Laurel

Quinoline Silicate's page

975 posts. Organized Play character for Watery Soup.


Full Name

Quinoline Silicate

Race

AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22, R+21, W+20 | Explore: Investigate| DV, 30' |

Classes/Levels

A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Gender

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ |

About Quinoline Silicate

Character Summary

Quinoline Silicate was a glassblower's apprentice who dabbled in alchemy to make glass sculptures stand out at competitions. Soon, she learned that she was better at alchemy than at glassblowing.

Personality and Development:
Quinoline often feels like a fish out of water, knowing how to interact with the upper crust of society but working a physically demanding job for a living.

Canonized roleplay:
Q1: Quinoline likes recycling glass. She requests that vials that held poison be triple-rinsed before they're submitted for recycling.
#1-14: Quinoline believes all alchemists should know Goblin, because goblins have the best alchemical recipes, but they don't write things down.
#1-18: Quinoline spent her downtime in Razmiran, adding stained glass to the Lodge.
#1-16: Quinoline has begun ending her professional glassblowing connections, preferring to craft alchemical items in her downtime.
#1-13, #1-17, #1-23: Quinoline frequently has her glasses smashed when crit, and keeps extra pairs in her bag of holding.
#2-08: Quinoline interrupted an old lady quilting. The old lady is Potipher Perkins (2358909-2007).
#2-24: Quinoline is from a sand mining town in western Thuvia. The older folk call her Quinnie.

Casting: Miranda Otto (Eowyn from The Lord of the Rings trilogy)

Theme Song: Liz Kay, "Castles in the Sky"

Character Inspiration: Many older chemists have a working knowledge of glassblowing; prior to large, commercial companies supplying specialty glassware, chemists had to make (and repair) their own. On the flip side, many of the glassblowers affiliated with chemistry departments have a working knowledge of air-free synthetic techniques.

Background Narrative:
Quinoline peered deeply into the glowing ball of molten sand. The glow was a clear yellow, indicative of the highest purity. The glass globe she was shaping would certainly be well-received at the Glassmaker's Guild Festival. She finished the fifth of the five perfectly spherical globes, and the master glassblower heartily praised her work.

Quinoline, however, didn't care.

It wasn't until the day of the Festival that Quinoline started feeling giddy. Her glassmaking apprenticeship fed her and housed her, but what made life worthwhile was the filling of alchemical reagents that would turn any banal glass centerpiece into an artistic marvel. Fire, air, water, and earth swirled inside the four outer globes, representing the elemental planes. Each of the globes had a carefully constructed stopcock to release elements into the center vessel, a blue and yellow tinged sphere representing the material plane.

A broad smile crept across Quinoline's face as she mixed earth and water to make drips of acid, air and water to condense a frost, and the fire and air to make flashes of lightning. This, not glass making, was her passion.

If she won High Honors or better, she would graduate from her apprenticeship. She would be free to start her own Guild Branch anywhere in the world. But if she settled for being a glassmaker, she wouldn't be free.

"Quinoline Silicate, Almas Guild, Journeyman, Third Level," the announcer barked.

The judges approached, but Quinoline's gaze was fixed on the residual sparkles of lightning on the inside of her glass vessels.

Superfluous rantings about glass manufacturing and organized religion:
Quinoline handcrafts her own glass vessels in her downtime and packs her alchemist's kit with her own glass.

Standard glass: Made from smelted northern Garund sand, this glass is the standard across all of Avistan and Garund. Although clear to the untrained eye, the glass inevitably winds up with microcrystalline formation which trained glassblowers can identify.

Chelish Glass: Sand from beaches is difficult to source in quantity, but more uniform in nature, and Chelish sand is some of the most uniform. With almost no microcrystalline formation, Chelish Glass is stronger than standard glass. However, the composition of the sand includes many shells, which gives the glass a yellowish tinge, which is similar in appearance to poorly-smelted or low-quality standard glass. Chelish Glass is often used by adventurers to hold potions and elixirs.

Quartz Glass: the residual dust from quartz mining is extremely valuable to glassblowers. Almost absolutely pure, the glass made from quartz dust has impeccable clarity and an exquisite shine - but at the cost of being incredibly brittle. Quartz glass is most frequently used for decorative pieces, where strength is unimportant. Quinoline would like to make a fusion vial made of standard glass on one half and quartz glass on the other half; she believes this would allow a thrown bomb to directionally splash when it strikes a target.

