2)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+7[/dice]
(Rank +4, Class +3, Cha +0)
[dice=Disable Device]1d20+0[/dice]
(Rank +0, Class +0, Dex +0)
[dice=Disguise]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Escape Artist]1d20+0[/dice]
(Rank +0, Class +0, Dex +0)
[dice=Fly]1d20+0[/dice]
(Rank +0 Class +0, Dex +0)
[dice=Handle Animal]1d20+2[/dice]
(Rank +0 Class +0, Cha +0, Wild Emp. +2)
[dice=Heal]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Intimidate]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Know: Arcana]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Dungeoneering]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Engineering]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Geography]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: History]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Local]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nature]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Nobility]1d20+10[/dice]
(Rank +3, Class +3, Int +1, Spec +1, Book +2)
[dice=Know: Planes]1d20+1[/dice]
(Rank +0, Class +0, Int +1) 
[dice=Know: Religion]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Linguistics]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Perception]1d20+13[/dice]
(Rank +5, Class +3, Wis +2, Racial +2, Ioun +1)
[dice=Perform]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Profession]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Ride]1d20+0[/dice]
(Rank +0, Class +0, Dex +0)
[dice=Sense Motive]1d20+8[/dice]
(Rank +2, Class +3, Wis +2, Ioun +1)
[dice=Sleight of Hand]1d20+0[/dice]
(Rank +0, Class +0, Dex +0)
[dice=Spellcraft]1d20+5[/dice]
(Rank +1, Class +3, Int +1)
[dice=Stealth]1d20-1[/dice]
(Rank +0, Class +0, Dex +0, ACP -2, boon +1)
[dice=Survival]1d20+8[/dice]
(Rank +2, Class +3, Wis +2, boon +1)
[dice=Swim]1d20+2[/dice]
(Rank +0, Class +0, Str +4, ACP -2)
[dice=Use Magic Device]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)

AC Penalty -2

Non-Standard Skill Bonuses:
-Beast Friend: +1d6 to Climb, Handle Animal, Perception, Stealth, or Swim check.
Alternatively, add 1d6 to save against disease, attack with a natural weapon, or CHA check vs. skinwalkers or lycanthropes. 3 uses. [ ][ ][ ]
-Prince of Wolves: +2 Diplomacy & Intimidate against lycanthropes and Intimidate DC is 2 higher for a lycanthrope to demoralize me.
-Arnisant Musuem Patron: +1 Knowledge (history) regarding Taldor. (chronicle #1).
-The Court Grows: +2 Diplomacy vs. aristocrats & nobles. (chronicle #3)
-Demonic Scholar: +1 bonus on Knowledge (planes) checks when making checks regarding demons.
-Heavenly Scholar: +1d6 Knowledge (religion) after rolling but before learning result.
Two uses. [ ][ ]
-Well Connected: Once/scenario, add 1d6+1 to Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth.[ ][ ][ ][ ][ ].
-Piercing the Veil: +1 Perception & Sense Motive checks, and +1 Will saves vs. illusions for entire scenario. 3 uses. [x][ ][ ]
-Amethyst Pyramid (cracked) Ioun Stone:
+2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities.
-Five Kings Negotiator: +2 Diplomacy vs. Dwarves.
-Esquire Attaché Case (Taldor): +2 Knowledge (nobility) for Rising Star checks.
-Heritage Book: +2 bonus on Knowledge (nobility) checks.

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Witchwolf Special Abilities:

Perhaps the most prevalent breed of skinwalker, witchwolves prefer dwelling with others of their kind.
Ability Modifiers: +2 Constitution, –2 Intelligence, (+2 Wisdom while shapechanged).
Alternate Skill Modifiers: Perception +2, wild empathy.
Alternate Spell-Like Ability: magic fang (1/day)
Bestial Features:
Bite attack that deals 1d6 points of damage.
• 2 claw attacks that each deal 1d4 points of damage.
• Darkvision 60 feet.
• +2 racial bonus on all saving throws.

Blessings:
(5/day; 3 + 1/2 warpriest level)

Holy Strike (minor):
At 1st level, as a standard action, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Liberation (minor):
At 1st level, for 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you’re otherwise unable to take actions, but not if you’re unconscious.

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

Focus Weapon:
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon [nodachi]).

Sacred Weapon +1 (Su):
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy (+4), defending (+1), disruption (+2), flaming (+1), frost (+1), keen (+1), and shock (+1). In addition, if the warpriest is chaotic, he can add anarchic (+2) and vicious (+1). If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch (+1) and holy (+2). If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost (see Table 15–9 on page 469 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

Fervor (Su), 4/day:
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.

By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Channel Energy (Su), DC 14:

At 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used for healing or to deal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of the warpriest's fervor and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability.

