Regnum Blastface
Human Gunslinger (Musket Master) 13
329026-1
Grand Lodge Fame: 57 PP: 27
Gold: 6187
XP:37
Str 10, +0
Dex 23, +6
Con 14, +2
Int 10, +0
Wis 18, +4
Cha 07, -2
HP 110/110
Init +14
Perception +36
Speed 30 ft.
Base Attack +13
Grit 6/day
Defense:
CMD 36
AC normal 30, touch 23, flat-footed 20 +7 Armor, +6 Dex, +4 Dodge, 3 Deflection Fort +12
Ref +16
Will +10
Special Saving Throw Bonuses: +2 vs Fear, Curse, Emotion when wielding firearm
Acrobatics +22
Appraise +0
Bluff -2
Climb +10
Craft(Firearms) +18 (+4 bonus for day job - Land, +3 Improved Day Job)
Diplomacy -2
Disable Device +25 , +27 to trapsWith Tools and Gloves
Disguise -2
Escape Artist +6
Fly +6
Handle Animal N/A
Heal +4
Intimidate -2 (+2 vs goblins)
Knowledge
- arcana N/A
- dungeoneering N/A
- engineering N/A
- geography N/A
- history N/A
- local +5
- nature N/A
- nobility N/A
- planes N/A
- religion N/A
Linguistics N/A
Perception +35 ** With Eyes of the Eagle
Ride +5
Sense Motive +3
Sleight of Hand +22
Spellcraft N/A
Stealth +6
Survival +9
Swim +0
Use Magic Device N/A
Racial Traits, Traits, Class Abilities, and Feats:
Race Specials
+2 to One Ability Score (Dex)
Bonus Feat
Skilled
Starting Traits
Black Powder Fortune - +2 vs Fear, Curse, Emotion when wielding firearm
Criminal (Disable Device) - Disable Device now class skill, +1 to it.
Class Abilities
Deed: Deadeye - Use 1 grit per extra range increment to make touch attack beyond first range incriment.
Deed: Quick Clear - At 1st level, as a standard action, the gunslinger can remove the broken condition from a
single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger
must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to
perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Deed: Steady Aim Use 1 grit to increase range band 10'
Rapid Reload (Bonus Free Feat)
Gunsmithing (Free Feat)
Nimble +1: Gain dodge bonus ac while wearing light or no armor.
Deed:Fast Musket - At 3rd level, as long as the musket master has 1 grit point, she can reload any
two-handed firearm as if it were a one-handed firearm.
Deed: Gunslinger Initative - At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the
following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat,
her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the
initiative check.
Deed: Pistol Whip - At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her
firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon
and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt
by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms
deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage
(1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack
is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free
action. Performing this deed costs 1 grit point.
Musket Training 1: Add Dex to damage roll, Misfire increased by 2 instead of 4
Nimble +2 Gain dodge bonus ac while wearing light or no armor.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack
potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as
many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus
to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single
attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger
increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger
firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage,
before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are
added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms
the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this
penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires.
She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The
gunslinger must spend 1 grit point to perform this deed.
Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely
miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed
until the start of its next turn.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose
part of the body to target. She gains the following effects depending on the part of the body targeted.
If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1
grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak
attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice,
even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that a
re immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend
1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is
equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal
1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that
are immune to sneak attacks are also immune to these types of bleed damage.
Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition,
she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single
barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using
an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore,
using this deed does not provoke attacks of opportunity.
Wand of Cure Light Wounds 0/50 Charges Used
Wayfinder
Cloak of Resistance +1
Spire Transport Token
Swarmbane Clasp Clasp
Wand of air bubble 2/50
Wand of air bubble 0/50
Headband of Inspired wisdom +2
Eyes of the Eagle
Lucky Horseshoe
Trapspringer's Gloves
Plague Rat Belt(Greater)
PbP Gameday VII (2018) Boon #3:
Traveler in an Unstable Timeline: Choose one of the following benefits granted by this boon and
cross the other option off your Chronicle sheet. THis boon must be applied between adventures, rather
than during an adventure. A character can only ever benefit from one copy of this boon
[ ]Replay Your experiences no longer conform to the true history of Golarion. YOu may replay a single
scenario you have already completed, though you must you a different character than the one you first played
the adventure with.
[ ]Retrain You may check the box next to this boon to instantly retrain one retrainable class feature
or feat your character has already chosen without paying any retraining costs. THis cannot be a class feature
or feat that serves as a pre-req for another class feature or feat your character possesses. You must keep
a copy of this boon with the character that received this benefit.
