Tiefling

Reavis Smoot's page

436 posts. Organized Play character for Justin L. Warren.


Full Name

Reavis Smoot

Race

Tiefling

Classes/Levels

Alchemist (Grenadier) 6 - HP 32/45 - AC: 27*/T: 16*/FF: 21* - Resist: Fire 5, Electric 5, Cold 5 - Perception: +8*, Darkvision 60' - Fort: +8, Ref: +12*, Will: +2* (+1 vs Curses) - CMB: +5, CMD: 21* - Speed: 30' - Init: +6*

Gender

M

Age

25

Alignment

CN

Deity

Whatever

Location

Wherever

Languages

Common, Abyssal, Infernal, Draconic, Goblin, Gnome, Tien, Orc

Occupation

Pathfinder?

Strength 12
Dexterity 18
Constitution 14
Intelligence 21
Wisdom 10
Charisma 6

About Reavis Smoot

PFS Character Information
PFS#: 60133-9
XP: 17
Fame: 34
Prestige: 25 (9 spent)

Game Statistics
Initiative: +4
Senses: Perception +9; Darkvision 60'
Speed: 30'

AC: 19 (10 + 5 armor + 4 Dex)
Touch: 14 (10 + 4 Dex)
Flat-footed: 15 (10 + 5 armor)
Resist: Cold 5, Electricity 5, Fire 5
Hit Points: 45 [6x(d8+Con)]
Fort: +8 Ref: +10 Will: +3 (+1 vs Curses)

Combat:
Base Atk: +4; CMB: +5; CMD: 19

Melee
Quarterstaff: +5 to Hit; Dmg 1d6+1 (B); crit 20/x2;
or
Dagger: +5 to Hit; Dmg 1d4+1 (P/S); crit 19-20/x2

Ranged (+2 with Dexterity Mutagen)
Bombs (13/day): +9 to Hit; Dmg 3d6+8; crit 20/x2; range 20 ft;
or
+1 Composite Longbow (Str 12): +9 to Hit; Dmg 1d8+2 (P); crit 20/x3; range 100 ft;
or
Dagger: +8 to Hit; Dmg 1d4+1 (P); crit 19-20/x2; range 10 ft

Armor
Mithral Chain Shirt +1: +5 AC, Light Armor, No ACP

Skills:
Skill Ranks Per Alchemist Level: 4 + 4 Int modifier (+ Int Headband Skill)
Acrobatics +4 (0 ranks + 4 Dex)
Appraise +5 (0 ranks + 5 Int)
Bluff +0 (0 ranks - 2 Cha + 2 racial)
Climb +1 (0 ranks + 1 Str)
Craft (Alchemy) +14 (6 ranks + 3 class + 5 Int) [+ 6 Level]
Disable Device +15 (6 ranks + 3 class + 4 Dex + 2 tools)
Diplomacy -2 (0 ranks - 2 Cha)
Disguise -2 (0 ranks - 2 Cha)
Escape Artist +4 (0 ranks + 4 Dex)
Fly +4 (0 ranks + 4 Dex)
Heal +0 (0 ranks + 0 Wis)
Intimidate -2 (0 ranks - 2 Cha)
Knowledge (Arcana) +14 (6 ranks + 3 class + 5 Int)
Knowledge (Dungeoneering) +6 (1 rank + 5 Int)
Knowledge (Engineering) +6 (1 rank + 5 Int)
Knowledge (History) +7 (1 rank + 5 Int + 1 trait)
Knowledge (Local) +6 (1 rank + 5 Int)
Knowledge (Nature) +14 (6 ranks + 3 class + 5 Int)
Knowledge (Planes) +15 (6 ranks + 3 class + 5 Int + 1 trait)
Knowledge (Religion) +6 (1 rank + 5 Int)
Perception +9 (6 ranks + 3 class + 0 Wis)
Perform -2 (0 ranks - 2 Cha)
Ride +4 (0 ranks + 4 Dex)
Sense Motive +0 (0 ranks + 0 Wis)
Spellcraft +14 (6 ranks + 3 class + 5 Int)
Stealth +6 (0 ranks + 4 Dex + 2 racial)
Survival +4 (1 rank + 3 class + 0 Wis)
Swim +1 (0 ranks + 1 Str)
Use Magical Device +14 (6 ranks + 3 class + 5 Int)
Languages: Common, Abyssal, Infernal, Draconic, Goblin, Gnome, Tien, Orc

