Green Mother

Pip Hip Hooray's page

757 posts. Organized Play character for Hmm.


Race

HP 65/88 | AC 23 | F +13 R +15 W +14 | Perc +13 |

Classes/Levels

35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 2/3 3rd 3/3 4th 0/3 (DC 25) | Hero Points 0/3 | Campaign Coin 1/1 Active Conditions: Resist Fire 5 & Negative 1; Resist Physical 2; Concealment

Gender

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 8 ♫ |

About Pip Hip Hooray

Pip’s grandmother, Mahana was a gnomish druid from the Mwangi island of Bhopan, off the shores of Nex. Mahana regaled Pip all through her childhood with tales of animal headed-people, verdant jungles and a fairy king.

The rest of Pip's family were gnomes who had trained badgers in East Gate for generations. When her Uncle Acorn Hooray got sued by a land-grubbing neighbor, Pip successfully defended him by referring to Absalom’s ancient badger leash laws. She soon became obsessed with all aspects of legal work. She currently works as a defense attorney for the Envoy Alliance, helping out Pathfinders in trouble everywhere.

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Bot Me!:

Pip likes using her skills to help people. She has awesome bardic lore, so feel free to roll on any knowledge. In combat, she inspires courage, intimidates or shoots bows and arrows.

Pip's Saves

[dice=Fortitude]1d20+13[/dice]
[dice=Reflex]1d20+15[/dice]
[dice=Will]1d20+14[/dice]

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[dice=Acrobatics]1d20 +12[/dice]
[dice=Arcana]1d20+14[/dice]
[dice=Athletics]1d20 +9 [/dice]
[dice=Bardic Lore] 1d20 +14[/dice]
[dice=Diplomacy M]1d20 +19 [/dice]
[dice=Deception]1d20 +14 [/dice]
[dice=Intimidate]1d20 +14 [/dice]
[dice=Lore (Legal) M] 1d20+18 [/dice]
[dice=Lore (Absalom) M]1d20 +18[/dice]
[dice=Lore (Scribing)]1d20 +14[/dice]
[dice=Medicine]1d20 +11 [/dice]
[dice=Nature]1d20 +11 [/dice]
[dice=Occultism E]1d20 +17 [/dice]
[dice=Perception]1d20+13[/dice] +1 visual with glasses
[dice=Performance]1d20+14[/dice]
[dice=Performance (dance)]1d20 +15 [/dice]
[dice=Society E] 1d20 +16 [/dice]

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Select Spells

◈◈ [dice=Disrupt Undead Positive Energy (DC 26 Basic Fortitude)]4d6+4[/dice]

◈◈ [dice=Electric Arc (DC 26 Basic Reflex)]4d4+4[/dice]

◈◈ [dice=Ray of Frost]1d20+16[/dice]
[dice=Brrrrr Cold Damage]4d4+4[/dice]

◈◈ [dice=Telekinetic Projectile]1d20+16[/dice]
[dice=Bludgeoning, Piercing or Slashing]4d6+4[/dice]

◈◈◈ [dice=Magic Missile Force Damage]6d4+6[/dice]

◈◈ [dice=Soundburst Level 3, 30 ft range, 10 ft burst, Sonic Damage]3d10[/dice]

◈◈ [dice=Blistering Invective (Level 4, targets 3 creatures, Persistent Fire Damage)]4d6[/dice]

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With Inspire Courage

[dice=Performance (dance)]1d20 +15 [/dice]
Lingering Performance
Inspire Defense

[dice=Performance (dance)]1d20 +15 [/dice]
Lingering Performance
Inspire Courage

◈ [dice=Shortsword+I.C.]1d20 +11+ 1 [/dice]
[dice=Piercing / Slashing) damage] 1d6 - 1 + 1[/dice]

◈ [dice=Dagger+I.C.]1d20 +11 + 1 [/dice]
[dice=Piercing / Slashing) damage] 1d4 - 1 + 1[/dice]

◈ [dice=Whip+I.C]1d20 +11+ 1[/dice]
[dice=Slashing damage] 1d4 - 1 + 1[/dice]

◈ [dice=Striking Short bow+I.C.]1d20 +11+1+1[/dice]
[dice=Piercing damage] 2d6 + 1[/dice]
[dice=Deadly?] 1d10[/dice]

