Serpentfolk Spy

Rakesh Manidhar's page

313 posts. Organized Play character for roll4initiative.


Full Name

Rakesh Manidhar

Race

| HP 67/67 | AC 21, t 14, ff 18 | CMB +13, CMD 25 | Fort +8, Ref +10, Will +6 (evasion, +2 vs mind affect & poison) | Init: +5 | Percept: +17 (low-light), Sense Motive: +7

Classes/Levels

 | Speed 30' | Fav. Enemy: +2 vs. mag. beasts, +4 humans | Active conditions: ---

Gender

LN male Nagaji | Ranger (skirmisher) 9

Size

m

Age

25

Special Abilities

two-weapon fighting

Alignment

LN

Deity

Nalinivati

Location

Tian Xia

Languages

Tien

Strength 20
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 14
Charisma 13

About Rakesh Manidhar

Ranger (skirmisher) 9
LN nagaji humanoid (reptilian)
PFS#: 17148-6
Experience: 24
Faction: Grand Lodge
Wealth: 3300 gp; 40 PP; 48 Fame

_________________________________________________

[dice=Initiative]1d20+5[/dice]
(Dex +3, Trait +2, Misc +0)
Favored Terrain: +2 urban, +4 underground; (Initiative checks and Knowledge (geography), Perception, Stealth, and Survival.)

Senses: Perception +16, low-light vision.

--------------------
DEFENSE
--------------------
AC 21, touch 14, flat-footed 18
(+6 armor, +3 dex, +1 natural, +0 shield, +1 deflection)

HP 67 (7/level)

[dice=Fortitude]1d20+8[/dice]
(Base +6, Con +1, Cloak +1)
[dice=Reflex]1d20+10[/dice]
(Base +6, Dex +3, Cloak +1)
[dice=Will]1d20+6[/dice]
(Base +3, Wis +2, Cloak +1)
Resistant (racial): +2 vs. mind-affecting effects & poison.
Evasion
Four-Leaf Clover: +2 to any save, 3/day [ ][ ][ ].
Unwavering Resolve: +2 vs. Fear or Confusion spells and effects. Level x 2 temp. hp if fail vs. fear effect; Roll d100 twice each round & take better vs. Confusion. One time use.

--------------------
OFFENSE
--------------------
Speed: 30 ft. (+5' running or charging), feather step (10 mins, 1/day).

Base Atk: +9/+4
CMB +14; CMD 26
Magnetist's Gloves: Disarm 30' range
Work as a Team: If adjacent to ally, each gain +2 CMB for 5 rounds. Swift action.

Melee:
[dice=+1 keen longsword]1d20+16[/dice]
[dice=slashing]1d8+6[/dice]
[dice=+1 keen longsword]1d20+11[/dice]
[dice=slashing]1d8+6[/dice]
(Crit 17-20/x2)
Or
[dice=+1 corrosive shortsword]1d20+15[/dice]
[dice=piercing]1d6+6[/dice]
[dice=acid dmg]1d6[/dice]
[dice=+1 corrosive shortsword]1d20+10[/dice]
[dice=piercing]1d6+6[/dice]
[dice=acid dmg]1d6[/dice]
(Crit 19-20/x2, Scabbard of Vigor: +3 atk & dmg for 3 rounds, 1/day.)

With Power Attack:

[dice=+1 keen longsword & PA]1d20+13[/dice]
[dice=slashing]1d8+12[/dice]
[dice=+1 keen longsword & PA]1d20+8[/dice]
[dice=slashing]1d8+12[/dice]
(Crit 17-20/x2)
Or
[dice=+1 corrosive shortsword & PA]1d20+12[/dice]
[dice=piercing]1d6+12[/dice]
[dice=acid dmg]1d6[/dice]
[dice=+1 corrosive shortsword & PA]1d20+7[/dice]
[dice=piercing]1d6+12[/dice]
[dice=acid dmg]1d6[/dice]
(Crit 19-20/x2, Scabbard of Vigor: +3 atk & dmg for 3 rounds, 1/day.)