A good warpriest (or one who worships a good deity) channels positive energy and can choose either to heal living creatures or to deal damage to undead creatures. An evil warpriest (or one who worships an evil deity) channels negative energy and can choose to either deal damage to living creatures or heal undead creatures. A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy affects all creatures of the chosen type (either undead or living) in a 30-foot-radius burst centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. A creature that takes damage from channeled energy can attempt a Will saving throw to halve the damage. The save DC is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. A creature healed by channeled energy cannot exceed its maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Spell-like Abilities:
magic fang, 1/day.

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SPELLS
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Warpriest, CL 5th
Domains: Good & Liberation (Milani)

Orisons: (4/day) create water*, detect magic*, detect poison, guidance*, light, mending, purify food and drink, read magic, resistance, spark, stabilize*, virtue.

1st: (4+1/day & pearl of power);
divine favor**, bane, lucky number, bless*, cause fear, cure light wounds, endure elements, liberating command*, murderous command, protection/evil, remove fear, remove sickness, shield of faith*, weapons against evil.

2nd: (2+1/day)
aid*, align weapon, bull's strength, calm emotions, calm spirit, cure mod wounds, defending bone*, delay poison, grace, hold person, owl's wisdom, protection/evil (communal), remove paralysis, resist energy*, restoration, (lesser), shatter, silence (DC 15), spiritual weapon, weapon of awe.

Special Access Spells:
detect demon
Protection From Outsiders
Burst With Light

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GEAR/POSSESSIONS

Explorer's outfit, +2 kikko armor, +1 nodachi, cold-iron morningstar, mwk bec de corbin, chakram x3, noble's outfit & jewelery (free), waterskin, wrist sheath (CLW wand), Esquire Attaché Case (Taldor), Heritage Book, Blue Book (Almas).

Magic Items:
Amulet/Nat Armor +1, handy haversack, belt of giant strength +2, pearl of power (1st), potion of cure light wounds, dark life ring*, scroll/divine favor x2, scroll/shield of faith x2, scroll of cure moderate wounds x2, scroll of remove paralysis x2, scroll of remove fear x2, scroll of remove sickness, scroll of Kreighton's Perusal, scroll/lesser restoration x2.

Wands:
protection from evil (47/50 charges)
cure light wounds (50/50 charges)
bless (11/11 charges)*
*special chronicle items

Amethyst Pyramid (cracked) ioun stone:

+2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities. 150 gp

Dark Blue Rhomboid (cracked) ioun stone:

+1 competence bonus on Perception and Sense Motive checks. 400 gp

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

Beast Blooded (RSP GM Incentive #1).

Arnisant Museum Patron:
[x][x][x] Thanks to your work in Riddonport, your name is on display as a patron for the General Museum and Historical Residence. In addition to gaining a permanent +1 bonus on Knowledge (history) checks regarding Taldor, you can borrow a weapon or suit of armor from the museum. After hearing the adventure briefing for a scenario, you can check one, two, or all three boxes that proceeded this boon to secure a weapon, shield, or set of armor with a +1, +2, or +3 bonus, respectively, for the duration of the scenario. You can reduce the enhancement bonus of a borrowed weapon with a +2 or +3 bonus by 1 in order to give that weapon the undead bane special ability. Any borrowed equipment bears inscriptions or imagery from the Shining Crusade, such as Aroden's holy symbol or the heraldry of Taldor. This equipment is always made of common materials such as steel, leather, or wood.

Rising Star:
You have performed a significant service for the Sovereign Court and, by extension, for Princess Eutropia. She has granted you the title of baronet (a landless title) in recognition of your services. This grants you Knowledge (nobility) as a class skill; if it's already a class skill, you gain a +1 bonus on Knowledge (nobility) checks. In addition, you gain a free noble's outfit and several pieces of jewelry to complete the ensemble. The outfit and accessories have an effective resale price of 0 gp.
You can use your downtime to attempt a Knowledge (nobility) check to build connections within Taldor's elaborate noble hierarchy, laying the groundwork for your own promotion later. The DC of this check is equal to 15 + half your character level (minimum +0). If you succeed, check one of the boxes below. If your check exceeds the DC by 10 or more, you can instead check two boxes. If you already have (or later gain) another boon or vanity that grants you a noble title in Taldor, you can immediately check five boxes.
Once you check all of the boxes below, you become a true landgrave (in charge of a non-wilderness region that lacks a significant settlement) or viscount (in charge of a few small settlements). You immediately gain a number of gold pieces equal to 75 × your XP total. In addition, you can now earn gold by administering your lands, allowing you to use Diplomacy or Knowledge (nobility) for Day Job checks. When doing so, a result of 40 or higher earns you 150 gp and allows you to regain 1 previously expended Prestige Point. If you already have the ability to use Diplomacy or Knowledge (nobility) for Day Job checks, you gain a + 3 bonus on such checks.
[1][2][3][4][5] [7][8][9][10][13]
[x][x][x][x][x] [14][ ][ ][ ][ ]

Alkenstar Prototype:
Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol and 20 paper cartridges. You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice.
Increased stopping power: The firearm deals damage as though it were one size category larger.
Intuitive: You may use this weapon as though you were proficient in its use.
Rifling: The range increment of this firearm increases by 50%.

