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Full Name

Scratch Steeltoe

Race

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1

Classes/Levels

| Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Strength 14
Dexterity 19
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Scratch Steeltoe

Robby 'Scratch' Steeltoe | # 202046-2002 | PFS(2ed) | Swords School
XP 78 | Cash 389.32g | Vigilant Seal: Admired: 76/119 | Impossible Lands: Alkenstar
Male Dwarven Gunslinger (Sniper) 7 (Trained in gunslinger class DC23)
Medium Humanoid | Senses: Darkvision, Master Perception: +16 | +2 Initiative

LANGUAGES: Common, Dwarven, Gnomish, Necril

DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
AC: 25 HP: 87 Speed 25 ft. Expert Fort: +14 Expert Reflex: +15 Expert Will: +14
(Stubborn vs Controlling Effect)(Death Warden vs Necromancy)(↺ Resist Harm (2))
(Can cast 10hp Shield Spell from Aeon Stone)

OFFENSE: Master: Simple/Martial Firearms/Crossbows | Expert: Advanced Firearms/Simple/Martial/Unarmed Attacks
[dice=+1 Striking Arquebus: Concussive, Fatal d12, Kickback]1d20+18[/dice] [dice=Damage (P/B), Precision]2d8+4+1d4[/dice]
[dice=Replace for Fatal Damage on Crit, then x2 (P/B), Precision]2d12+4+2d4[/dice][dice=Extra Fatal Damage (P/B)]1d12[/dice]
[dice=One Shot, One Kill (Precision): First Strike, Stealth for Initiative]1d6[/dice]
[dice=+1 Dwarven Scattergun: Concussive, Scatter 10']1d20+16[/dice] [dice=Damage (P/B), Precision]1d8+3+1d4[/dice]
[dice=+1 Striking Clan Pistol: Concussive, Fatal d10]1d20+18[/dice] [dice=Damage (P/B), Precision]2d6+3+1d4[/dice]
[dice=Moderate Alchemist's Fire]1d20+16[/dice] [dice=Damage (Fire, Splash 2, Persistent 2)]2d8+4[/dice]
[dice=Versatile Vial: Moderate]1d20+16[/dice] [dice=Damage (Acid, Splash 2)]2d6+4[/dice]
[dice=+1 Striking Clan Pistol: Concussive, Fatal d10]1d20+18[/dice] [dice=Life Shot Healing]3d4+3[/dice]
xxx

SKILLS: ACP: 0
Trained in Acrobatics (DEX) +14 (Cat Fall: Falls 10ft shorter, Steady Balance, +1 Boots of Elvenkind)
Trained in Athletics (STR) +11
Expert in Crafting (INT) +12
Trained in Lore (Engineering) (INT) +10
Master in Lore (Explosives) (INT) +14
Master in Lore (Firearms) (INT) +14
Trained in Lore (Pathfinder) (INT) +10
Trained in Lore (Tanning) (INT) +10
Trained in Nature (WIS) +12 (+2 When using natural medicine)
Trained in Occultism (INT) +10
Trained in Religion (WIS) +12
Master in Stealth (DEX) +18 (+1 Cloak of Elvenkind)(+1 to Hide pistol with concealed holster)
Trained in Survival (WIS) +12 (Has compass/Wayfinder)

TEMPORARY GEAR:

Moderate Healing Potion x2 (PFS)
Advanced Alchemy Consumables (Bombs and Alchemical Ammo Only): 7/day : 2 Moderate Alchemist's Fires, 4 Life Shot, 4 Eroding Bullets, 4 Cold, 4 Elec, 4 Fire
Versatile Vials (Bombs and Alchemical Ammo Only): (4)

FORMULA BOOK:

Black Powder
Alchemist's Fire (C)
Bottled Lightning (C)
Life Shot (C)
Eroding Bullet (U)
Elemental Ammunition (C): Cold
Elemental Ammunition (C): Electricity
Elemental Ammunition (C): Fire
Elemental Ammunition (C): Poison

Advanced Alchemy: During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Versatile Vials: You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities. Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial.
You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way.

Quick Alchemy: You gain the Quick Alchemy action to make the items you need on the fly.
Quick Alchemy: [one-action] Alchemist, Manipulate, Source Player Core 2 pg. 59 1.1
Requirements You're either holding or wearing an alchemist's toolkit and you have a free hand. You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.