[dice=mwk cold-iron lt. flail]1d20+15[/dice]
[dice=bludgeon]1d6+5[/dice]

Full Attack & TWF:
[dice=+1 keen longsword]1d20+14[/dice]
[dice=slashing]1d8+6[/dice]
[dice=+1 corrosive shortsword]1d20+13[/dice]
[dice=piercing]1d6+6[/dice]
[dice=acid dmg]1d6[/dice]
[dice=+1 keen longsword]1d20+9[/dice]
[dice=slashing]1d8+6[/dice]

Full Attack, TWF, & Power Attack:

[dice=+1 keen longsword & PA]1d20+11[/dice]
[dice=slashing]1d8+12[/dice]
[dice=+1 corrosive shortsword & PA]1d20+10[/dice]
[dice=piercing]1d6+12[/dice]
[dice=acid dmg]1d6[/dice]
[dice=+1 keen longsword & PA]1d20+6[/dice]
[dice=slashing]1d8+12[/dice]

*Scabbard of Vigor: (shortsword) +3 atk & dmg for 3 rounds, 1/day.

Ranged:
[dice=+1 adaptive comp. longbow]1d20+13[/dice]
[dice=piercing dmg]1d8+6[/dice]
[dice=+1 adaptive comp. longbow]1d20+8[/dice]
[dice=piercing dmg]1d8+6[/dice]
(x3 crit, range 100')

Deadly Aim:

[dice=+1 adaptive comp. longbow]1d20+10[/dice]
[dice=piercing dmg]1d8+12[/dice]
[dice=+1 adaptive comp. longbow]1d20+5[/dice]
[dice=piercing dmg]1d8+12[/dice]
(x3 crit, range 100')

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

Hunter's Tricks (6/day):
At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

Upending Strike (Ex): The ranger can use this trick as a free action just before he makes a melee attack. If the attack hits, he may make a free trip combat maneuver against the target.

Tangling Attack (Ex): The ranger can use this attack as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round.

Trick Shot (Ex): As a standard action, the ranger can make a ranged attack that ignores concealment (but not total concealment), soft cover, and partial cover.

Spell-Like Abilities:
none.

--------------------
STATISTICS
--------------------
Str 20, Dex 16, Con 13,
Int 10, Wis 14, Cha 13

FEATS:
1. Weapon Focus (longsword)
2. Two-weapon fighting (ranger)
3. Endurance (b)
4. Double Slice (full dmg w/off-hand weapon)
5. Power Attack
6. Quick Draw (b)
7. Cleave
8. Deadly Aim

TRAITS:
Reactionary: +2 Initiative
Vagabond Child: +1 Disable Device & class skill.

Languages:
Common, Nagaji, Draconic, Varisian, Tien.

SQ:
Armored Scales: +1 natural armor
Resistant: +2 saves vs. mind effects & poison.
Serpent's Sense: +2 handle animal & perception.
Favored Enemy: humans +4, magical beasts +2
Track: Add half level to Survival skill checks made to follow tracks.
Favored Terrain: Underground +4, Urban +2
Wild Empathy: d20+level+Cha mod.
Hunter's Bond: ½ fav. enemy bonus to allies w/i 30’, 2 rounds.
Woodland Stride: May move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Except magical.
Swift Tracker: Can move at normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion: If make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, instead takes no damage.

VANITIES

Hunting Lodge (2 PP):

You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.

Aspis Hunter (Fame 20, 2 PP):

You gain special training in foiling the efforts of the Society's largest external enemy, the Aspis Consortium.
You gain a +1 bonus on attack rolls and weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank.

Grand Lodge Faction Pin:
Once per session, while wearing a faction pin matching your character's faction, you may add +1 to any skill check. If you apply this benefit to one of your faction's favored skills, listed below, you instead roll 1d4 and add the result. For this roll you also treat the faction's favored skill as if you were trained, even if you don't have a rank in it.
Favored Skills:
• Grand Lodge: Diplomacy, Knowledge (history), and Survival.

-----------------------------------
SKILLS:
(6+1 FC/level, class skills are Bold)