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Without Inspire Courage

◈ [dice=Shortsword]1d20 +11 [/dice]
[dice=Piercing / Slashing) damage] 1d6 - 1[/dice]

◈ [dice=Dagger]1d20 +11 [/dice]
[dice=Piercing / Slashing) damage] 1d4 - 1[/dice]

◈ [dice=Whip]1d20 +11[/dice]
[dice=Slashing damage] 1d4-1[/dice]

◈ [dice=Striking Short bow]1d20 +11+1[/dice]
[dice=Piercing damage] 2d6[/dice]
[dice=Deadly?] 1d10[/dice]

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PFS Information:

PFS Number: 820-2001
Experience & Fame: See ITS
Gold: See ITS

Training: Scrolls

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Major Factions
See ITS

Purchased Boons
Envoy’s Alliance Champion (Faction) (0 Fame)
Boon #2 Wayfinder (General) 2 Fame
Boon #3 Fey Influence

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Nationality: Absalom
Birthplace: Eastgate in Absalom
Age: 20
Gender & Pronouns: Female - she & her
Height: 3’
Weight: 3 bulk
Physical Appearance: brown skin, green hair and plant vines like a dryad

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Ancestry Fey-Touched Gnome
Background Barrister
Class Bard (Enigma & Maestro Muses); Level: 8;
size small traits small humanoid fey gnome
alignment; NG deity Iomedae
Languages: gnome, common, abyssal, auran, aklo, aquan, celestial, cyclopean, draconic, ignan, infernal, jotun, mwangi, osiriani, protean, sylvan, terran, tien, undercommon, utopian and signed versions of all of the above.

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SENSES
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Perception: 13 (1 +8+ 4) [E] (+1 with glasses)
Special Senses: low light vision
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DEFENSES
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HP 88

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OFFENSE
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Speed: 30

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: longsword, rapier, sap, shortbow, shortsword, and whip. Unarmed attacks[T].
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MAGIC
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Magic Traditions

Occult:
Spell Attack Roll (occult): +16 [E]
Spell DC (occult): 26 [E]

Focus Points: 2/2 (maximum)

Spell Slots per Day
1st: 3
2nd: 3
3rd: 3
4th: 3

Spells Known
Cantrips (cantrip level):
◈◈ Daze
◈◈ Electric Arc primal - 30 ft range
Guidance - ❂ Item
◈◈ Message - 120 ft
◈◈ Prestidigitation
◈◈ Read Aura
◈◈ Telekinetic Projectile
Inspire Courage (f)
Inspire Defense (f)

1st Level:
True Strike
Counter Performance
Lingering Performance (f)
◈◈◈ Magic Missile*
◈◈ Object Reading
◈◈◈ Pocket Library
◈◈◈ Summon Plants or Fungi (via Ancestry feat)

2nd Level:
◈◈ Calm Emotions
◈◈ Hideous Laughter
◈◈ Soothe *

3rd Level:
◈◈ Comprehend Language
◈◈ Slow
◈◈ Soundburst*

4th Level:
◈◈ Blistering Invective (heightened to 4th)
◈◈ Fly
◈◈ Invisibility

Signature spells marked with an asterisk.

Soothe:
SPELL 1
EMOTION ENCHANTMENT HEALING MENTAL
Traditions occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing living creature Duration 1 minute You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. Heightened (+1) The amount of healing increases by 1d10+4.

Counter Performance:
Focus 1
Uncommon Bard Composition Enchantment Fortune Mental
Source Core Rulebook pg. 386
Cast Reaction somatic or verbal; Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.
Area 60-foot emanation
Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.

Lingering Composition:
Focus 1
Uncommon Bard Enchantment
Source Core Rulebook pg 386

Cast [free-action] verbal You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest‑level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.