Feats:

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (1st level Feat)

Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. (Alchemist Bonus Feat)

Precise Shot: No penalty for ranged attacks in melee (3rd level Feat)

Extra Bombs: You can throw two additional bombs per day. (5th level Feat)

Traits:
Scholar of the Great Beyond: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills [Knowledge (Planes)] is always a class skill for you.[Faith Trait]

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. [Magic Trait]

Tiefling Racial Traits:

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Alchemist Abilities:

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

At 1st level, a grenadier picks one martial weapon to become proficient in the use of (Longbow). This ability replaces Extra Bombs.

Alchemy:

Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formulae book costs as much as a spellbook. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Formulae and Extracts:

1-Level Formulae Known:
Anticipate Peril, Bomber's Eye, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Disguise Self, Endure Elements, Expeditious Retreat, Identify, Jump, Monkey Fish, Reduce Person, Shield, Targeted Bomb Admixture, Touch of the Sea, True Strike

1-Level Extracts (4 + 2 Int Bonus) Created:
Shield
Bomber's Eye
Shield
Monkey Fish
Expeditious Retreat
Endure Elements

2-Level Formulae Known:
Barkskin, False Life, Invisibility, Lesser Restoration, Resist Energy, See Invisibility

2-Level Extracts (2 + 1 Int Bonus) Created:
False Life
Barkskin
Resist Energy
See Invisibility

Discoveries:

Precise Bombs: Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect. (Free Grenadier Discovery)

Frost Bomb: When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save (DC 18). (Level 2 Discovery)

Explosive bomb: The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save (18). Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. (Level 4 Discovery)

Dispelling Bomb: When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist’s level as the caster level. This cannot be used to target a specific spell effect. The alchemist must be at least 6th level before selecting this discovery. (Level 6 Discovery)

Bombs:

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier (8). Bombs are unstable, and if not used in the round they are created, they degrade and become inert their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack (see page 202 of the Core). Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier (17).

Alchemists can learn new types of bombs as discoveries as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Mutagen:

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Alchemical Weapon:

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.

Swift Alchemy (Ex):

At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

Directed Blast (Su):
At 6th level, a grenadier can detonate a bomb so that it splashes in a 20 foot cone rather than affecting a radius. The cone starts at the alchemist and extends away from her in the direction she chooses. The alchemist designates one creature in the squares affected by the cone to be the target of the bomb and makes her attack roll against that creature; all other squares in the cone take splash damage. If the alchemist has the explosive bomb discovery and throws an explosive directed blast, the cone of splash damage is 30 feet long instead of 20 feet. This ability replaces swift poisoning.

Favored Class:

Alchemist: 6 x + 1/2 to the alchemist’s bomb damage = +3

Equipment:

Weapons
+1 Composite Longbow (Str 12) [3 lbs]
Efficient Quiver [2 lbs]
--Inside Quiver (weight negated)
--102 Arrows
--40 Blunt Arrows
--60 Cold Iron Arrows
--40 Silver Arrows (-1 Dmg)
Quarterstaff [4 lbs]
Dagger [1 lb]

Armor
Mithral Chain Shirt +1 [10 lbs]

Gear
Cloak of Resistance +1 [1 lb]
Headband of Vast Intelligence +2 (Disable Device) [1 lb]
Belt of Incredible Dexterity +2 [1 lb]
Alchemist's Kit [5 lbs]
Wand of Cure Light Wounds (4 Charges)
Wand of Cure Light Wounds (50 Charges)
Discerning Wayfinder [1 lb]
Handy Haversack [5 lbs]
--In Haversack (all following weight negated)
--Formulae book [3 lbs]
--Masterwork Thieves' Tools
--Oil of Align Weapon
--Alchemical Weapon Blanch (Adamantine) [.5 lbs]
--Alchemical Weapon Blanch (Ghost Salt) [.5 lbs]
--3 Alchemist Fires [3 lbs]
--3 Acid Flasks [3 lbs]
--3 Alkali Flask [3 lb]
--5 Tendertwigs
--Vermin Repellent
--2 Tanglefoot Bags [8 lbs]
--3 Liquid Ice [6 lbs]
--4 Universal Solvent
--1 Antitoxin
--1 Antiplague
--Waterskin [4 lbs]
--10 Torches [10 lbs]
--3 Grappling Arrows [3 lbs]
--Silk Rope (50 ft) [5 lbs]