[dice=Acrobatics]1d20+14[/dice]
(Rank +7, Class +3, Dex +3, Ioun +1)
[dice=Appraise]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Bluff]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Climb]1d20+11[/dice]
(Rank +3, Class +3, Str +5)
[dice=Craft]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Diplomacy]1d20+2[/dice]*
(Rank +1, Class +0, Cha +1)
[dice=Disable Device]1d20+11[/dice]
(Rank +2, Class +3, Dex +3, Trait +1, Tools +2)
[dice=Disguise]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Escape Artist]1d20+3[/dice]
(Rank +0 Class +0, Dex +3)
[dice=Handle Animal]1d20+7[/dice]
(Rank +1, Class +3, Cha +1, Racial +2)
[dice=Heal]1d20+6[/dice]
(Rank +1, Class +3, Wis +2)
[dice=Intimidate]1d20+6[/dice]
(Rank +2, Class +3, Cha +1)
[dice=Know: Arcana]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Dungeon]1d20+8[/dice]
(Rank +5, Class +3, Int +0)
[dice=Know: Engineering]1d20+0[/dice]
(Rank +0 Class +0, Int +0)
[dice=Know: Geography]1d20+6[/dice]
(Rank +3, Class +3, Int +0)
[dice=Know: History]1d20+0[/dice]*
(Rank +0, Class +0, Int +0)
[dice=Know: Local]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Nature]1d20+6[/dice]
(Rank +3, Class +3, Int +0)
[dice=Know: Nobility]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Know: Planes]1d20+0[/dice]
(Rank +0, Class +0, Int +0) 
[dice=Know: Religion]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Linguistics]1d20+1[/dice]
(Rank +1, Class +0, Int +0)
[dice=Perception]1d20+17[/dice]
(Rank +9, Class +3, Wis +2, Racial +2, Ioun +1)
[dice=Perform]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Profession]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Ride]1d20+3[/dice]
(Rank +0, Class +0, Dex +3)
[dice=Sense Motive]1d20+6[/dice]
(Rank +3, Class +0, Wis +2, Ioun +1)
[dice=Sleight of Hand]1d20+3[/dice]
(Rank +0, Class +0, Dex +3)
[dice=Spellcraft]1d20+0[/dice]
(Rank +0, Class +0, Int +0)
[dice=Stealth]1d20+14[/dice]
(Rank +8, Class +3, Dex +3)
[dice=Survival]1d20+11/15[/dice]*
(Rank +6, Class +3, Wis +2, Wayfinder +2, Track +4)
[dice=Swim]1d20+10[/dice]
(Rank +1, Class +3, Str +5, Ioun +1)
[dice=Use Magic Device]1d20+8[/dice]
(Rank +7, Class +0, Cha +1)

*Grand Lodge Favored Skills.
(+1d4 & considered trained, 1/session).

Non-standard Skill Modifiers:
Sacred Trust (wind clan): You become specialized in Acrobatics, and your speed increases by 5' when running or charging.
I Be Goblin: +2 bluff, diplo, intim, sense motive vs. goblins.
Scholar of Ashkurhall: +1 appraise, knowledge, linguistics of Dwarven origin.
The Lantern's Secrets: +1d4 to any INT skill, 1/adventure.
Fool Me Once: +2 Sense Motive checks against current & former Pathfinders.
Grippli's Favor: +2 CHA checks vs Gripplis.
Explorer/Chronicler: +3 Acrobatics, Climb, Linguistics, Knowledge (any), Survival, Swim, & UMD; 2x/adventure.
Competent Cartographer: +1 underground favored terrain; 1 time use.
Diverse Training: +7 to any skill check as if trained; 1/scenario.
Stinkeye's Friend: +4 insight bonus to avoid gaze attack. 1 time use.
Vanei's Friend: Reroll failed Bluff, Diplo, or Knowledge vs Aspis Consortium.
Gloomspire Explorer: +2 Perception to find hidden objects in Gloomspires.
Aspis Revealed: [ ][ ] One checkbox to apply a +1 insight bonus on attack rolls, damage rolls, and saving throws against agent of the Aspis Consortium for rest of scenario, Or both checkboxes to apply a +3 insight bonus on all attack rolls, damage rolls, and saving throws.
Relentless Aspis Hunter: +2 morale atk & dmg vs. Aspis Agents in Hao Jin Tapestry.
Expert Negotiator: +4 Bluff, Diplo, Intim, vs. Genies & Elemental-kin. 1 time use.
Favor of Spells: +5 CL for Spellcasting service with Prestige cost.
Greenheart's Blessing: +2 Day Job (survival) checks.
Wayang’s Favor: +2 bonus on CHA-based checks made to influence wayangs.
Friend of Kasadei: +2 Knowledge (local, history, & nobility) regarding Magnimar.
+2 CHA-based checks w/good-aligned NPCs in Magnimar.

---------------------------
EQUIPMENT
---------------------------

Combat Gear:
+2 mithral kikko armor, +1 keen longsword, +1 corrosive shortsword, +1 adaptive comp. longbow (+4 str), mwk cold-iron light flail, Cloak of Resistance +1, explorer's outfit, Ring of Protection +1, Feather Step Slippers, Belt of Physical Might +2 (Str & Dex). Four-Leaf Clover, Magnetist's Gloves, Scabbard of Vigor, Cold-Iron Arrows (13/20), Adamantine Blanched arrows x17, Ghost-Salt arrows (10/10), Holy Weapon Balm Arrows (20/20).