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SKILLS
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Acrobatics +12 T (+2 Dex + 8 Levels + 2 T)
Arcana +14 T (4 INT + 8 levels + 2 T)
Athletics +9 T (-1 STR + 8 Levels + 2T)
Diplomacy +19 M** ❂ (4 CHA + 8 levels + 6M + 1 item)
Deception +14 T (4 CHA + 8 levels + 2 T)
Intimidate +14 T (4 CHA + 8 levels + 2 T)
Lore (Legal) +18 M* (4 INT + 8 levels + 6M)
Lore (Absalom) +18 M* (4 INT + 8 levels + 6 M)
Lore (Bardic) +14 T (4 INT + 8 levels + 2 T)
Lore (Scribing) +14 T (4 INT + 8 levels + 2 T)
Medicine +12 T (1 WIS + 8 levels + 2 T)
Nature +11 T (1 WIS + 8 levels + 2 T)
Occultism +17 E** ❂ (4 INT + 8 levels + 4 E + 1 item)
Performance +14 T (4 CHA + 8 levels + 2 T)
Performance (dance) +15 T ❂ (4 CHA + 8 levels + 2 T + 1 item)
Society +16 E** (4 INT + 8 levels + 4 E)

*Gnome Obsession
**Skill Increase (Society is because of Archetype)
❂ Item

Invested Skill Items:

Boots of Bounding:
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Dancing Scarf:
This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.

Activate ◈ [one-action] Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.

Diplomat’s Badge:
When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks.

Activate ◈ [one-action] Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

Goggles of the Night:
The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.

Activate ◈ [one-action] Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.

Pendant of the Occult:
This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.

Pearly White Spindle:
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.

The resonant power grants you resistance 1 to negative damage.

Ring of Fire Resistance:
This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.

Warding Tattoo - Wave:
Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.

Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects.

Also a Harmonic Wayfinder with a Pearly White Spindle.

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ABILITY SCORES
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Ability Score Summary + 5th level Increase:

Str 8
Dex 14 F5
Con 14 AF
Int 18 ABF5
Wis 12 5
Cha 19 ABCF5

STR -1, DEX +2, CON +2, INT +4, WIS +1, CHA +4
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FEATS:
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Ancestry Feats and Abilities

Special 1st: Small, low-light vision
Heritage 1st: FEY-TOUCHED GNOME The blood of the fey is so strong within you that you're truly one of them. You gain the fey trait, in addition to the gnome and humanoid traits. Choose one cantrip from the primal spell list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the First World; this is a 10-minute activity that has the concentrate trait

1st: GNOME OBSESSION You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.

Lores affected: Legal Lore, Absalom Lore

3rd: (Via Ancestral Paragon) GNOME POLYGLOT Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.

5th: FEY INFLUENCE FEAT 5
Rare
You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features which grant an innate primal spell that can be used once per day.
Anteater You can launch your tongue forward as a deadly attack, gaining grim tendrils.
Dryad Your body is covered in elegant vines, granting you summon plants and fungi.
Gremlin You have long, bat-like ears and gain bane.
Monarch You have vestigial, insectile features and gain spider sting.
This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.)

Skill Feats

Background: GROUP IMPRESSION FEAT 1. GENERAL SKILL
Prerequisites trained in Diplomacy. When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It's possible to get a different degree of success for each target. The number of targets increases to four if you're an expert, 10 if you're a master, and 25 if you're legendary.

2nd: BATTLE MEDICINE [one-action] FEAT 1
GENERAL HEALING MANIPULATE SKILL
Prerequisites trained in Medicine. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

4th: MULTILINGUAL FEAT 1 (x3 via Linguist Dedication & Pathfinder Training)
GENERAL SKILL

Prerequisites trained in Society. You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Special You can select this feat multiple times. Each time, you learn additional languages.
Special Because of Gnome Polyglot, this changes to learning three languages.

SIGN LANGUAGE FEAT 1
GENERAL SKILL

Prerequisites trained in Society. You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.

Pathfinder Training, 5th: Multilingual bonus

6th: BON MOT FEAT 1
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

8th: SHAMELESS REQUEST FEAT 7
GENERAL SKILL

Requirements master in Diplomacy You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

General Feats
3rd: Ancestral Paragon (to pick up ‘Gnome Polyglot’)

7th: You move more quickly on foot. Your Speed increases by 5 feet

Class Feats and Abilities

Feat 1st: Enigma Your muse is a mystery, driving you to uncover the hidden secrets of the multiverse. If your muse is a creature, it might be a dragon or otherworldly being; if a deity, it might be Irori or Nethys. You gain the Bardic Lore feat and add true strike to your spell repertoire.

Feat 2nd: MULTIFARIOUS MUSE

Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose. Muse selected: Maestro.

Maestro Your muse is a virtuoso, inspiring you to greater heights.

If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the Lingering Composition feat and add soothe to your spell repertoire.