-Create Consumable You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)

-Quick Vial You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.

Versatile Vials: Your versatile vials can be thrown like bombs, with the following statistics.
Acid Alchemical Bomb Consumable Infused Splash
Usage held in 1 hand; Bulk —
Activate [one-action] Strike. This tiny glass flask contains volatile chemicals that can be used offensively in a pinch.

Lesser Item 1
The bomb deals 1d6 acid damage and 1 acid splash damage.

Moderate Item 4
You gain a +1 item bonus to attack rolls. The bomb deals 2d6 acid damage and 2 acid splash damage.

Greater Item 12
You gain a +2 item bonus to attack rolls. The bomb deals 3d6 acid damage and 3 acid splash damage.

Major Item 18
You gain a +3 item bonus to attack rolls. The bomb deals 4d6 acid damage and 4 acid splash damage.

CLASS FEATS:
Munitions Crafter: Feat 1: Gunslinger: Bullets and bombs can be scarce in some parts, so you’ve learned to make your own. You become trained in Crafting and gain the advanced alchemy benefits (Player Core 2 174). You can use the advanced alchemy benefits to create a number of daily consumables equal to 4 + half your level (rounded up); these consumables must be bombs or alchemical ammunition. You gain a formula book that includes the formula for black powder and four 1st-level types of common or uncommon alchemical ammunition or bombs of your choice. When crafting alchemical ammunition, including black powder in doses or rounds, using advanced alchemy, you create the ammunition in batches of 4 (meaning that if you were 4th level and used all of your advanced alchemy consumables to create alchemical ammunition, you could create a maximum of 24 rounds). You cannot use advanced alchemy to Craft horns or kegs of black powder.

Demolitionist Dedication: Feat 2: Uncommon/Archetype/Dedication
You know how to set explosives to cause the maximum possible damage to buildings and other structures. You become trained in Engineering Lore or become an expert in it if you were already trained. You gain the Set Explosives action.

◆◆ Set Explosives: (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate.

◆ Running Reload: Feat 4: Gunslinger: You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.

Munitions Machinist: Feat 6: Gunslinger: Prerequisites Munitions Crafter, expert in Crafting
You’re adept at crafting ammunition. You gain the Quick Alchemy benefits (Player Core 2 174) and 4 versatile vials, but can only use Quick Vial to create bombs or alchemical ammunition.

SKILL FEATS:
Survey Wildlife: Feat 1: General/Skill: Prerequisites trained in Survival
You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty.

Alchemical Crafting: Feat 1: General/Skill: Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Forager: Feat 1: General/Skill: Prerequisites trained in Survival
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

Natural Medicine: Feat 1: General/Skill: Prerequisites trained in Nature
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Cat Fall: Feat 1: General/Skill: Prerequisites trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. (PFS Swords Level 5 Feat)

Steady Balance: Feat 1: General Skill: Source Core Rulebook pg. 267 4.0: Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

GENERAL FEATS
Fleet: (Feat 1)(General): Source Core Rulebook pg. 261. You move more quickly on foot. Your Speed increases by 5 feet.

Incredible Initiative: (Feat 1)(General): Source Player Core pg. 256. You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

STATS:
Strength: 14
Dexterity: 19
Constitution: 16
Intellect: 12
Wisdom: 16
Charisma: 8

EQUIPMENT:

Leather Armor +1
Arquebus +1 Striking w/ reinforced stock
Dwarven Scattergun +1
Clan Pistol +1 Striking w/ concealed holster
Firearm Ammo (40)
Dagger w/ Sheath
Explorer's Clothing
Winter Clothing
Backpack
Bedroll
Belt pouch
Waterskin
Flint and Steel
Mug
Soap
Crowbar
Signal Whistle
Repair Kit
Bandoleer x2
Silver Holy Symbol of Torag
Healer's Tools
Firearm cleaning kit
Alchemist's Tools
Basic Crafter's Book
Personalized Wayfinder
Silencer (on Clan Pistol)
Waterproof Carrying Case x3
Aeon Stone (Dusty Rose Prism)
Boots of Elvenkind
Cloak of Elvenkind

CONSUMABLES:

Rations (1 week)
Silversheen (1)
Lesser cold iron blanch (1)
Level 1 Alchemist Formulas
Black Powder Horn

CLASS: GUNSLINGER: SNIPER:

Key Ability: DEXTERITY: At 1st level, your class gives you an ability boost to Dexterity

Hit Points: 8 plus your Constitution modifier: You increase your maximum number of HP by this number at 1st level and every level thereafter.