Other Gear:
Handy Haversack, 50' silk rope & flight grapnel, waterskin, Wayfinder (acts as aegis of recovery.), Potion/Bull's Strength, Holy Water x4, Bladeguard, Alchemist's Fire x2, Liquid Ice x2, Potion/Cure Mod. x2, Potion/Touch of the Sea, potion/invisibility, potion of fly. Finger puppet dragon from Kitoro.

Dark Blue Rhomboid (cracked): +1 circum. Perception & Sense Motive.
Vermillion Rhomboid (cracked): +1 circum. Acrobatics & Swim.

Wands (UMD +8)
wand/cure light wounds (18/50 charges)
wand/endure elements (42/50 charges)
Wand/Lead Blades (43/50 charges)
wand/cure light wounds (12/12 charges)
wand/shield (50/50 charges)

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

Naga-Blooded: Play a Nagaji PC.

Season 5 Player Boon #9: Moment of Glory.

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

Tanbaru’s Respect (dispel magic, fog cloud, invisibility, mirage arcana, or stone shape. as SLA):
You have helped the spirit oni Tanbaru get revenge on the duergar. He gifts you with a tiny portion of the power he retains from his days as a dosojin kami. You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar.

Favor of Lost Spells:
[ ][ ][ ] You played a key role in rescuing former Master of Spells Sorrina Westyr. When you would spend Prestige Points to purchase a spellcasting service, you can check one of the boxes that precede this boon to have Sorrina Westyr augment the spells power; increase the spell's effective caster level by 5. When you check the last box, cross this boon off your Chronicle sheet.

Student of Swords:

Diverse Training (1st level, 1 star): Marcos Farabellus teaches that a Pathfinder must be prepared for anything while in the field; if the guide vanishes or the cleric falls to her death, someone needs to be able to step up and get the job done. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on this check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
Work as a Team (3rd level, 2 stars): Marcos Farabellus has taught you special techniques for acting with tactical precision even when working within an eclectic team. You may spend your free reroll to allow another player to reroll one d20 roll using your GM star bonus, even if she has already used her own free reroll. In addition, once per scenario as a swift action you may coordinate your tactics with an ally within 30 ft. You treat your ally as though she possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from your teamwork feats; your ally gains the same benefit with respect to you. If neither you nor your ally has any teamwork feats, you each gain a +2 bonus to CMD while adjacent to one another. This ability lasts five rounds.
Essential Field Agent (5th level, 3 stars): At Marcos Farabellus's recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that acts as an aegis of recovery that heals you for a number of points of damage equal to 2d8 plus twice your number of GM Stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
Vaults of the Ten (7th level, 4 stars): Marcos Farabellus allows you to peruse one of the Vaults—the numerous caches of relics and magic items that exist beneath the Grand Lodge of Absalom—and pick an item to use in your adventures. You may treat your effective Fame as though it were five higher when purchasing a single item. Alternatively, you can purchase a single wand that has only 10 charges; you may also increase the wand's caster level up to CL 7th. The wand's price is equal to the level of the spell x the caster level x 750 gp. If the spell has a material component cost, add 10 times the material component's cost to the final price of the wand. You may use this boon once; record the item or wand purchased.

Pathfinder's Excellence (Combat):
[x][ ]
Before making an attack, you may check one of the boxes preceding this boon in order to roll the attack twice and take the better result. If the attack is against a member of the Aspis Consortium or someone directly in the Consortium's employ, the critical threat range of the attack doubles. This benefit does not stack with any other effect that expands the threat range of a weapon (such as the improved critical feat). Once you check the last box, cross this entire boon off your Chronicle sheet.

Pathfinder's Excellence (Resilience):
[ ][ ] As a swift action, you can check one of the boxes preceding this boon to gain a number of temporary hit points equal to 1d8+ twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have at least one of these temporary hit points remaining, you also have DR 2/-- against attacks made by members of the Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire Boon off your Chronicle sheet.

Aggressive Researcher:
You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon off your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your final check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn:
The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Impossible Feat:
The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon off your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the d6 again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

------------------------------
Pathfinder Tales Boons
------------------------------

Blood of the City:

Attuned to the Citysong:

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.

-------------------------------
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.