5-08 The Confirmation:
Con?rmed Field Agent: Having successfully completed and documented your Connrmation, one of
the Three Masters has formally recognized you as a ?eld agent and given you a way?nder
engraved with your name and the date of your graduation. If this is the ?rst time you
have received this boon for any of your characters, you receive this way?nder for free;
otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign
this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any
way?nder enhancement vanities you purchase to modify this
way?nder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Path?nder.
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 Path?nder Society. The GM then informs you whether the action’s 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 re?ects the action’s impact on the PC’s ful?llment of the
secondary success conditions, the GM may respond with a phrase of ?ve words or less. Once you use this
boon, cross it o? your Chronicle sheet.
Friend of Janira Gavix: The ?eld agent who oversaw your Con?rmation 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
amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 gp)
scroll of mage armor (CL 6th; 150 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1)
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1
6-10The Wounded Wisp:
Explore, Report, Cooperate: 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 action’s 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.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder
Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the
end of an adventure due to failing a success condition, you may cross this boon off your Chronicle
sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you
had successfully fulfilled the condition. You may only use this boon if you would also gain at
least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
cloak of resistance +1 (1,000 gp)
potion of cure moderate wounds (300 gp)
scroll of shatter (150 gp)
wand of cause fear (15 charges; 225 gp)
Heroes for Highdelve:
Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector,
Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can
check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits
below; aferward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one
adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher
result. For 1 minute aferward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks,
and saving throws.
Dragon’s Scales: You gain fire resistance 5 for 24 hours.
Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally
golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an
additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You
can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this
creature as your familiar, spirit animal, or similar companion, replacing your current companion at no
cost. Otherwise, you can keep the creature as a loyal pet.
Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its
Brightbloom tradition. If you played one of the provided pregenerated characters, you earn the benefit below
associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits.
? Brialla or Meraina: Thanks to the generosity and understanding of a Highdelve jeweler, you have
acquired a replacement signet ring for your family. You gain a signet ring of your own, and when
purchasing a magic ring, you can check the box that precedes this boon to enchant this signet ring,
reducing the magic ring’s cost by 150 gp.
scroll of scorching ray (150 gp)
elixir of hiding (250 gp)
3-21 Temple of Empyreal Enlightenemt:
Manual of Calm Reflection (4k gp, Player Companion: Faiths of Balance)
Scroll of Lesser Restoration (150gp)
Emerald Spire Superdungeon: Tower Ruins:
River Kingdom Notoreity: Tales of your adventures in the Emerald Spire have reached the ears of Echo Wood's
local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost
2 PP. Refer to the "Land Rush" Chronicle Sheet, select a parcel of land that is adjacent to another parcel you own
and list the selected plot of land below. YOu imediately gain any bonuses tied to the land. YOur first parcel of land
must be marked "A". YOu may only purchase one plot of land with this boon, but each additional Chronicle sheets awarded
allows you to purchase more land.
"A" - Starting Location (No Reward)
Goblin Bane By slaying Grulk, the goblin's bugbear leader, you have removed the immediate goblin threat in the
area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact
to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against goblins.
Clanky's Arm Clubm 150gp
Potion of CUre moderate Wounds (300gp)
Ring of Feather Falling (2,200gp)
Wand of Cure Light Wounds (20 charges, 300 gp)
The Emerald Spire Superdungeon: The Cellars:
New Location:
Hex:C1
Benefit: +1 Day Job
Date:1/14/19
Trap INtrusion Cross off to reroll Reflex save before knowing result.
Horn of FOg 2,000
Potion of CUre moderate wounds 300
scroll of fireball 375
belt of mighty con +2
silversheen
spire transport token 600
The Emerald Spire Superdungeon: Splinterden:
New Land: D1
Benefit: Regain 2 expended PP. (Land is free)
Greenblood oil (100gp, limit 2)
potion of invisiblity (300gp)
Spire Transport Token (600gp)
The Emerald Spire Superdungeon: Godhome:
New Land: b1
Benefit: 1PP/1Fame
Troglodyte Friend: +1 saving throw vs humanoids with reptilian subtype, +2 diplomacy. Cross off to
double.
The Emerald Spire Superdungeon: The Drowned Level:
New Land: C2
Benefit: +1 Day Job
Touch of Planar Water: As a swift action use boon to receive Touch of the Sea (CL 6th), cross off.