Misfire: Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before the weapon can be reloaded and fired again. Once you've spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five). Some abilities cause a weapon to misfire as a part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.

Way of the Sniper: You practice a style of shooting that relies on unerring accuracy and perfect placement of your first shot. You keep hidden or at a distance, staying out of the fray and bringing unseen death to your foes.

Slinger's Reload: Covered Reload; Deeds: Initial - One Shot, One Kill; Advanced - Vital Shot; Greater - Ghost Shot; Way Skill: Stealth

Slinger's Reload: ◆ Covered Reload: You duck into a safe position or minimize your profile while reloading to make your next attack. Either Take Cover or attempt to Hide, then Interact to reload. As normal, you must meet the requirements to Take Cover or Hide; you must be prone, benefiting from cover, or near a feature that allows you to Take Cover, and you need to be benefiting from cover or concealed to a creature to Hide from that creature.

Initial Deed: One Shot, One Kill: ◇ Free Action: Trigger You roll Stealth for initiative.Your first shot is the deadliest. Interact to draw a firearm or crossbow. On your first turn, your first Strike with that weapon deals an additional 1d6 precision damage. This precision damage increases to 2d6 at 9th level and 3d6 at 15th level.

Slinger's Precision: You have steady precision with guns and crossbows and can use weapons that incorporate them effectively. You deal an extra +2 precision damage with Strikes made using crossbows that don't have the repeating trait, and deal an extra 1d4 precision damage on Strikes with firearms that don't have the repeating trait. If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using crossbows that aren't repeating, and you deal an additional 1d6 precision damage with non-repeating firearm Strikes. If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee portion of that weapon.

Stubborn: Level 3: You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.

Gunslinger Weapon Mastery: Level 5: You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows.
*Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1.
*Bow: If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.

Vigilant Senses: Level 7: Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization: Level 7: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

DWARVEN ANCESTRY:

Base 10hp, Medium Size, 20ft Stride
Ability Boosts: Constitution, Wisdom, Free
Ability Flaw(s):Charisma

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Heritage: Death Warden Dwarf
Source Core Rulebook pg. 35 2.0
Your ancestors have been tomb guardians for generations, and the power they cultivated to ward off necromancy has passed on to you. If you roll a success on a saving throw against a necromancy effect, you get a critical success instead.

Clan Pistol: Feat 1: Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Alkenstar, Dongun Hold, or their allies.

Dongun Education: Feat 1(5th): Uncommon/Dwarf. Source Guns & Gears pg. 200. Access You are from Dongun Hold or Alkenstar.
You're knowledgeable in trades that are important to your people's survival and commercial interests. Pick two of the following Lore skills: Engineering Lore, Explosive Lore, or Firearm Lore. At 2nd level, you gain expert proficiency in these Lore skills; at 7th level, you gain master proficiency in these Lore skills; and at 15th level, you gain legendary proficiency in them.

Smoke Sight: Feat 9: Uncommon, Dwarf. Source Guns & Gears pg. 201. Access You are from Dongun Hold or Alkenstar.
You're used to fighting and hiding in a haze of smoke and flame. You automatically succeed at the DC 5 flat check to target a concealed creature if that creature is concealed only by smoke. When you are concealed or hidden in smoke, increase the DC of the flat check to target you to 6 if you're concealed or 12 if you're hidden.

Crafter's Instinct: Feat 13: Uncommon/Dwarf/Fortune. Source Guns & Gears pg. 201. Frequency once per day. Prerequisites master in Crafting. Access You are from Dongun Hold or Alkenstar. Trigger You misfire with a firearm or you roll a failure on a Strike with a ranged weapon.
*You sense a minor flaw in the weapon as you fire it, and quickly adjust your aim on the fly to avoid the flaw. If the triggering Strike was a misfire, you get a normal failure instead. If the triggering Strike was a failure, it becomes a glancing blow that deals minimum damage for the Strike (adding any bonuses as normal but getting a result of 1 for all damage dice that would be rolled on a success). The glancing blow does not apply other effects that would normally happen only on a hit.