Although frowned upon by truly artisan glassblowers, glass can be doped with minerals in order to impart a color. Colored glass is popular among the general public, and often serves as a bread-and-butter crowd-pleaser to earn a profit to fund less profitable ventures.

Potash or saltpeter: Generally considered contaminants in otherwise pure sand, these minerals impart a yellow color to the glass. Low-quality sand can be used to make yellow glass, although more reputable glassblowers will make a high quality glass and dope in saltpeter so that the color can be controlled accurately.

Iron: Glassblowers love blue-tinted glass because the cost of iron is modest, but the markup on blue-stained glass is high. Because iron melts at a lower temperature than sand, blue-tinted glass is as strong as the glass it was made from. The most cost-effective way to make high quality blue glass is to acquire iron filings and rust dust from a reputable ironsmith.

Copper: Red-stained glass sells for less blue-stained glass, but copper costs only a little less than iron, so the profit is low. The deep-red copper-doped glass often serves as the centerpiece in religious stained glass panels, and aside from the churches of Abadar, the charitable organizations typically want discounts so deep that profit can be negative.

The cost of colored glass has affected Quinoline's religious beliefs. Quinoline doesn't mind Iomedae the deity or individual followers of Iomedae, but she does bear a grudge against the churches of Iomedae because of their demand that she provide quantities of red glass at negative profit. Because churches of Erastil, Desna, and Cayden Cailean tend to not use glass at all, Quinoline knows little about the deities or religions. Quinoline most often sympathizes with Sarenrae and Shelyn, whose tenets she respect and whose churches often order highest-profit blue glass.

QUINOLINE SILICATE (KWIN-oh-linn SILL-ih-kate)
*REMASTERED*

Female (she/her) skilled human (Thuvian) alchemist (bomber) 12
Home Region: Thuvia (Golden Road)
Background: artisan (glassblower)
Senses: darkvision (with daily greater darkvision elixir), normal hearing
Speed 30'
Class DC: 10+4+5+12 = 31

DEFENSE
AC 10+2+[4+3]+12 = 31 (33 with shield raised)
Max HP 8+(8+3+1)*12 = 152
Perception +4+3+12 = +19
Fortitude +6+3+12+1 = +22
Reflex +4+4+12+1 = +21
Will +4+3+12+1 = +20

OFFENSE
Ranged: greater acid flask (+23 / 3 acid + 3d6 persistent acid + 10 splash acid) (30')
Ranged: greater bottled lightning (+23 / 3d6 electricity + off-guard + 10 splash electricity) (30')
Ranged: greater alchemist's fire (+23 / 3d8 fire + 3 persistent fire + 10 splash fire) (30')
Ranged: greater acid flask (+23 / 3 acid + 3d6 persistent acid + 10 splash acid) (30')
Ranged: greater blight bomb (+23 / 3d6 poison + 3d4 persistent poison + 10 splash poison) (30')
Ranged: moderate crystal shards (+22 / 2d4 piercing + 10 splash piercing + caltrops) (30')
Ranged: greater dread ampoule (+23 / 3d6 mental + 10 splash mental + frightened 1) (30')
Ranged: greater frost vial (+23 / 3d6 cold + 10 splash cold + -10' speed) (30')
Ranged: greater ghost charge (+23 / 3d8 positive + 10 splash positive + enfeebled 2) (30')
Ranged: greater thunderstone (+23 / 3d4 sonic + 10 splash sonic + DC 30 Fortitude vs deaf (10’)) (30')
Ranged: moderate dwarven daisy (+22 / 2d6 fire + 10 splash fire + DC 30 Fortitude vs dazzled) (30')
11 splash damage [alchemist goggles +1] on a F, but not CF

Ranged: sling (+20 / 1d6 B) propulsive
Melee : dagger (+20 / 1d4 P) agile, finesse, versatile S

