Svetocher

Rowanna Nachtalus's page

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


Full Name

Rowanna Nachtalus

Race

Human (Chelaxian)

Classes/Levels

Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Gender

F

Size

M

Age

22

Alignment

LN

Languages

Common, Infernal, Sylvan, Draconic, Abyssal, Skald, Thassilonian, Aklo, Celestial, Hallit, Azlanti, Varisian, Terran, Auran, Ignan

Strength 10
Dexterity 16
Constitution 14
Intelligence 24
Wisdom 10
Charisma 10

About Rowanna Nachtalus

Appearance:

Age: 22
Height: 5'6"
Weight: 115 lbs.

A slender young human woman of average looks with straight shoulder length black hair, blue eyes, and Chelaxian features. Commonly dressed in black with a talking Raven on her shoulder, she tends to smirk as if enjoying some private joke only she understands.

Background:

As a member of a Chelish noble family that has fallen into disrepute, Rowanna vowed to restore her family's fortune and reputation. Her first step was to attain some sort of mystical power. She achieved this after unearthing an ancient text in her family's library that directed her to a site in the Land of the Linnorm Kings. It was there, after some grueling spiritual tests, she gained the power of a witch. Her next step was to ally herself with a personage of note, which resulted in a business relationship with Paracountess Zarta Dralneen. Subsequently, Rowanna joined the Pathfinder Society under Dralneen's strongly worded advice.

(Spoilers for various PFS scenarios follow. See Scenarios Played for full list.)

Once her training was over, Rowanna was first sent under Absalom to rescue a so-called Minotaur Prince from a maze, and then to Varisia to escort a sleepwalking Pathfinder in an effort to ascertain the cause of his affliction. Both tasks were successful and lucrative, although Rowanna found them both distasteful.

After those missions, she was sent to discover an underground Dwarven vault taken over by nasty Fey. The results of her team's victory made her a heroine to the Dwarves of the Five Mountain Region, which she regarded as 'cute.'

Shortly afterwards, she was sent to Taldor to investigate an unnatural cold snap in Summer and to rescue a kidnapped noble. The mission was marvelously successful and lead to Rowanna becoming tied to Baba Yaga.

From supernatural cold to supernatural fire, Rowanna was next assigned a mission in Qadira to investigate a recently re-emerged fortress in the desert that was infested by diabolical cultists. Rowanna enjoyed dismantling a cult and closing a portal to Hell, but the experience was soured when a member of the group met an untimely demise.

Rowanna was next sent to Magnimar to investigate a series of crimes being blamed on the Pathfinder Society. Her group discovered the Shadow Lodge behind the plot and swiftly ended the threat.

Returning to Absalom after traveling extensively, Rowanna found herself once again asked to assist with a mission to prevent the forces of Hell from invading Golarion, this time from a magical book containing an army of devils. Admonishing the naïve fool who set these events in motion, her party managed to contain the threat.

Her next destination was the burning sands of Osirion, where she participated in an expedition to explore a recently unearthed tomb to one of the nation's Pharaohs. Rowanna thoroughly hated this job--it took too long, she got sand everywhere, her familiar nearly got sunstroke, and it consisted mostly of destroying various types of undead. When she returned home, she vowed never to voluntarily return to the region again.

PFS Character Information
PFS#: 60133-4
XP: 22
Fame: 39
PP: 35 (4 Spent)

Game Statistics
Initiative: +9
Senses: Perception +8
Speed: 30 ft.

AC: 16 (10 + 1 armor + 3 Dex + 1 Natural Armor +1 Deflection)
Touch: 14 (10 + 3 Dex + 1 Deflection)
Flat-footed: 13 (10 + 1 armor + 1 Natural Armor +1 Deflection)
Hit Points: 50 [8x(d6+Con)]
Current HP: 50
Fort: +7 Ref: +8 Will: +9 (+1 vs Curses)

Combat:
Base Atk: +4; CMB: +4; CMD: 17

Melee
Dagger: +4 to Hit; Dmg 1d4 (P or S); crit 20/x2;
or
Quarterstaff: +4 to Hit; Dmg 1d6 (B); crit 20/x2;

Ranged
Dagger: +7 to Hit; Dmg 1d4 (P); crit 20/x2; range 10 ft
or
MW Sling: +8 to Hit; Dmg 1d4 (B); crit 20/x2; range 50 ft

Armor
Haramaki +1 AC, Light Armor, -0 Armor Check Penalty, 0% Arcane Spell Failure
Ring of Protection +1
Amulet of Natural Armor +1