HUNTER BACKGROUND:

You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

You're trained in the Survival skill, and the Tanning Lore skill. You gain the Survey Wildlife skill feat.

VIGILANT SEAL FACTION:

Rune-sealed doors, buried temples, warded vaults, and ancient keeps…these are among the most tantalizing sites for explorers to delve, yet all too often these ruins were abandoned for a good reason: their contents were too dangerous to leave unfettered yet too enduring to destroy outright. The Pathfinder Society has a long track record of unleashing forgotten horrors while in the pursuit of glory and lore. Yet for every imprisoned fiend accidentally released while Pathfinders explore overgrown shrines, the explorers have also uncovered and defeated slumbering evils that would have otherwise emerged to plague the world unforeseen and uncontested. As far as the Vigilant Seal’s concerned, this tradition of cavalier recklessness must change.

Faction Leader: Among the most famous Pathfinders of the previous decade, Eando Kline (CG male human explorer) famously explored Varisia, infiltrated the Hold of Belkzen, and plumbed the Darklands’ depths to uncover a lost serpentfolk city. Knowing that further publicity would encourage exploration and goad the serpentine villains to attack the surface, Kline returned to the Grand Lodge ahead of his rival Arnois Belzig, urging the Decemvirate not to publish either of their findings about the site. The Decemvirate dismissed his concerns, and in disgust, Eando Kline resigned from the Society. For the past decade he’s led his own expeditions, always endeavoring to explore more responsibly than the organization he left behind. Yet with news of a change in the Decemvirate and respected colleagues rising to positions of power, Eando Kline has returned to the Society at last, accepting his old wayfinder so long as he can lead in the organization’s reform.

Faction Leader Eando Kline

Motto: Protect, Contain, Destroy

Objectives: Just as the Pathfinder Society decrees that its agents must “Explore, report, and cooperate,” the Vigilant Seal expects its agents to “Protect, contain, and destroy.” Dangerous artifacts are often best kept deep within the Grand Lodge or other secure sites, rather than left where they might cause harm. Where slumbering evils lie chained, agents are expected to ensure every link remains strong. And where those goals are impossible, those agents must be ready to neutralize the threat. The Vigilant Seal encourages its agents to be educated enough to identify and understand hazards, and Eando Kline believes that individual Pathfinders must exercise their own discretion in assessing the danger and knowing when to intervene.

Year 1 Goal: The Pathfinder Society’s past is replete with buried dangers, both in sites of expeditions that were never completed and in the vaults below the Grand Lodge. Now that the Society’s leadership has become enamored with unearthing the exploits of the earliest Pathfinders, it’s only a matter of time before agents inadvertently unleash a devastating curse or threat that the likes of Pathfinder Society cofounders Durvin Gest or Selmius Foster thought it wiser not to disturb—Vigilant Seal members must be ready to avert such dangers whenever possible, and to quickly neutralize them if not.

CHRONICLES:

Starting Gold: 15.00g
Flooded King's Court: 1-07 14.00g 4F Vigilant Seal
Port Peril Pub Crawl: Q4 3.54g 1F Vigilant Seal
Lost on the Spirit Road: 1-06 14.08g 4F Vigilant Seal
Lions of Katapesh: 1-14 14.40g 4F Vigilant Seal
King in Thorns: 2-00 22.40g 4F Vigilant Seal
Absalom Initiation: 1-01 22.08g 4F Vigilant Seal
Tarnbreaker's Trail: 1-10 22.08g 4F Vigilant Seal
The Slithering 116.72g 12F Vigilant Seal
Putrid Seeds: Q12 16.00g 1F Vigilant Seal
Fate in the Future: 3-99 66.40g 4F Vigilant Seal
Path of Kings: 2-04 66.40g 4F Vigilant Seal
Expedition Pallid Peril: 3-98 68.00g 4F Vigilant Seal
Echoes of Desperation: 3-03 66.40g 4F Vigilant Seal
No Time for Treason: 3-11 104.00g 4F Vigilant Seal
Escape from Oppara: 3-16 104.00g 4F Vigilant Seal
Star-Crossed Voyages: 1-09 155.60g 4F Vigilant Seal
Star-Crossed Court: 1-23 150.00g 4F Vigilant Seal
Most Wondrous Exchange: 4-07 150.00g 4F Vigilant Seal