STATISTICS

STR +0 DEX +4* CON +3 INT +5 WIS +3 CHA +0

Ancestry Feats: Natural Ambition (Far Lobber), General Training (Shield Block), General Training (Fleet)
Class/Dedication Features: Advanced Alchemy (4+INT), Quick Alchemy, Field Vials (cold, electricity, fire), Field Benefit (splash to target only), Free Feat (Alchemical Crafting), Free Feat (Specialty Crafting)
Class Feats: Far Lobber (30'), Quick Bomber, Investigator Dedication (On the Case, Pursue a Lead, Clue In), Investigator's Strategem, Debilitating Bomb (dazzled, deafened, off-guard, or -5' speed), Sticky Bomb (+persistent, stacks), Expanded Splash (10', 2*INT to splash), Uncanny Bombs (60', cover -1, no concealed)
General Feats: Toughness, Shield Block, Diehard, Fleet, Robust Health (Battle Medicine 1/hr)
Skill Feats: Alchemical Crafting, Specialty Crafting (Glassmaking), Battle Medicine, Assurance (Medicine), Continual Recovery, Ward Medic (2/Treat Wounds), Glad-Hand [hireling] (immediate Impression), Impeccable Crafting (S->CS), Cat Fall

Skills +training+ability+level+item =
• Acrobatics +2+4+12+2 = +20
• Arcana +6+5+12+2 = +25
• Athletics +2+0+12 = +14
• Crafting +6+5+12+2 = +25 (Craft glassmaking +6+5+12+2+2 = +27)
• Deception 0
• Diplomacy [hireling] +6+12 = +18
• Intimidation +2+0+12 = +14
• Lore, Art [hireling] +6+12 = +18
• Lore, Guild [background] +2+5+12 = +19
• Lore, Pathfinder Society [PFS] +2+5+12 = +19
• Lore, Scribing [Hireling] +6+12 = +18
• Medicine +4+3+12+2 = +21 (Assurance 10+4+12 = 26)
• Nature +2+3+12 = +17
• Occultism +4+5+12+2 = +23
• Performance 0
• Religion +2+3+12 = +17
• Society +2+5+12+2 = +21
• Stealth +2+4+12 = +18
• Survival +2+3+12 = +17
• Thievery +2+4+12 = +18 (Pick Locks/Disable Device +2+4+12+1 = +19)

Languages: Common, Osiriani, Draconic, Dwarven, Fey, Goblin, Sakvroth, TBD, TBD

Formulae:
• Bombs: acid flask (lesser, moderate, greater), alchemist's fire (lesser, moderate, greater), bottled lightning (lesser, moderate, greater), dwarven daisy (lesser, moderate), frost vial (lesser, moderate, greater), thunderstone (lesser, moderate, greater), blight bomb (lesser, moderate, greater), dread ampoule (lesser, moderate, greater), ghost charge (lesser, moderate, greater), glue bomb (lesser, moderate, greater), bottled sunlight (lesser, moderate), crystal shards (lesser, moderate)
• Elixirs: cat's eye elixir [DC 5 vs Hidden], infiltrator's elixir [Impersonate], winter wolf elixir [severe cold] (lesser), salamander elixir [severe heat] (lesser), sinew-shock serum [+8 vs clumsy, enfeebled] (lesser), focus cathartic [+8 vs confused, stupefied] (lesser), bomber's eye elixir [+1 vs cover] (lesser), stone fist elixir [1d6 lethal], sea touch elixir [Swim 20', 10 min] (lesser), mistform elixir [5 min] (lesser, moderate, greater), leaper's elixir [High = Long] (lesser, greater), comprehension elixir [10 min] (lesser, greater), darkvision elixir [24h] (lesser, moderate, greater), elixir of life [5d6+12, +2] (minor, lesser, moderate), cheetah's elixir [+10', 1h] (lesser, moderate, greater), olfactory obfuscator [8 h] (lesser, greater), eagle eye elixir [+3, +4 vs traps] (lesser, moderate, greater), antidote [+4] (lesser, moderate, greater), antiplague [+4] (lesser, moderate, greater), bravo's brew [+2, +3 vs fear] (lesser, moderate)
• Mutagens: bestial mutagen [+Ath, unarmed; -AC, Reflex] (lesser, moderate, greater), cognitive mutagen [+INT skills; -attacks, Ath, Acr, carry] (lesser, moderate, greater), drakeheart mutagen [+AC; -Will, Reflex, Recall] (lesser, moderate, greater), juggernaut mutagen [+Fort, temp HP; -Will, Perc, init] (lesser, moderate, greater), quicksilver mutagen [+DEX skills, speed; -Fort, max HP] (lesser, moderate, greater), serene mutagen [+WIS skills; -attacks, damage, saves] (lesser, moderate, greater), silvertongue mutagen [+CHA skills; -INT skills] (lesser, moderate, greater)
• Poisons: none
• Other: universal solvent [+9] (moderate), sovereign glue, bloodhound mask [8 h] (lesser, moderate, greater)