Skills:
Skill Ranks Per Witch Level: 2 + 5 Int modifier + 1 Human bonus + 1 Favored Class (+1 Headband to UMD, Heal)
Acrobatics +3 (0 ranks + 3 Dex)
Appraise +10 (0 ranks + 7 Int + 3 Familiar Bonus)
Bluff +0 (0 ranks + 0 Cha)
Climb +0 (0 rank + 0 Str)
Craft (Alchemy) +17 (7 ranks + 3 class + 7 Int)
Diplomacy +0 (0 ranks + 0 Cha)
Disguise +0 (0 ranks + 0 Cha)
Escape Artist +3 (0 ranks + 3 Dex)
Fly +11 (5 ranks + 3 Class + 3 Dex)
Heal +11 (8 ranks + 3 Class + 0 Wis)
Intimidate +0 (0 ranks + 0 Cha)
Knowledge (Arcana) +18 (8 ranks + 3 class + 7 Int)
Knowledge (History) +16 (6 ranks + 3 class + 7 Int)
Knowledge (Local) +8 (1 rank + 7 Int)
Knowledge (Nature) +18 (8 ranks + 3 class + 7 Int)
Knowledge (Nobility) +8 (1 rank + 7 Int)
Knowledge (Planes) +18 (8 ranks + 3 class + 7 Int)
Knowledge (Religion) +12 (5 rank + 7 Int)
Linguistics +14 (7 ranks + 7 Int)
Perception +8 (8 ranks + 0 Wis)
Perform +0 (0 ranks + 0 Cha)
Ride +3 (0 ranks + 3 Dex)
Sense Motive +0 (0 ranks + 0 Wis)
Spellcraft +18 (8 ranks + 3 class + 7 Int)
Stealth +3 (0 ranks + 3 Dex)
Survival +0 (0 ranks + 0 Wis)
Swim +4 (0 ranks + 0 Str + 4 Flight Hex)
Use Magical Device +11 (8 ranks + 3 class + 0 Cha)
Languages: Common, Infernal, Sylvan, Draconic, Abyssal, Skald, Thassilonian, Aklo, Celestial, Undercommon, Hallit, Azlanti, Varisian, Terran, Auran, Ignan

Feats:
Improved Intiative: You get a +4 bonus to Initiative checks (1st level Feat)

Extra Hex: You gain one additional hex. Chosen Hex: Cackle (Human bonus Feat)

Alertness: When Familiar is within arm's reach, +2 to Perception and Sense Motive Skills. Not factored into skills bellow. (Familiar granted Feat)

Extra Hex: You gain one additional hex. Chosen Hex: Flight (3rd level Feat)

Reach Spell (Metamagic): You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat. (5th level Feat)

Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. (7th level Feat)

Traits:
Reactionary: You gain a +2 trait bonus on Initiative checks. [Basic (Combat) Trait]

Soul Drinker: Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability. [Cheliax Trait]

Witch Abilities:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Spells:

Patron: Deception
Bonus Spells:
2nd Level--Ventriloquism
4th level—Invisibility
6th level--Blink

0-Level Spells Known
Arcane Mark, Bleed (DC 14), Dancing Lights, Daze (DC 14), Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue (DC 14).

0-Level Spells Memorized (4):
Detect Magic
Dancing Lights
Guidance
Read Magic

1-Level Spells Known
Mage Armor, Cure Light Wounds, Charm Person, Enlarge Person, Cause Fear, Command, Burning Hands, Ventriloquism, Snowball, Hypnotism, Ear Piercing Scream, Ill Omen, Summon Monster I, Obscuring Mist, Comprehend Languages, Ray of Enfeeblement, Air Bubble, Identify, Chill Touch, Diagnose Disease, Frostbite, Peacebond, Reduce Person, Sleep

1-Level Spells (4 + 2 Int Bonus) Memorized:
Command (DC 18)
Air Bubble
Ear Piercing Scream (DC 18)
Comprehend Languages
Snowball (DC 18)
Snowball (DC 18)

2-level Spells Known
Blindness/Deafness, Glitterdust, Invisibility, Cure Moderate Wounds, Touch of Idiocy, False Life, Hold Person, Summon Monster II, Vomit Swarm, Web, Detect Thoughts, See Invisibility, Summon Swarm, Spectral Hand, Flurry of Snowballs, Lipstitch