BOONS:

Blast from the Past (General): You chose to deliver the undead Marcon Tinol to Venture-Captain Drandle Dreng, trusting in the experienced Pathfinder’s ability to deal with the undead safely. This boon will have unique benefits and consequences when slotted in a future scenario. (#1–07: Flooded King's Court Boon A)

Fane’s Friend (General): You managed to impress the enigmatic pirate captain Stella Fane and she considers you a friend. This boon has special benefits when slotted during scenarios and quests that feature Stella Fane. (Quest #4: Port Peril Pub Crawl Boon A)

(0/3) Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami’s blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead. (#1–06: Lost on the Spirit Road)

(0/3)Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an Animal, you can check a box next to this boon to get a failure instead. (#1–14: Lions of Katapesh)

Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it. (#1–01: The Absalom Initiation Boon A)

□ Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task. (#1–01: The Absalom Initiation Boon B)

Tarnbreaker Champions (General): You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings. (#1–10: Tarnbreaker’s Trail)

(1/1) Fruit Basket (General): As thanks for helping to uncover the source of the shipping disruptions, Selu has sent some fruit. Check this box when setting out on an adventure to receive a piece of specially treated baobab fruit. During that adventure, you or another character can use an interact action to consume the fruit, which functions as a lesser elixir of life (restoring 3d6+6 hit points and providing a +1 bonus against diseases and poisons for 10 minutes). If you do not consume the fruit during that adventure, it spoils. (Quest #12: Putrid Seeds)

Evolving Destiny: Rebuild a PC who has 47 XP or less (i.e. level 4 or lower) (Ranger to Gunslinger at 38xp)

(0/1) Spark of Life: A seed has been planted in the fey demiplane known as the Lodge of the Open Road. Inside this seed is a tiny spark of your essence. If you die during an adventure, check the box next to this boon to reduce the gold or material cost of a
raise dead ritual to restore you to life by 50%. This ritual automatically succeeds (but cannot critically succeed). This boon does
not stack with other boons which affect raise dead. (#2–00: The King in Thorns (levels 1-2))

Wayfinder: To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.

Adamant Wayfinder (Vigilant Seal): You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is invested and in your possession. You gain the following reaction.
↺ Resist Harm; Trigger You would take damage; Effect You gain resistance 1 to acid, cold, electricity, fire, force, negative, positive, and sonic damage against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). This resistance increases to 2 when your reach the Admired Reputation tier with Vigilant Seal, and to 4 when you reach the Revered Reputation Tier. You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession, chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per scenario. If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no additional cost beyond that of the wayfinder itself.

Combat Mentor (Vigilant Seal): While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls to 2. Normal: A Level Bump increases a PC’s attack roll modifiers by 1. Special: A PC can only benefit from two mentor boons.

Vigilant Seal Gear: By building relationships and trust with the Vigilant Seal, you’ve gained access to special items favored by this faction. You gain access to the Vigilant Seal faction-specific gear (Lost Omens Pathfinder Society Guide 37-38). You must be Liked by the Vigilant Seal to use this boon.

Muesello's Magnificent Message Mark.

Ally of the Iruxi (Slotless): You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.

(0/1) Seasoned Diplomat (Advanced): You have navigated the courts of Ekkeshikaar, honing your skills as a diplomat and researcher. You may check the box next to this boon at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure.

PURCHASABLE LOOT:

Jade cat (level 2; 6 gp)
Pendant of the occult (level 3; 60 gp)
Archaic Wayfinder U (level 2; discounted price 25 gp; Lost Omens World Guide 17, limit 1)
Katana (U, 2gp)
Bola (5s, Lost Omens Gods & Magic 120)
Fighting Fan (11s, Lost Omens Gods & Magic 120)
Khopesh (2g, Lost Omens Gods & Magic 120)
Crying angel pendant (level 2; 7 gp)
Lesser healing potion (level 3; 12 gp)
Lesser mistform elixir (level 4; 18 gp)
Greater salve of antiparalysis (level 12; 325 gp)
Scroll of snowball (Lost Omens World Guide 112; level 1; 4 gp)
Flaying knife (level 8, 480 gp; The Slithering 60)
Gluttonous spear (level 6, 250 gp; The Slithering 60)
Oily button (level 5, 30 gp; The Slithering 60)
Putrescent glob (level 7, 65 gp; The Slithering 61)
Sixfingers elixir (level 5+, 25+ gp; The Slithering 61)
Slime whip (level 7, 360 gp; The Slithering 61)
Slippery ribbon (level 1, 12 gp; The Slithering 61)
Wand of noisome acid (level 6+, 250+ gp;The Slithering 61)
Wand of teeming ghosts (level 6+, 250+ gp; The Slithering 61)
Clandestine cloak (level 6; 230 gp)
Bag of holding type I (item 4, discounted to 68 gp, limit 1)
Bag of holding type II (item 7, 300 gp)
+1 Striking scrollstaff U (level 4; 112 gp; Lost Omens Character Guide 100, limit 1)
Diplomat’s badge (Level 5; 125 gp)
Ring of the ram (Level 6; 220 gp)
Encompassing lockpick U (item 8, 450 gp; Grand Bazaar 10)
Envenomed snare U (item 7, 60 gp; Grand Bazaar 15)
Holy prayer beads U (item 5, 160 gp)
Misdirecting haversack U (item 6 ,200 gp; Grand Bazaar 10)
Pummeling snare U (item 5, 25 gp; Grand Bazaar 43)
Scroll of comprehend language (4th level, item 7, 70 gp)
Scroll of darkvision (5th level, item 9, 150 gp)
Sky serpent bolts U (item 5, 25 gp each; Grand Bazaar 81)
Spellstrike ammunition (type III; item 7, 70 gp)
Wand of fey flames U (item 7, 360 gp; Grand Bazaar 81)
Adamantine chunk U (500 gp; limit 1)
Formula for adamantine buckler U (discounted price 50 gp; level 8)
Formula for adamantine shield U (discounted price 50 gp; level 8)
Numerian steel breastplate R (900 gp; level 10; limit 1)

ITEM DESCRIPTIONS:

Wayfinder Item 2
Uncommon Evocation Invested Magical
PFS Note All Pathfinders have access, free after second scenario.
Usage worn
This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. It serves as a badge of office for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass.

An indentation in the middle of the wayfinder can hold a single aeon stone. Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power.

If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders.

Activate Single Action command; Effect The wayfinder is targeted by a 1st-level light spell.

Aeon Stone (Dusty Rose Prism): Item 3: Source PFS Guide pg. 121
*This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy.
*The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Vanishing Wayfinder: Item 5: Price 150 gp
Access A character who is a member of the Pathfinder Society has access to this option.
A vanishing wayfinder is crafted of ivory chased with gold and silver. It has the usual functions of a wayfinder and the following additional activation. Activate command, Interact; Frequency once per day; Effect You turn the wayfinder in a circle while invoking its command word, gaining the effects of a 2nd-level invisibility spell for 5 minutes.

Adamant Wayfinder (Vigilant Seal)
You have specially reinforced your wayfinder, devising a way for the device to absorb harmful energies. When you purchase
this boon, you apply its benefits to one wayfinder in your possession, granting you a special ability when the wayfinder is
invested and in your possession. You gain the following reaction.
Resist Harm (reaction); Trigger You would take damage; Effect You gain resistance 1 to acid, cold, electricity, fire, force,
negative, positive, and sonic damage against one attack, spell, or effect. This applies only to the initial effect, not to any
subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). This resistance increases
to 2 when your reach the Admired Reputation tier with Vigilant Seal, and to 4 when you reach the Revered Reputation Tier.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the
risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder
is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed
(even if it has been repaired) and does not provide the activated benefit.
Special: You can apply multiple upgrades to a single wayfinder. Each upgrade only affects one wayfinder in your possession,
chosen when the boon is purchased. If a wayfinder has multiple upgrades on it, you can only safely use each ability once per
scenario.
If the wayfinder with this upgrade is destroyed, you can apply the upgrade to another wayfinder during Downtime for no
additional cost beyond that of the wayfinder itself.