-------------------------------
CHRONICLES
-------------------------------

1. Module: We Be Goblins:

Boon: You Be Goblin!
PA Earned: +2
Fame Spent:
Gold Earned: 500 gp
Day Job: n/a

2. #5: Mists of Mwangi:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 509 gp
Day Job: n/a

3. #3-01: The Frostfur Captives (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 502 gp
Day Job: n/a

4. #8: Slave Pits of Absalom (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 457 gp
Day Job: n/a

5. #3-07: Echoes of the Overwatched (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 502 gp
Day Job: n/a

6. #7: Among the Living (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 420 gp
Day Job: n/a

7. #4-18: The Veteran's Vault:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 519 gp
Day Job: n/a

8. #4-19: The Night March of Kalkamedes:

Boon: Gift of the Ghaele.
PA Earned: +2
Fame Spent:
Gold Earned: 513 gp
Day Job: n/a

9. #4-21: Way of the Kirin:

Boon: Triumph of the Lantern Lodge.
PA Earned: +2
Fame Spent: 2 (hunting lodge)
Gold Earned: 1299 gp
Day Job: n/a

10. #4-23: Rivalry's End:

Boon: Fool Me Once.
PA Earned: +1
Fame Spent:
Gold Earned: 1286 gp
Day Job: 5 gp

11. #6-09: By Way of Bloodcove (GM):

Boon:
PA Earned: +2
Fame Spent:
Gold Earned: 1258 gp
Day Job: n/a

12. #6-12: Scions of the Sky Key pt. 1:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1872 gp
Day Job: 5 gp

13. #6-14: Scions of the Sky Key pt. 2:

Boon: Grippli's Favor.
PA Earned: +2
Fame Spent:
Gold Earned: 1842 gp
Day Job: 10 gp

14. #6-16: Scions of the Sky Key pt. 3:

Boon: Scholar of Ashkurhall, Sky Key Component, Stinkeye's Friend, Vanei's Friend.
PA Earned: +2
Fame Spent:
Gold Earned: 1910 gp
Day Job: 5 gp

15. #6-06: Hall of the Flesh Eaters (GM):

Boon: Gloomspire Explorer
PA Earned: +2
Fame Spent:
Gold Earned: 1861 gp
Day Job: n/a

16. #3-12: Wonders in the Weave pt. 1:

Boon: Treachery in the Weave.
PA Earned: +2
Fame Spent:
Gold Earned: 4006 gp
Day Job: n/a

17. #3-14: Wonders in the Weave pt. 2:

Boon: Relentless Aspis Hunter.
PA Earned: +2
Fame Spent:
Gold Earned: 4126 gp
Day Job: 20 gp

18. #6-97: Siege of Serpents:

Boon: Pathfinder's Excellence (Combat & Resilience)
PA Earned: +2
Fame Spent:
Gold Earned: 2500 gp
Day Job: 20

19. #6-98: Serpent's Rise:

Boon: Trusted Pathfinder (access to unique magic items). Spoils of the Siege.
PA Earned: +2
Fame Spent:
Gold Earned: 4000 gp
Day Job: n/a

20. #7-13: Captive in Crystal:

Boon: Elemental Saturation (create Oread PC), Expert Negotiator, Favor of Lost Spells.
PA Earned: +2
Fame Spent:
Gold Earned: 3971 gp
Day Job: 10 gp

21. #7-23: Abducted in Aether:

Boon: Apparatus of the Mantis, The Lantern's Secrets
PA Earned: +2
Fame Spent:
Gold Earned: 4487 gp
Day Job: 20 gp

22. #7-28: Ageless Ambitions:

Boon: Secrets of Thuvian Alchemy, Kitio's Foe (access to unique & discounted magic item).
PA Earned: +2
Fame Spent:
Gold Earned: 4478 gp
Day Job: 50 gp

23. #7-98: Serpent's Ire:

Boon: Esoteric Item Research, Unwavering Resolve.
PA Earned: +2
Fame Spent:
Gold Earned: 5000 gp
Day Job: n/a

24. #4-06: The Green Market:

Boon: Greenheart's Blessing.
PA Earned: +2
Fame Spent: 2 (wand/shield)
Gold Earned: 5645 gp
Day Job: 20

24½. #6-21: Tapestry's Toil (slow):

Boon: Aspis Revealed, Sky Key Component, Tanbaru's Respect, Wayang's Favor.
PA Earned: +1 (slow track)
Fame Spent:
Gold Earned: 2708 gp
Day Job: 50

25. #7-03: The Bronze House Reprisal (slow):

Boon: Friend of Kasadei, Recovered Treasures.
PA Earned: +1 (slow track)
Fame Spent:
Gold Earned: 2729 gp
Day Job: 50

25½. #7-09: The Blackros Connection (slow):

Boon: Acquainted with Aslynn, Aggressive Researcher, Impossible Feat, 322's Foe (access to unique discounted magic item).
PA Earned: +1 (slow track)
Fame Spent:
Gold Earned: 2741 gp
Day Job: 50