2-Level Spells (3 + 2 Int Bonus) Memorized
See Invisibility
Blindness/Deafness (DC 19)
Glitterdust (DC 19)
False Life
Hold Person (DC 19)

3-level Spells Known
Bestow Curse, Blink, Dispel Magic, Fly, Heroism, Lightning Bolt, Remove Blindness/Deafness, Remove Curse, Remove Disease, Stinking Cloud, Vampiric Touch, Water Walk

3-level Spells (3 + 2 Int Bonus) Memorized
Lightning Bolt (DC 20)
Dispel Magic
Lightning Bolt (DC 20)
Touch of Idiocy (Reach Metamagic) (DC 19)
Heroism

4-level Spells Known
Black Tentacles, Confusion, Dimension Door, Fear, Phantasmal Killer

4-level Spells (2 + 1 Int Bonus) Memorized
Dimension Door
Fear (DC 21)
Vampiric Touch (Reach Metamagic)

Hexes:

Evil Eye (DC 21)
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Cackle
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Misfortune (DC 21)
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Flight
The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Slumber (DC 21)
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Healing
A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Fortune
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Equipment:

Weapons
Dagger [1 lb]
Quarterstaff [4 lbs]
MW Sling
--6 Alchemical Silver Sling Bullets [3 lbs]

Armor
Haramaki [1 lb]
Ring of Protection +1
Amulet of Natural Armor +1

Gear
Headband of Vast Intelligence (UMD, Heal) +4 [1 lb] {Headband}
Belt of Incredible Dexterity +2 [1 lb] {Belt}
Cloak of Resistance +3 [1 lb] {Back}
Sleeves of Many Garments [1 lb] {Wrists}
1 Scroll of Teleport
Wand of Infernal Healing (29 Charges)
Wand of Mount (49 Charges)
Wand of Mage Armor (49 Charges) [2 charges not marked off 10-9]
Ioun Torch
Spell Component Pouch [2 lbs]
Belt Pouch [.5 lbs]
Parasol [1 lb]
Handy Haversack [5 lbs]
--: in Handy Haversack (all following weight negated)
--Bell of Returning Spirit [1 lb]
--Bead of Newt Prevention
--Pearl of Power (Level 1)
--2 Potions Sponges each soaked with Slipstream
--Tanglefoot Bag [4 lbs]
--Bedroll [5 lbs]
--Candles (10)
--Chalk (10)
--Flint and Steel
--Ink
--Inkpen
--Iron Pot [4 lbs]
--Mess Kit [1 lb]
--Soap [1 lb]
--Waterskin [4 lbs]
--Explorer's Outfit

Equipment Not Brought
Torches (9) [9 lbs]
Hot Weather Outfit
Cold Weather Outfit

Current Gold: 2604.9gp

Total Weight carried: 22.5 lbs (Light)
Carrying Capacities: 33 lbs / 34–66 lbs / 67–100 lbs
(Handy Haversack negates weight of objects within it up to 120 lbs)

Familiar:

Raven
N Tiny Magical Beast
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size +4 Natural Armor)
hp 25 (Half Master's HP) HD 8
Fort +1, Ref +4, Will +8
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 9, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Languages Common
SPECIAL ABILITIES
Alertness
Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Speak with Master
Speak with Animals of Its Kind
Store Spells

Scenarios Played:

01-45: Delirium's Tangle (1xp/1pp/1867gp)
04-19: The Night March of Kalkamedes (1xp/2pp/1882gp)
01-37: The Beggar's Pearl (1xp/2pp/509gp)
Pathfinder Adventure Path #67: The Snows of Summer (3xp/4pp/1398gp)
01-39: The Citadel of Flame (1xp/2pp/1181gp)
04-14: My Enemy's Enemy (1xp/2pp/1309gp)
03-06: Song of the Seawitch (1xp/2pp/1335gp)
Module: Risen from the Sands (1xp/2pp/1237gp)
00-24: The Tide of Morning (1xp/2pp/1011gp)
06-18: From Under Ice (1xp/2pp/1891gp)
Pathfinder Adventure Path #68: The Shackled Hut (3xp/4pp/8712gp)
02-25: You Only Die Twice (1xp/2pp/2645gp) [GM Credit]
04-02: In Wrath's Shadow (1xp/2pp/3260gp) [GM Credit]
06-97: Siege of Serpents (1xp/2pp/2510gp)
07-13: Captive In Crystal (1xp/2pp/3991gp)
03-03 The Ghenett Manor Gauntlet (1xp/2pp/4124gp)
07-25: Orders from the Gate (1xp/2pp/4058gp)
08-00: The Cosmic Captive (1 xp/2pp/5384gp)

Boons:

You Rescued the Minotaur Prince (From Delirium's Tangle)
You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Gift of the Ghaele (From The Night March of Kalkamedes)
Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1–2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
Subtier 4–5: You may instead cast continual flame, dispel magic, lesser globe of invulnerability, or restoration.