Arboreal Boots (Elvenkind): Item 5+: Invested Magical Transmutation: Source Core Rulebook pg. 606 4.0
Usage worn shoes: These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.
-Activate envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

Cloak of Illusions (Elvenkind): Item 7+: Invested Magical: Source GM Core pg. 287: Usage worn cloak; Bulk L
This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.
Activate—Draw Hood [two-actions] (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. While you are invisible, your figment innate cantrip gains the subtle trait, concealing the observable effects of your spellcasting.

FUTURE FEATS:

Sniper's Aim: Feat 6: ◆◆ Concentrate: You take an extra moment to carefully sync your aim and breathing, then fire a shot with great accuracy. Make a ranged weapon Strike. You gain a +2 circumstance bonus to this Strike's attack roll and ignore the target's concealment. If you're using a kickback firearm, you don't take the normal circumstance penalty on this Strike for not having the required Strength score or firing without using a stabilizer.

Smoke Curtain: Feat 8: Requirements You're wielding a loaded firearm and are wearing or holding a dose of black powder.
◆◆ You load an extra dose of powder into your shot, causing it to belch a cloud of smoke. You make a Strike with your firearm and create a cloud of smoke in a 20-foot emanation centered on your location. Creatures are concealed while within the smoke, and creatures outside the area are concealed to creatures within the smoke. The smoke dissipates at the start of your next turn. If your Strike is a critical failure, your firearm misfires.

Penetrating Fire: Feat 10: Requirements You're wielding a loaded firearm or crossbow.
◆◆ You blast a bullet through one foe and into another. Choose two targets, one of which would give the other lesser cover against your ranged attacks. Make a single ranged Strike with the required weapon against both targets. This attack ignores any lesser cover the nearer target provides the other. Roll damage only once and apply it to each creature you hit. Penetrating Fire counts as two attacks for your multiple attack penalty.

Precious Munitions: Feat 10: Prerequisites Munitions Machinist
You mix flecks of precious materials you've gathered on your journeys into your custom bullets to bring out those properties in your temporary ammunition. You can use advanced alchemy to create standard-grade adamantine, cold iron, or silver ammunition, spending 1 batch of reagents per piece of ammunition. At 15th level, you can create high-grade adamantine, cold iron, or silver ammunition.

Shooter's Camouflage: Feat 12: Prerequisites master in Stealth
You specialize in blending into a particular type of environment, able to disappear after taking your shot. Choose either natural or urban terrain. In the chosen terrain, you can Hide and Sneak even without cover or being concealed.

Collapse Wall: Feat 12: Archetype: Source Guns & Gears pg. 133: Archetype Demolitionist: Prerequisites Demolitionist Dedication
Trigger A creature moves into the bombs' splash area. Requirements You're within 30 feet of an area where you rigged bombs on a wall, cliff face, or similar vertical surface with Set Explosives or Demolition Charge. You detonate the required bombs in order to bring a wall down on a creature. If your bombs deal enough damage to reduce the wall's Hit Points below its Broken Threshold, the wall partially collapses on the creature. The creature takes bludgeoning damage equal to the damage dealt to the wall (basic Reflex save; the DC for this save is equal to your class DC or spell DC, whichever is higher). On a failure, they must spend an Interact action to dig themselves out of the collapse, and on a critical failure, they must spend 2 Interact actions to do so.

Hair Trigger: Feat 16: Prerequisites initial deed that allows you to Interact to draw a weapon
No one can react faster than you can pull your trigger. When using your initial deed, instead of Interacting to draw a weapon, you can Strike with a firearm or crossbow you're already wielding. If this Strike hits, the target is also flat-footed until the end of your first turn of the encounter. Special If your initial deed allows you to Interact to draw a weapon more than once, this feat allows you to replace one of these Interact actions and use the other one to draw a weapon. You can't replace both Interact actions with Strikes, but you can draw a loaded firearm or crossbow with one of the actions and immediately shoot it with the other.

Final Shot: Feat 18: Requirements You're wielding an unloaded firearm.
◆◆◆ You jam a triple charge of black powder into your weapon to unleash a devastating but risky and inaccurate attack. Interact to reload, expending three doses of black powder in addition to your normal black powder or ammunition, then Strike with your firearm against a creature within the weapon's first range increment. If you roll a success, the attack is instead a critical success, but if you roll a failure, the weapon misfires. Regardless of your roll, after the attack you're flat-footed until the start of your next turn and stunned 1.