Wealth ?? gp (2014-04-03, pregame))
Encumbrance 48 lb. without backpack, 48 lb. with backpack (66 lb. light/133 lb. medium/200 lb. heavy)
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Notes
*2 +3 against non-human humanoids
*3 +2 to avoid getting lost
*4 +1 against grapple
*5 +4 against members of the Grand Lodge faction
*6 +5 to disarm traps
Boons:
Snowmask Induction You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability. (19.2.2012)
Dragonkiller You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet. (14.1.2012)
Twin Tomes You may spend 1 Prestige Point ot gain access to either the Celestial Song or Infernal Incantation while the Pathfinder Society researches their contents. Your time spent poring over the chosen book's pages grants you proficiency in either Celestial or {+Infernal+}. Due to the many parties in the Pathfinder Society vying for time with the tomes, you may only research one of the two books. (28.12.2011)
Jestercap Fright Mask This leather mask has been magically enchanted to create a truly horrific appearance that terrifies an unsuspecting target. Upon the utterance of a command word, the wearer may cast cause fear (CL 1, DC 12). Alternatively, this mask can be turned inside-out to create a joyful face, around which no one can feel afraid. When worn this way, the wearer may instead cast remove fear (CL 1). After the mask has been used once, the magic fades from it, and it becomes a mundane keepsake of Jestercap. (29.10.2011)
You Be Goblin! You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins. (29.10.2011)
Greenheart's Blessing The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
Caravan (5 PP): You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you f irst purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.