Headband of inspired wisdom +2 4000g
Potion of water breathing 750g
Ring of protection +1
Spire Transport Token 600g
The Emerald Spire Superdungeon:The Clockwork Maze:
New Land: C5
Benefit: +1 Day Job
Amulet of Natural Armor +1 2k
Belt of Mighty Con +2 4k
Spire Transport Kingdom 600g
Wand of Magic Missile 25 charges , 1125g limit 1
Western Star Ioun Stone 4k
The Emerald Spire Superdungeon:Shrine:
New Land: D2
Benefit: +2 PP
Boon: Secrets of Serpent Magic: Swift action before casting a spell/spell like ability to gain +5 bonus
on your level check made to overcome spell resistance. May also be used to gain +4 with saving throw.
Uses = Cross off!
Minor Ring of Fire Resistance 12k
Spire Transport Token 600
The Emerald Spire Superdungeon:Circle of Vissk-Thar:
New Land: C3
Benefit: +1 Day Job Roll
Boon: Secrets of Serpent Magic: Swift action before casting a spell/spell like ability to increase CL +2.
Also use with a Saving Throw.
Uses = Cross off!
+2 Dagger (8302)
Necklace of Adaption (9000)
Wand of Cure Moderate WOunds (4500)
The Emerald Spire Superdungeon:Spire Axis:
New Land: F
Benefit: 1500 Gold
Boon:+.5 PP rather than 1 for PP and Fame in Land Rush
Uses = Cross off!
Morlock HIde
Potion of Barkskin
The Emerald Spire Superdungeon:Land Rush:
New Land: B6
Benefit: 1pp/1Fame
Chapter o? the Damned: You have recovered an incomplete copy o? the vile text known as the Book o?
the Damned, a treatise on ?ends o? all kinds. You may use the book in a variety o? ways. As a ?ree action,
you can increase your e?ective caster level by 2 when casting a spell with the evil descriptor. As a ?ree
action you can gain a +4 bonus on a Charisma-based skill or check when interacting with a law?ul evil
creature. As a standard action up to three times per scenario, you can cast one o? the ?ollowing as a spell-
like ability with a caster level equal to your level: desecrate, lesser planar binding (law?ul evil creatures only;
DC 19), order’s wrath (DC 18), summon monster IV (law?ul evil creatures only), or unholy blight (DC 18). You
may spend 10 Prestige Points to piece together a more complete copy o? the text, which permanently adds
the ?ollowing to the list o? spell-like abilities, though using any o? these checks three boxes rather than
just one (see below): empowered order’s wrath (DC 18), planar binding (law?ul evil creatures only; DC 20),
summon monster VI (law?ul evil creatures only), or empowered unholy blight (DC 18).
Each time you use one o? the text’s abilities, check one o? the boxes below and then attempt a Will save
(DC 14 + 1 ?or every box checked) to resist your alignment permanently shi?ing one step toward law?ul
evil. I? you have checked all o? the boxes provided below, you automatically ?ail this save. You can undo
the e?ects o? one such alignment shi? by being subject to an atonement spell. I? you end an adventure
with an evil alignment, report your character as dead.
You may cross this entire boon o? your Chronicle sheet to destroy the text and spare the world its evil.
Doing so allows you to recover 1 previously spent Prestige Point, though it does not increase your Fame.
0/16 uses
Temporal Acceleration: Your exposure to the time-bending properties o4 Yarrix’s tomb has provided you
a limited ability to warp time to your beneJt. As a standard action, you can touch a creature (requiring a success4ul melee touch attack against an unwilling target) to reduce the duration o4 all spells and spell-like
abilities aQecting that creature by 3 rounds (no save), or you can reduce the duration o4 a single spell eQect
that you touch by 3 rounds. You can use this ability on yoursel4 as a swiP action rather than as a standard
action. When you use this boon, cross it oQ your Chronicle sheet.
Time Dilation: Your exposure to the time-bending properties o4 Yarrix’s tomb has provided you a
limited ability to warp time to your beneJt. You can use this boon when casting a non-instantaneous spell
that aQects an area to apply the Lingering Spell metamagic 4eat (Path3nder RPG Advanced Player’s Guide
164) to the spell without increasing the spell’s level. Alternatively, you can use this boon when casting
a non-instantaneous spell to apply the Extend Spell metamagic 4eat to the spell without increasing the
spell’s level. When you use this boon, cross it oQ your Chronicle sheet.
+3 heavy steel shield (9,170 gp)
ring o protection +2 (8,000 gp)
spire transport token (600 gp, limit 1; allows a PC to use the Emerald Spire’s transport 4unction to reach the sur4ace).
staf o 3re (18,950 gp)
The Automation Forge:
Automaton-Aided Convalescence: You have secured the gratitude of the Steward and its staff, and they are able
to repair much of the damage you might sustain over the course of your adventures. You may use this boon
while in the River Kingdoms (or at the end of an adventure before receiving a Chronicle sheet or reporting the
character as dead) to reduce the Prestige Point cost of any one spellcasting service of the conjuration (healing)
subschool by 5 (minimum 0). When you use this boon, cross it off your Chronicle sheet.)