Default Advanced Alchemy (9): greater acid flask (x2), greater bottled lightning (x2), greater mistform elixir (x1), moderate elixir of life (x2), greater darkvision elixir (x1), greater bloodhound mask (x1)

Gear: adventurer's pack (backpack, bedroll, belt pouches (x2), chalk (x10), flint and steel, rope (50'), rations (x14), torches (x5), waterskin), dagger, sling, sling bullets (20), alchemist's tools, basic crafter's book, repair kit (superb), thieves tools (infiltrator), +2 resilient studded leather armor, lesser sturdy shield, wayfinder, artisan's tools, spacious pouch (Type I), greater crafter's eyepiece [+2 Crafting], alchemist goggles [+1 bomb to-hit], greater pendant of the occult [+2 Occultism], greater mage's hat [+2 Arcana], sovereign glue (crafted 2, used 0), moderate absolute solvent (purchased 2, used 0), greater healer's gloves [4d6+15], moderate elixir of life (crafted 2, used 0), greater eagle eye elixir (crafted 4, used 0), bracelets of dashing, greater choker of elocution, daredevil boots

Pathfinder Provision: greater healing potion [6d8+20]

Chronicles:
1.0.1. Q01 The Sandstone Secret (pregen)
1.1.1. #1-00 Origin of the Open Road (pregen)
1.2.1. 1-02 The Mosquito Witch (pregen)
1.3.1. 1-01 The Absalom Initiation
2.1.1. 1-06 Lost on the Spirit Road
2.2.1. 1-07 Flooded King’s Court
2.3.1. 1-12 Burden of Envy
3.1.1. 1-09 Star-Crossed Voyages
3.2.1. 1-08 Revolution on the Riverside
3.3.1. 1-14 Lions of Katapesh
4.1.1. 1-15 The Blooming Catastrophe
4.2.1. 1-18 Lodge of the Living God
4.3.1. 1-10 Tarnbreaker's Trail (GM)
5.0.2. Q07 A Curious Claim
5.0.3. Q05 The Dragon Who Stole Evoking Day
5.0.4. Q08 Shadows of the Black Sovereign
--PATHFINDER CHARACTER REBUILD--
5.2. 1-20 The Lost Legend
5.3. 1-13 Devil at the Crossroads
6.1. 1-16 The Perennial Crown Part 1: The Opal of Bhopan
6.2. 1-17 The Perennial Crown Part 2: The Thorned Monarch
6.3. 1-23 The Star-Crossed Court
7.1. 1-25 Grim Symphony
7.2. 2-10 In Morning Dawn
7.3. 2-08 A Frosty Mug
8.1. 2-07 The Blakros Deception
8.2. 1-21 Mistress of the Maze
8.3. 2-20 Breaking the Storm: Bastion in Embers
9.1. 2-22 Breaking the Storm: Excising Ruination
9.2. 2-24 Breaking the Storm: Parting Clouds
9.3. OS3 Head Shot the Rot (pregen)
10.1. 4-06 Signal from the Electric Laboratory
10.2. 4-11 Prisoners of the Electric Castle
10.3. 3-19 Mean Streets of Shadow Absalom
11.1 3-15 Cavern of the Sundered Song
--REMASTER REBUILD--
11.2 4-15 In Glorious Battle
11.3 5-18 Equal Exchanges: Tapestry of the Mind