Hero of the Five Kings (From The Beggar's Pearl)
For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.

Mantle of the Black Rider (Assuming the Mantle) (From The Snows of Summer)
You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score. Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time.
Ability Score Chosen: Intelligence.

Foiled Plans (From My Enemy's Enemy)
You were part of the Pathfinder team that foiled the Shadow's Lodge's plans to ruin the Pathfinder Society's reputation in Magnimar. Surely the Spider and others involved will remember you should you ever encounter them in the future.

Twin Tomes (From Song of the Seawitch)
You may spend 1 Prestige Point to 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. (Used to learn Celestial)

History of the Sands (From Risen from the Sands)
Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.

Warm Friend in a Cold Land (From 'From Under Ice')
You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off your Chronicle sheet.

Mantle of the Black Rider (Unleashing the Hut) (From The Shackled Hut)
When you freed Baba Yaga’s hut, the Mantle of the Black Rider grew in power. Once per day before rolling initiative you may gain a +1 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1.

[ ] [ ] Pathfinder's Excellence (Magic) (From Siege of Serpents)
Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to toll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium's employ suffer a -2 penalty on any saving throws against the spell.

As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross the entire boon off your Chronicle Sheet.

[ ] [ ] Pathfinder's Excellence (Skill) (From Siege of Serpents)
Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet.

[ ] Elemental Saturation (Earth) (From Captive in Crystal)
The Lucent Archive is suffused with powerful elemental energy, and the long-term exposure can transform a humanoid's body. Before you begin an adventure, you can expend 20 Prestige Points and check the box that precedes this boon to permanently transform yourself into an oread. In doing so, you must retrain any race-related options associated with you original race (e.g. alternate favored class bonuses, race-specific archetypes, and race-specific spells) at no cost. Any of your equipment resizes to Medium size at no additional cost, and if you lost proficiency with a weapon (such as by losing the dwarven weapon training racial trait), you may sell back the weapon at full price. When creating a new 1st-level PC, you may instead spend 10 Prestige Points and check the box that precedes this boon to create an oread PC.

If any of of your PC's possesses the Oread's Favor boon, halve the Prestige Point cost of using this boon. In order to use either of the above benefits, you must bring a copy of the following rulebooks as if the oread were a legal race permitted on the Additional Resources page: Pathfinder RPG Advanced Race Guide, Pathfinder RPG Bestiary 2, or Pathfinder Campaign Setting: Inner Sea Races.

If you are a kineticist, you can select the earth child utility talent (Pathfinder Campaign Setting: Occult Realms 9) as if it appears on the Additonal Resources page.

Expert Negotiator (From Captive in Crystal)
You managed to out-haggle a genie, and you can use this confidence to impress others. You can cross this boon off your Chronicle sheet to gain a +4 bonus on one Bluff, Diplomacy, or Intimidate check. If you are using that check to influence a genie or any creature with the air, earth, fire, or water subtype, you may also roll the check twice and take the better result.

Mutani Manual of Martial Mastery (From The Ghenett Manor Gauntlet)
You retrieved the Mutani Manual of Martial Mastery from Temel Passad’s Ghenett Manor in Katapesh and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless left an impression. Choose one combat maneuver and note it below; you receive a +1 dodge bonus to CMD against this maneuver. Your GM should initial this selection after you have made your selection.

Combat Maneuver: Grapple [Signed by GM on Chronicle Sheet]

Hellknights’ Respect (From Orders from the Gate)
You set aside your initial Pathinder mission to help the Hellknights of the Order of the Gate defeat a great force of chaos and evil. In recognition of your deeds, the Hellknights assist you in joining their ranks, or in refocusing your training if you are already a member of a Hellknight order. You may cross this boon of your Chronicle sheet to retrain levels into the Hellknight prestige class (Pathfinder Campaign Setting: The Inner Sea World Guide 278) or the Hellknight signifer prestige class (Pathfinder Campaign Setting: Paths of Prestige 28), for free so long as you would qualify for the prestige classes with the levels that you have taken in other classes. Specifically, the levels you take before the prestige class must qualify you for the prestige class, so you could not retrain a character into a Hellknight 8 with no other class levels. You may also freely retrain as many feats and skill ranks as is necessary in order to qualify for the prestige class. If you already have one or more levels in the Hellknight or Hellknight signifer prestige class, you may cross the boon of your Chronicle sheet to freely retrain your feats, disciplines, cavalier order, and spells, but only into legal options presented in Pathfinder Campaign Setting: Path of the Hellknight.