Feat 4th: LINGUIST DEDICATION
ARCHETYPE DEDICATION

Prerequisites You speak at least three languages. You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice. Special You can't select another dedication feat until you have gained two other feats from the linguist archetype.

Feature 1st: Composition Spells

1st: BARDIC LORE Prerequisites enigma muse Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means.

2nd: LINGERING COMPOSITION FOCUS 1
UNCOMMON BARD ENCHANTMENT

Cast [free-action] verbal You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest‑level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell

6th: INSPIRE DEFENSE FEAT 4
BARD

Prerequisites maestro muse You learn the inspire defense composition cantrip (page 386), which protects you and allies.

INSPIRE DEFENSE CANTRIP 2
UNCOMMON BARD CANTRIP COMPOSITION EMOTION ENCHANTMENT MENTAL

Cast [one-action] verbal Area 60-foot emanation Duration 1 round
You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage.
8th: HARMONIZE ◈ Feat 6
Bard Concentrate Manipulate Metamagic

You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.
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EQUIPMENT
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(See ITS)

Combat Gear: Padded Armor, Short Bow with 20 arrows, Dagger, Short Sword, Whip
Magic Items: Wayfinder
Other Gear: Adventurer’s Pack, Bandolier, Handheld Instrument, Sheath
Purchased Riding Dog: ‘Bailiff’ + saddlebags + tack

Bulk: # (Encumbered at: 4 = 5 - 1; Maximum at: 9 = 10 - 1)

Coins: See ITS
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CHRONICLES
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For Chronicles: Pip’s Chronicles

For Reputation and Faction Information: See ITS

Chronicle Boons:

PFS(2) #1-A: Sandstone Secret
Boon: Sand Slide [reaction]
Uses 3 ▫ ▫ ▫; Trigger You would fail (but don't critically fail) a Reflex save to avoid a trap's effects; Effect You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.

PFS(2) #1-01 Absalom Initiation
Boon: Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it.

Boon: □ Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task.

PFS(2) #1-03 Into the Gravelands
Boon: Team Player: Your time in the Gravelands included many harrowing trials that required you to learn how to work especially well with your companions. [reaction] (fortune) Uses 3 □□□; Trigger An ally fails a check on which you Aided; Effect The ally can reroll the check and use the better result.

PFS(2) #1-10 Tarnbreakers Trail
Boon: Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings.

PFS(2) #Q3-A Grehunde’s Gorget
Boon: Legacy of the Gorget (General): You have made close friends in the Lands of the Linnorm Kings by retrieving Grehunde's gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker's Trail, and may have other benefits in scenarios and quests that feature Grehunde's descendants.

PFS(2) Flooded King’s Court
Boon: Blast from the Past (General): You chose to deliver the undead Marcon Tinol to Venture-Captain Drandle Dreng, trusting in the experienced Pathfinder's ability to deal with the undead safely. This boon will have unique benefits and consequences when slotted in a future scenario.

PFS(2) #Q6-Archaeology in Aspenthar
Boon: ▫▫Secrets of the Jistkan Alchemists (General, Limited-Use): Your forays into the ancient alchemical testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a box that precedes this boon to increase your degree of success by one (from critical failure to failure, from failure to success, or from success to critical success).

PFS(2) #Q4-Port Peril Pub Crawl
Boon: Fane's Friend (General): You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane.

PFS(2) 1-06 Lost on the Spirit Road
Boon: ▫▫▫Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami's blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.

PFS(2) #Q8 Shadows of the Black Sovereign
Boon: ▫▫▫Numerian Archaeologist (General) You have garnered some unique experience with the unusual technology of Numeria. You can use the following free action by checking off a box next to this boon.

Technological Defense [free-action]. Trigger You attempt a saving throw against a technological weapon or effect, but you haven't rolled it yet; Effect You gain a +1 circumstance bonus to the saving throw.

PFS(2) #Q7 A Curious Claim
Boon: ▫▫▫Amateur Adjuster (General) With the claim settled, you've shored up relationships with some valuable allies and learned a bit about navigating Druman bureaucracy. Whenever you attempt a check to Gather Information, Decipher Writing, or Create a Forgery, you can check a box next to this boon to gain a +1 circumstance bonus on the check. If the check involves interacting with a Druman business or Druman bureaucracy, you instead gain a +3 circumstance bonus on the check.