+1 anarchic greatsword (18,350 gp)
bracers of armor +4 (16,000 gp)
scarlet and blue sphere ioun stone (8,000 gp)
spire transport token (600 gp, limit 1; allows a PC to use the Emerald Spire’s transport function to reach the surface).
Western Star ioun stone (4,000 gp)
Pleasure Gardens:
Healing Waters: While on this level, you recovered a sample of water with miraculous healing properties.
The magic has diminished over time, but you have been able to sustain part of the enchantment. Treat
this as a potion of heal (CL 6th, DC 19). When you consume it, the magic is expended, and you must cross
this boon off your Chronicle sheet; the dweomer does not survive even if the drinker is under the effects
of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one
to benefit from a potion multiple times.
+2 frost longsword (18,315 gp)
cloak of resistance +3 (9,000 gp)
figurine of wondrous power (bronze griffon; 10,000 gp)
necklace of fireballs, type VI (8,100 gp)
Throne of Azlant:
Land Hex:G
- Training Grounds (19 Current Locations w/Boon)
Boon of Abraxas: In return for destroying his wayward minion, Abraxas rewarded you with a single
wish. Choose one of the wishes below, and cross the other four off your Chronicle sheet. In addition, any
atonement spell cast on you requires an additional 1,000 gp in rare incense as a material component (or an
additional 3 Prestige Points if you use Prestige Points to purchase the spellcasting service).
Wish for Prosperity: You gain 1 Prestige Point and 1 Fame. In addition, when calculating the benefits
granted by the unique site on the “Land Rush” Chronicle sheet (Archaeological Dig Site, Booming
Settlement, or Training Grounds), you are treated as owning eight more parcels of land.
Order and Chaos:
Ally of Chaos: You aided the proteans, and you have earned their fickle boon. You may use this boon
as an immediate action to gain the benefits of entropic shield and protection from law for 2d4–3 rounds
(minimum 0; CL 10th). When you use this boon, cross it off your Chronicle sheet.
+1 axiomatic greatsword (18,350 gp)
pink rhomboid ioun stone (8,000 gp)
spire transport token (600 gp, limit 3; allows a PC to use the Emerald Spire’s transport function to reach the surface).
The Emerald Spire Superdungeon:Land Rush:
https://paizo.com/download/pathfinder/PZO9545-Chronicle.zip
River Kingdom Land Rush: The more you adventure in and around the Emerald Spire, the more
opportunity you have to acquire and develop your own plot of land. Every other Chronicle sheet for
The Emerald Spire Superdungeon grants you the opportunity to purchase a parcel of land, represented
by one of the hexes below. Each new parcel you purchase must be adjacent to a parcel you already own.
You immediately gain any bonuses tied to the land (see below). Your first parcel of land must be the hex
marked “A.”
A: Starting location (no reward)
B: You gain 1 Prestige Point and 1 Fame (listed on your most recent Chronicle sheet).
C: You gain a cumulative +1 bonus on all Day Job checks.
D: You regain 2 expended Prestige Points.
E: You gain the Country Estate vanity (Pathfinder Society Field Guide 62) based in the River Kingdoms
for free.
F: This parcel has exceptional resources such as an abandoned mine or a stretch of valuable trees. You
gain a number of gold pieces equal to 150 × your character level immediately.
G: You have established a unique site in your lands. Choose one of the following three boons, and cross
the other two off the Chronicle sheet.
Archaeological Dig Site: You have uncovered archaeological remains dating back to early Azlanti
explorations of the region. You gain a +1 bonus on Appraise checks. In addition, once per scenario, you
can use this boon before attempting a Knowledge check to gain a +2 bonus on the check. For every eight
parcels of land you own, these bonuses increase by 1.
Booming Settlement: You have built a series of roads and established patrols that make your territory a
safe place to do business. The influx of taxes and commerce grants you a +2 bonus on Day Job checks. If
you own at least eight parcels of land, increase the amount of gold you earn from any Day Job result by
50%. If you have at least 16 parcels of land, instead increase the amount of gold you earn from any Day
Job check by 100%.
Training Grounds: In the River Kingdoms, borders change regularly as self-styled kings conquer their
neighbors’ lands. You have founded a small school for training fighters employed throughout the region.
For every eight parcels of land you own, you gain a +1 trait bonus on initiative checks.