Reinforced Alliance (From Orders from the Gate)
You sided with the Order of the Gate Hellknights. Word of your deeds spreads among Hellknights, granting you a +2 bonus on all Diplomacy, Bluf, and Intimidate checks against members of a Hellknight order.

Visage of the Broodlord (From Orders from the Gate)
You found a twisted mask on one of the followers of the shoggti qlippoth That Which Peels Flesh. In Subtier 5–6, it is a visage of the broodlord, while in Subtier 8–9, it is a greater visage of the broodlord. You may purchase the item for the discounted price of 8,000 gp (or 14,000 gp for the greater version).

Hex Adept (2+ goals) (From Dark Archive Season 7 Faction Card)
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.

Elemental Conquest (From The Cosmic Captive)
You have fought and fraternized with the guardians of Aucturn's Tear, and although you triumphed, it is clear that this is not the last time you'll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.

[ ] Earth: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute, once the bon has prevented an amount of damage equal to 5 times your character level, the effect ends.

[ ] [ ] Ranginori's Debt (From The Cosmic Captive)
You helped recover the Untouchable Opal, within Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.

Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1-4: You cast Cat's Grace, Cure Moderate Wounds, Lesser Restoration, or Shocking Grasp as a spell-like ability.
Levels 5-8: Add Cure Serious Wounds, Fly, and Lightning Bolt to the list of spell-like abilities you can use.
Levels 9-11: Add Call Lightning Storm and Cure Critical Wounds to the list of spell-like abilities you can use.
Level 12+: Add Heal and Whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Resource Tracking:

Starting Gold: 150
Gold from Delirium's Tangle: 1867
Gold from Night March of Kalkamedes: 1882
Gold from The Beggar's Pearl: 509
Gold from Snows of Summer: 1398
Gold from The Citadel of Flame: 1192
Gold from My Enemy's Enemy: 1309
Gold from Song of the Seawitch: 1335
Gold from Risen from the Sands: 1247
Gold from Tide of Morning: 1011
Gold from 'From Under Ice': 1891
Gold from The Shackled Hut: 8712
Gold from You Only Die Twice: 2645
Gold from In Wrath's Shadow: 3260
Gold from Siege of Serpents: 2510
Gold from Captive in Crystal: 3991
Gold from The Ghenett Manor Gauntlet: 4124
Gold from Orders from the Gate: 4058
Gold from The Cosmic Captive: 5384 gp
Total Wealth Earned: 48475 gp

Starting Purchases:
Dagger 2gp
Quarterstaff 0gp
Explorer's Outfit 0gp
Haramaki 3gp
Witch's Kit 21gp
--Backpack
--Bedroll
--Belt Pouch
--Candles (10)
--Chalk (10)
--Flint and Steel
--Ink
--Inkpen
--Iron Pot
--Mess Kit
--Soap
--Spell Component Pouch
--Torches (10)
--Trail Rations (5 days)
--Waterskin

Delirium's Tangle Accounting:
4 Scrolls of Cure Light Wounds 100gp
1 Cloak of Resistance +1 (off Chronicle Sheet) 1000gp

The Night March of Kalkamedes Accounting:
1 Wand of Infernal Healing (50 charges) 2pp

The Beggar's Pearl Accounting:
1 Masterwork Backpack 50gp
1 Alchemist Fire 20gp
1 Tanglefoot Bag 50gp

Snows of Summer Accounting:
No Changes

The Citadel of Flame Accounting:
SELL Backpack 1gp

My Enemy's Enemy Accounting:
SELL MW Backpack 25gp
Handy Haversack 2000gp
Ring of Protection +1 2000gp
Amulet of Natural Armor +1 2000gp
Ioun Torch 75gp
Alchemist Fire 20gp
Add Spell to Familiar: Ear Piercing Scream -- (Learned from another Witch)
Add Spell to Familiar: Ill Omen -- (Learned from another Witch)
Add Spell to Familiar: Summon Monster I -- (Learned from another Witch)
Add Spell to Familiar: Obscuring Mist -- (Learned from another Witch)
Add Spell to Familiar: False Life -- (Learned from another Witch)
Add Spell to Familiar: Hold Person -- (Learned from another Witch)
Add Spell to Familiar: Summon Monster II -- (Learned from another Witch)
Add Spell to Familiar: Vomit Swarm -- (Learned from another Witch)