Gear typically left behind
Courtier Outfit
Cold Weather Outfit

Total Weight carried: 34 lbs (Light)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs
(Handy Haversack negates weight of objects within it up to 120 lbs)

Scenarios Played:

05-08: The Confirmation (1xp/2pp/440gp)
04-01: The Rise of the Goblin Guild (1xp/2pp/570gp)
00-07: Among the Living (1xp/2pp/440gp)
04-15: The Cyphermage Dilemma (1xp/2pp/552gp)
01-33: Assault on the Kingdom of the Impossible (1xp/2pp/563gp)
03-21: The Temple of Empyreal Enlightenment (1xp/2pp/532gp)
02-15: Shades of Ice, Part I: Written in Blood (1xp/2pp/1182gp)
02-17: Shades of Ice, Part II: Exiles of Winter (1xp/2pp/1207gp)
02-19: Shades of Ice, Part III: Keep of the Huscarl King (1xp/2pp/1212gp)
01-51: City of Strangers Part I: The Shadow Gambit (1xp/2pp/1343gp)
07-01: Between the Lines (1xp/2pp/1915gp)
01-52: City of Strangers Part II: The Twofold Demise (1xp/2pp/1029gp)
07-06: To Judge a Soul Part I: The Lost Legacy (1xp/2pp/2449gp)
07-08: To Judge a Soul Part II: Karma Reclaimed (1xp/2pp/2323gp)
00-16: To Scale The Dragon (1 xp/2pp/1701gp)
08-02: The Ward Asunder (1xp/2pp/3249gp)
08-99: The Solstice Scar, Version A (1xp/2pp/2575gp)

Boons:

Confirmed Field Agent (From The Confirmation)
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfìnder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige point. Furthermore, if you assign this Chronicle Sheet to a character who's starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement Vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate (From The Confirmation)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing, but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet.

Friend of Janira Gavix (From The Confirmation)
The field agent who oversaw your confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on knowledge checks attempted while you are in the Grand Lodge.

Debt of Cyphers (From The Cyphermage Dilemma)
You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order’s connection to some of Riddleport’s more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect (From The Cyphermage Dilemma)
Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you’ve earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

If Zamir is coerced into joining the Pathfinder Society: (From Assault on the Kingdom of the Impossible)
Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.

Dragonkiller (From Shades of Ice Part II)
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.

Snowmask Induction (From Shades of Ice Part III)
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.

Inner Struggle (From Between the Lines)
Your exposure to a mindscape has given you a [sic] unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Blessing of Malikeen (From To Judge a Soul Part I)
You gained a statuette of a yeti cradling a child that has absorbed psychic energy from Malikeen Heartsong, which you can discharge to protect yourself from the dangers of high mountains. You may activate the figurine as a standard action to gain the effects of the endure elements spell against cold only, and to treat your altitude zone as one category lower—that is, to treat a high peak zone as a low peak zone, and a low peak zone as a low pass altitude zone (Pathfinder RPG Core Rulebook 430). The benefits of the boon last until the end of the scenario. When you use this boon, cross it off your Chronicle Sheet. If Pathfinder Society Scenario #7-08: Karma Regained is the next scenario you play with this character, you may activate this boon during that scenario without crossing it off your Chronicle Sheet.

Ley Line Scholar (From To Judge a Soul Part I)
You attuned yourself to the ley line passing through the relics of Bakten's former lives. This line travels through Amanandar, Jinin, Wanshou, and Zi Ha. Whenever you are within the borders of any of these countries, you gain a +1 bonus to your effective caster level for all spells and spell-like abilities.

Spirits of the Past (From To Judge a Soul Part II)
You can channel the spirit of one of Sharaheen's past lives. If you do not have medium class levels, you can cross this boon off of the Chronicle sheet to use the medium's shared séance ability for a legend of your choice.

Hex Adept (2+ goals) (Dark Archive Faction Goal)
By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed (+1).