Non-Common and Discounted Item Access:
kukri (U, 0.6 gp)
mambele (U, 0.6 gp)
katana (U, 2 gp)
emergency disguise (U, 3 gp)
lesser dwarven daisy (U, 3 gp)
onyx panther talisman (discounted, 6 gp)
scroll of darkness (discounted, 6 gp, limit 1)
vine arrow (discounted, 8 gp, limit 5)
beacon shot (discounted, 8 gp, limit 5)
vermin repellent agent (U, 8 gp)
Ganjay book (U, 10 gp)
scrollstaff (U, 12 gp)
chameleon suit (U, 16 gp)
potion of invisibility (U, 20 gp)
book of translation (Tien) (U, 25 gp)
lesser potion of disguise, naiad (U, 30 gp)
electromuscular stimulator (R, 30 gp)
ablative armor plating, greater (U, 70 gp)
clockwork goggles, major (U, 80 gp)
greater chameleon suit (U, 80 gp)
moderate potion of disguise, frost giant (U, 100 gp)
+1 striking orc necksplitter (U, 100 gp)
+1 striking backpack ballista (U, 100 gp)
wand of mirror image (discounted to 150 gp)
shockguard coil (R, 175 gp)
gold nodule aeon stone (U, 230 gp)
clandestine cloak (U, 230 gp)
bloodletting kukri (U, 240 gp)
ring of sustenance (U, 325 gp)
tourmaline sphere aeon stone (U, 350 gp, limit 1)
standard grade adamantine shield (U, 440 gp)
mending lattice (Item 13, U, 525 gp)
snowshoes of the long trek (U, 550 gp)
scroll of haste, 7th rank (level 13, 600 gp)
greater pendant of the occult (discounted to 606 gp, limit 1)
gloom blade (discounted to 656 gp, limit 1)
Razmiri wayfinder (U, discounted, 810 gp)
clandestine cloak, greater (U, 900 gp)

Chronicle Boons:
Ally of the Iruxi: You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.

Amateur Adjuster: 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 a Druman bureaucracy, you instead gain a +3 circumstance bonus on the check. [ ]

Baba Yaga's Tutelage: Choose one of your characters to receive one of the following benefits; keep a copy of this boon with that character’s records.
Option 1: That character gains access to the rare Baba Yaga witch patron, as well as the character options that she grants: the spirit object hex, lesson of the frozen queen major lesson, the glacial heart hex, and inanimate object familiars. [x] (Potipher Perkins, 2358909-2007)
Option 2: The character can also elect not to take Baba Yaga as a patron, in which case they still gain access to the lesson of the frozen queen major lesson and the glacial heart hex.

Big Game Hunter: Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead. [ ] [ ] [ ]

Blast from the Past: 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.

Convention Hero (advanced): You can slot this special boon only while playing a game at a convention. If you do, you begin the adventure with one additional Hero Point.

Cryptid Scholar: When you Recall Knowledge to identify a rare or unique creature, you can use the following reaction. Trigger: You attempt to Recall Knowledge to identify a creature you can see; Effect: You roll the skill check twice and use the better result. [X] #2-24 [X] #2-24 [ ]

Drakebonded: All your characters gain access to the uncommon riding drake animal companion (Pathfinder Advanced Player’s Guide 145), and can freely retrain one of your class feats to take a feat of that level or lower for which you qualify and that would give you an animal companion, so long as you choose a riding drake as your companion.

Fey Influence: The character with this Chronicle sheet gains access to the following ancestry feat.
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.)

Finadar Leshy: You have gained access to the Finadar Leshy background for all your characters.

Grand Finale (advanced): When your dying value is 2 or greater, you can check the box next to this boon to gain a +2 circumstance bonus to Performance checks, 20 temporary Hit Points, and a +1 circumstance bonus to Fortitude saves, all for the next 10 minutes. [ ]

Maze Walker (advanced): You have survived exposure to numerous planar forces that would have warped or obliterated a lesser being. As long as you are at least 7th level and a master in Survival, you can slot this boon to gain the benefits of the Planar Survival skill feat.

Narsen's Web: You gain a +1 circumstance bonus to Perception checks to Sense Motive when dealing with anyone hiding their features behind a mask or disguise (including magical disguises and polymorph effects that change the person's appearance to something unrecognizable).