Cleaning House:
[x][ ][ ] You've removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kintargo Lodge was seized by Phlegos's many creditors, Wulessa Yuul reclaimed as many of the lodge's assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to the boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

Draconic Sidekick:
You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways; First, you may take a pseudodragon as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon's sting counts as silver for purposes of bypassing damage reduction. Alternatively, you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.

Fortune's Return:
Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you do not choose.
You may activate an ability that you did not cross off by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below.
[ ] The Suit of Hammers (Str): Sundering or otherwise breaking an object.
[ ] The Suit of Keys (Dex): Picking a lock.
[ ] The Suit of Shields (Con): Fortitude saves or Constitution checks against fatigue or exhaustion.
[ ] The Suit of Books (Int): Performing research.
[ ] The Suit of Stars (Wis): Avoiding getting lost or otherwise navigating.
[ ] The Suit of Crowns (Cha): Speaking to a person in a position of authority.

Fighting That Which Lies Between The Stars:
You have faced the horrors of the Dark Tapestry and are one of the few who have survived the encounter with both mind and body mostly intact. As a result, you have developed greater mental fortitude against such cosmic horrors. You receive a +1 bonus on saves against fear and confusion effects.

Insight Into the Dark Tapestry:
Your experiences at Carrion Hill have given you a greater insight into the creatures that lie in the darkness between the stars. You may gain one bit of useful information about a single aberration as though you had succeeded at a Knowledge check to identify the creature. When you have used this boon, cross it off the Chronicle sheet.

Worthy Foe (humans):
[ ][ ][ ] As swift action, check a box that precedes this boon to gain one of two benefits against humans.
+2 bonus on attack and weapon damage rolls, as well as +2 Dodge bonus to AC.
Alternatively, +2 bonus on caster level checks to overcome creature spell resistance, increase the save DC of your spells and abilities against humans by one, and gain a +2 bonus on saving throws against humans' spells and abilities. Either benefit lasts until the beginning of your next turn.

Personal Guard (Sovereign Court Faction):
You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character functions as a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60), not taking any space on the battlefield or otherwise serving as a combatant. The bodyguard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage from a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard.

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Pathfinder Tales Boons
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Blood of the City:

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

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

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

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

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

Prince of Wolves:

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

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

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

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

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

Enemies of the North:
Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

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

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

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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.

--------------------------------
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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1. #9-08: Birthright Betrayed (GM):

Boon: Arnisant Museum Patron: borrow magic weapon, shield, or armor; Rising Star.
PA Earned: +2
Fame Spent:
Gold Earned: 1187 gp (oot)
Day Job: rising star (success!)

2. #9-06: The Shores of Heaven (GM):

Boon: Heaven's Redemption, Heavenly Scholar.
PA Earned: +2
Fame Spent:
Gold Earned: 1206 gp (oot)
Day Job: rising star (success!)

3. #6-08: The Segang Expedition:

Boon: Alkenstar Prototype, The Court Grows.
PA Earned: +2
Fame Spent:
Gold Earned: 1176 gp (oot)
Day Job: rising star (success!)

4. #10-06: Treason's Chains (GM):

Boon: Cleaning House, Well-Connected.
PA Earned: +2
Fame Spent:
Gold Earned: 1187 gp (oot)
Day Job: rising star (success!)

5. #10-16: What the Helms Hide (GM):

Boon: A Torch in the Dark, Impressive Find, Piercing the Veil.
PA Earned: +2
Fame Spent: 2 (wand prot./evil)
Gold Earned: 700 gp
Day Job: rising star (success!)

6. #8-06: Reaping What We Sow:

Boon: Leshy Token, Rosehaven Redemption
PA Earned: +2
Fame Spent:
Gold Earned: 516 gp
Day Job: Rising Star (fail)

7. #55: The Infernal Vault:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1634 gp
Day Job: Rising Star (success!)

8. #8-01: Portent's Peril (GM):

Boon: Draconic Sidekick, Fortune's Return.
PA Earned: +2
Fame Spent:
Gold Earned: 1194 gp
Day Job: Rising Star (success!)

9. #3-21: The Temple of Empyreal Enlightenment:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 1186 gp
Day Job: Rising Star (success!)

10-12. Module: Carrion Hill:

Boon: Fighting That Which Lies Between the Stars, Insight Into the Dark Tapestry.
PA Earned: +4
Fame Spent:
Gold Earned: 6756 gp
Day Job: Rising Star (success!)

13. #8-07: Tome of Righteous Repose:

Boon: Righteous Redemption; Worthy Foe.
PA Earned: +4
Fame Spent:
Gold Earned: 2265 gp
Day Job: Rising Star (success!)

14. #9-11: The Jarlsblood Witch Saga (GM):

Boon: Linnormhide Armor, Personal Guard, Rare Weapons.
PA Earned: +4
Fame Spent:
Gold Earned: 2554 gp
Day Job: Rising Star (success!)