Coiled Companion (From The Ward Asunder)
You have recovered a rare serpent's egg, reared the reptile, and trained it as a guardian. If you have the hunter's bond, nature bond, or similar feature that allows you to select an animal companion, you may select either a cinder asp (using the viper snake statistics) or a razor-scale python (using the constrictor snake statistics) as your companion; you must be able to select a constructor or viper as a companion in order to train its respective variant. If the companion is released or dies without your restoring it to life, cross this boon off your chronicle sheet.

Cinder Asp
Change the snake's poison effect to 1d2 Constitution and its cure to 2 saves. In place of granting the snake a bonus trick, you can instead increase the snake's effective Hit Dice by 1 for the purposes of calculating the saving throw DC of its poison

Razor-Scale Python
The snake's constrictor damage is (1d4 plus 1d2 bleed). In place of granting the snake a bonus trick, you can instead increase the snake's effective druid level by 1 for the purposes of calculating its natural armor bonus according to Table 3-8 (Core Rulebook 52).

[ ] Jiraku's Respect (From The Ward Asunder)
You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim's Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determing any saving throw DC's.

Subtier 6-7: You may cast dispel magic, invisibility, longstrider, mirage arcana, stone shape, or wind wall.

[ ] Belkzen Veteran (From Solstice Scar, Version A)
You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.

[ ] Martyr's Shard 1 (From Solstice Scar, Version A)
The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enchancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr's Shard boons may unlock additional benefits.

If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon's existing enhancement bonus, if any (but not with the similar additional enhancements, such as granted by a paladin's divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell's caster level.

Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr's Shard boons, reduce the cost of an avenging dagger to 110,604, 100,604, or 90,604 gp respectively.

[ ] Scarred Champion (From Solstice Scar, Version A)
Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora's hilt back to the Twinhorn following, you now carry a spark of that empyreal lord's divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leave you with a hand-sized scar somewhere on your body—a reminder of Vildeis's assistance.

Resources Tracking:

Starting Gold: 150 gp
Gold from The Confirmation: 440gp
Gold from The Rise of the Goblin Guild: 570gp
Gold from Among the Living: 440gp
Gold from The Cyphermage Dilemma: 552gp
Gold from Assault on the Kingdom of the Impossible: 563gp
Gold from The Temple of Empyreal Enlightenment: 532gp
Gold from Shades of Ice, Part I: Written in Blood: 1182gp
Gold from Shades of Ice, Part II: Exiles of Winter: 1207gp
Gold from Shades of Ice, Part III: Keep of the Huscarl King: 1212gp
Gold from The City of Strangers, Part I: The Shadow Gambit: 1343gp
Gold from Between the Lines: 1915gp
Gold from The City of Stranger, Part II: The Twofold Demise: 1029gp
Gold from To Judge a Soul Part I: The Lost Legacy: 2449gp
Gold from To Judge a Soul Part II: Karma Reclaimed: 2323gp
Gold from To Scale the Dragon: 1701gp
Gold from The Ward Asunder: 3149gp
Gold from Solstice Scar, Version A: 2575gp
Total Wealth Earned: 23332gp

Starting Purchases:
Longbow 75gp
20 arrows 1gp
Dagger 2gp
Quarterstaff 0gp
Studded Leather 25gp
Formulae Book 0gp
Alchemist's Kit 25gp
Backpack 2gp
Waterskin 1gp
Acid Flask 10gp
5 tendertwigs 5gp

The Confirmation Accounting
SELL Backpack 2gp
Masterwork Backpack 50gp
2 Alchemist Fire 40 gp
1 Acid Flask 10 gp
1 Alkali Flask 15 gp
Vermin Repellent 5 gp
2 Tanglefoot Bags 100 gp
1 Liquid Ice 40 gp
Antitoxin 50 gp
Antiplague 50 gp
Wand of Cure Light Wounds 2 pp

The Rise of the Goblin Guild Accounting
SELL Longbow 75 gp
Expeditious Retreat Scribing Cost 10 gp
Bomber's Eye Scribing Cost 10 gp
Reduce Person Scribing Cost 10 gp
20 Arrows 1 gp
Masterwork Composite Longbow (Str 12) 500 gp

Among the Living Accounting
Courtier Outfit 30 gp

The Cyphermage Dilemma Accounting
Jump Scribing Cost 10 gp
True Strike Scribing Cost 10 gp
Touch of the Sea Scribing Cost 10 gp
Mithral Chain Shirt 1100 gp
Wayfinder 1 pp
Adding Discerning quality to Wayfinder 4 pp