Nexian Researcher: You can check a box next to this boon whenever you attempt a Pathfinder Society Lore check as part of the action required for that check. If you are Untrained in Pathfinder Society Lore, you can add your level to your Intelligence modifier when determining you bonus to this check. [ ] [ ] [ ]

Numerian Archaeologist: 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. [ ] [ ] [ ]

River Kingdoms Politician: Upon completing an adventure set in the River Kingdoms or Razmiran, you may check a box next to this boon when using your downtime to Earn Income to participate in the political intrigues of the region, allowing you to find an Earn Income task of up to your level +1. When all three boxes are checked, this boon will have a special effect in a future scenario. [X] #1-07 [ ] [ ]

Sand Slide (reaction): Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects; Effects: 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. [ ] [ ] [ ]

Seasoned Diplomat (advanced): You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure. [ ]

Society Connections: Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level 3. If you critically fail the check, you still earn the result of a failure for that task. [X]

Tarnbreaker Champions: 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.

Traveler of the Spirit Road: 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. [ ] [ ] [ ]

Valais’s Assurance: You may check a box next to this boon and spend an action to use the champion focus spell lay on hands, heightened appropriately for your level. This does not cost a Focus Point. [X] #2-24 [ ]

Waters of Warlock's Barrow (2 actions): The purified waters of Warlock's Barrow surrounds your weapons, now harming undead instead of the living. You cast disrupting weapon as a 1st level innate spell, except the spell also has the water trait. [ ]

Hireling (Master, Professional): Professor Emeritus Bauron Corts, materials science expert (Diplomacy, Scribe Lore; Art Lore, Glad-Hand)

AcP Boons:
Heroic Intervention (0 AcP): Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 4d6 Hit Points. This healing also affects dying allies, even if they cannot see you due to being unconscious.

Hireling (4 AcP each): You have recruited a non-combat hireling who can assist you with a certain set of skill checks. This ally performs the selected skills with a total modifier equal to 2 + your level, and they are considered trained in the skills. You must expend any actions and be in range to perform the action yourself, and any consequences of these actions affect you (such as falling when using Athletics to Climb). The hireling doesn’t have or use its own ability modifiers and can never benefit from item bonuses, status bonuses, or fortune effects. Abilities that grant you a circumstance bonus do not grant that circumstance bonus to your hireling even though you are using your action to attempt the check. You cannot aid your own hireling. You cannot use the hirelings skills except recall knowledge in combat, and the hireling cannot be affected by, or affect combat, and cannot be harmed unless willfully endangered, and has no effect other than performing the selected skill checks. When you purchase this boon, you select one skill as well as one Lore skill. The hireling can perform only these skills checks.

Hireling, Expert (0 AcP): When you gain this boon, select one Hireling boon you possess. The selected ally’s proficiency for their selected skills improves to expert, and their modifier to skill checks increases to 4 + your level.

Hireling, Master (0 AcP): When you gain this boon, select one Hireling boon you possess that’s already been modified by the Expert Hireling boon. The selected ally’s proficiency for their selected skills improves to master, and their modifier to skill checks increases to 6 + your level.

Hireling, Professional (0 AcP): When you gain this boon, select one Hireling boon you possess. The selected ally adds a second Lore skill to the list of skill checks they can attempt. In addition, select one skill feat whose prerequisite is being trained in one of the hireling’s selected skills. The hireling gains the benefits of that skill feat when attempting skill checks.

Practiced Medic (legacy): You can expend the boon as a free action before attempting a Medicine check to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. You improve your check’s degree of success by one step (such as if you roll a failure, you get a success instead); the boon is not expended if your original roll is a critical success. [X]

Protective Mentor (0 AcP): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier [currently Tier 4 = 12 HP].

Treasure Bundle Insurance (4 AcP): Even when your careful searching doesn’t uncover all of a site’s valuables, you’re able to appraise, repair, and certify what you did recover to maximize their value. You can check a box that precedes this boon at the end of a scenario when you and your allies recovered 9 or fewer of the adventure’s Treasure Bundles. Increase the effective number of Treasure Bundles recovered by 1 for the purpose of calculating the group’s gold piece rewards. The total number of additional Treasure Bundles provided by this boon cannot exceed the adventure's maximum (10, for a typical scenario) [X] #1-21 [ ] [ ]