Song of the Seawitch Accounting:
MW Sling 300gp
10 Alchemical Silver Sling Bullets 20.1gp
1 Potion of Touch of the Sea 50gp
Pearl of Power (Lvl 1) 1000gp
Learning Celestial language from boon 1pp

Risen from the Sands Accounting:
Parasol 1gp
Hot Weather Outfit 8gp
Chill Cream 15gp
Trail Rations (6 days) 3gp

Tide of Morning Accounting:
No Changes

From Under Ice Accounting:
Cold Weather Outfit 8gp
Add Spell to Familiar: Comprehend Languages -- (Learned from another Witch)
Add Spell to Familiar: Ray of Enfeeblement -- (Learned from another Witch)
Add Spell to Familiar: Air Bubble -- (Learned from another Witch)
Add Spell to Familiar: Identify -- (Learned from another Witch)
Add Spell to Familiar: Web -- (Learned from another Witch)
Add Spell to Familiar: Detect Thoughts -- (Learned from another Witch)
Add Spell to Familiar: Dispel Magic -- (Learned from another Witch)
Add Spell to Familiar: Stinking Cloud -- (Learned from another Witch)

The Shackled Hut Accounting:
No Changes

You Only Die Twice Accounting:
Headband of Vast Intelligence +2 (UMD) +2 4000gp
Bell of Returning Spirit 3000gp
Belt of Incredible Dexterity +2 4000gp
Wand of Mount 750gp
Bead of Newt Prevention 1000gp

In Wrath's Shadow Accounting:
No Changes

Siege of Serpents Accounting:
Scroll of See Invisibility 150gp
Scroll of Summon Swarm 150gp
Scroll of Spectral Hand 150gp
Add Spell to Familiar: See Invisibility [DC 17; Took 10 for 24]
Add Spell to Familiar: Summon Swarm [DC 17; Took 10 for 24]
Add Spell to Familiar: Spectral Hand [DC 17; Took 10 for 24]
Add Spell to Familiar: Chill Touch -- (Learned from another Witch)
Add Spell to Familiar: Diagnose Disease -- (Learned from another Witch)
Add Spell to Familiar: Frostbite -- (Learned from another Witch)
Add Spell to Familiar: Peacebond -- (Learned from another Witch)
Add Spell to Familiar: Reduce Person -- (Learned from another Witch)
Add Spell to Familiar: Sleep -- (Learned from another Witch)
Add Spell to Familiar: Flurry of Snowballs -- (Learned from another Witch)
Add Spell to Familiar: Lipstitch -- (Learned from another Witch)

Captive in Crystal Accounting:
Scroll of Teleport 1125gp
Scroll of Water Walk 375gp
Scroll of Remove Curse 375gp
Scroll of Remove Blindness/Deafness 375gp
Scroll of Remove Disease 375gp
Scroll of Heroism 375gp
Upgrade Cloak of Resistance to +2 3000gp
Add Spell to Familiar: Water Walk [DC 18; Took 10 for 25]
Add Spell to Familiar: Remove Curse [DC 18; Took 10 for 25]
Add Spell to Familiar: Remove Blindness/Deafness [DC 18; Took 10 for 25]
Add Spell to Familiar: Remove Disease [DC 18; Took 10 for 25]
Add Spell to Familiar: Heroism [DC 18; Took 10 for 25]

The Ghenett Manor Gauntlet Accounting:
Wand of Mage Armor (50 charges) 750gp
Sleeves of Many Garments 200gp

Orders from the Gate Accounting:
Upgrade Headband of Vast Intelligence to +4 (UMD, Heal) 12000gp

Cosmic Captive Accounting:
Spellcasting service 1pp
Upgrade Cloak of Resistance to +3 5000gp

Torrent's Will Accounting:
2 Slipstream potions 600gp [Not subtracted from gold yet]
2 potion sponges 4gp [Not subtracted from gold yet]

Total Wealth Expenditures: 45870.1gp
Total Prestige Expenditures: 4pp
Current Wealth: 2604.9gp

Dark Archive Season 7 Faction Card:

[X][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.

[ ] 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.

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

[X] [ ] [ ] [ ] [ ] 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 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# 60133-4