Assault on the Kingdom of the Impossible Accounting
SELL Studded Leather Armor +12.5gp
Universal Solvent 50 gp

The Temple of Empyreal Enlightment Accounting:
Upgrade Mithral Chain Armor to +1 1000gp
20 Cold Iron Arrows 2gp
Alchemical Weapon Blanch (Silver) 5gp

Shades of Ice Part I Accounting:
Alchemical Weapon Blanch (Adamantine) 100gp
Tanglefoot Bag 50gp
Cold Weather Outfit 8gp

Shades of Ice Part II Accounting:
Spellcasting Service: Remove Disease 150gp
Bribe to Guards 10gp
2 Alchemist Fire 40gp
1 Antiplague 50gp
1 Acid Flask 10gp
1 Tanglefoot Bag 50gp
Handy Haversack 2000gp
SELL Masterwork Backpack +25gp

Shades of Ice Part III Accounting
Oil of Align Weapon 300gp
Silk Rope (50 ft) 10gp
3 Grappling Arrows 3gp
10 Torches 1sp

City of Strangers Part I Accounting
Identify Scribing Cost 15 gp
Monkey Fish Scribing Cost 15 gp
Lesser Restoration Scribing Cost 60gp
Invisibility Scribing Cost (from Scroll) 40gp
Adding +1 enchantment to MW Comp. Longbow (Str +1) 2000gp

Between the Lines Accounting
20 Arrows 1 gp
Cloak of Resistance +1 1000gp
2 Acid Flasks 20gp

City of Strangers Part II Accounting
No Changes

To Judge a Soul Part I Accounting
1 Liquid Ice 40gp
Headband of Vast Intelligence +2 (Disable Device) 4000gp
Masterwork Thieves' Tools 100gp

To Judge a Soul Part II Accounting
Resist Energy Scribing Cost 60gp
Efficient Quiver 1800gp [2 lbs]
40 Silver Arrows 82gp
100 Arrows 5 gp
40 Blunt Arrows 4gp
40 Cold Iron Arrows 4gp

To Scale the Dragon Accounting
Shared Resurrection Cost 427gp
3 Acid Flasks 30gp
3 Alkali Flasks 45gp
1 Alchemist's Fire 20gp
2 Liquid Ice 80gp
Wand of Cure Light Wounds (50 charges) 750gp

Ward Asunder Accouting
Belt of Incredible Dexterity +2 4000gp

Solstice Scar Accounting
4 Universal Solvents 200gp
1 Acid Flask 10gp
1 Alchemist's Fire 20gp
Weapon blanch (Ghost Salt) 200gp
Learn Orc from Boon 2pp

Total Wealth Expenditures: 20948.6gp
Total Prestige Expenditures: 9pp
Current Wealth: 2383.4gp

Dark Archive Season 7 Faction Card:

[X][ ][ ] Recover a named text found during the course of an adventure.

[ ][ ] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.

[X] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).

[ ] Recover a named minor artifact or major artifact during the course of an adventure.

[ ] Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic.

[X] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.

[ ] Participate in an adventure in Cheliax for which you receive the full Prestige Point award.

[ ][ ][ ][ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Dark Archive Season 8 Faction Card:

[ ] [ ] Recover a named text (typically listed in italics or quotes) found during the course of an adventure.

[ ] [ ] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.

[ ] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).

[ ] Recover a named minor artifact or major artifact during the course of an adventure.

[ ][ ] Identify a potion or other magic item whose caster level equals or exceeds your character level.

[X] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.

[ ][ ] While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.

[ ][ ][ ]/[ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Dark Archive Season 9 Faction Card:

[] []Recover a named text (typically listed in italics or quotes) found during the course of an adventure.

[] [] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a successful Diplomacy or Knowledge (arcana) check with a DC equal to 15 + your character level.

[] Participate in a magical or occult ritual during the course of an adventure.

[] Recover a named minor artifact or major artifact during the course of an adventure.

[] [] Identify a potion or other magic item whose caster level equals or exceeds your character level.

[X] Have a number of ranks equal to your character level (minimum 4) in one of the following skills: Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.

[] [] Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family. Alternatively, participate in an adventure that takes place on a demiplane.

[] [] [] / [] []Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: Dark Archive

PFS# 60133-9