Alchemist

Sebastian Mapplethorpe's page

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


Full Name

Sebastian Mapplethorpe

Race

Human (Taldan)

Classes/Levels

Investigator (Empiricist) 4 - HP 26/26 – AC: 21*/T: 12/FF: 19* – Perception: +11 (+2 locate traps) – Fort: +3, Ref: +7, Will: +6 (+2 vs. illusion spells) – CMB: +4, CMD: 16 – Speed 30' – Init. +2

Gender

M

Age

31

Alignment

Neutral Good

Languages

Common, Kelish, Draconic, Azlanti, Osiriani, Sylvan, Thassilonian, Skald, Undercommon

Strength 12
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 9

About Sebastian Mapplethorpe

Allow me to introduce myself..:

"I am Sebastian Mapplethorpe, formerly of Oppara of the former Empire of Taldor. Before my...unfortunate...exile, I served as a detective and investigator for several municipal and imperial entities due to my unfailing mastery of logic and deduction.”

”Having knocked over the wrong stones one too many times, I found my services no longer in demand in my homeland and sought out an organization that would appreciate and make great use of my prodigious skills. The Pathfinder Society was kind enough to offer me an invitation to join them in their archaeological pursuits. Finding their concerns dovetailing quite well with mine, I accepted and after a brief, if uneventful period of training, which I must confess was somewhat boring at times, I found myself awaiting my Confirmation."

[What follows is a spoiler for The Confirmation]

"From my understanding my particular Confirmation was quite unorthodox as it involved multiple initiates including myself rather than a solo task as is typically encountered by a neophyte Pathfinder. It involved exploration of a cavern which I later dubbed 'Aroden's Echo' due to a shrine to that particular deceased deity found inside. We were beset by many challenges, but thanks to both my deductive and lingual skills and the brute force of my companions we were able to survive and properly survey the area."

[Spoilers for The Disappeared below]

"My first official assignment for the Grand Lodge concerned the sudden disappearance of a Cheliaxian lady of great standing in the Society. While the government of Cheliax put forth great effort to efface any evidence of her existence, I, along with the assistance of a crack team of other Pathfinders, were given the task to discover the circumstances surrounding this occurrence and the woman's current whereabouts. With great care we found ourselves infiltrating a Chelish embassy, using our every capacity for stealth, obfuscation, and duplicity to great effect. In this particular instance my extraordinary skill at cryptography came in especially handy and the case was successfully cracked with the embassy officials none the wiser."

[Spoilers follow for Library of the Lion]

"My skill at infiltration proven without a doubt in my last assignment, I was next asked to assist in a research mission that required myself and some others to access a secret Taldan library for information to aid the crusaders battling demonic forces at the Worldwound. I tell you, the vast store of secret tomes was a thing of beauty, but, alas, I only had limited time to find the information of importance. It should not be a surprise to you then, when I tell you that we successfully unearthed the necessary knowledge. Better yet, my cryptography skills were once again utilized to great effect for the Society and I was given a special dispensation from the Society to work closely with their cryptography division. It also appears that the Society's role in this particular venture may have consequences for future of Taldor's throne, but in this particular case I do hope they leave my name out of it since my reputation for uncovering that which should remain hidden has already won me enemies in the upper echelon of Taldan nobility."

[Spoilers for the Devil We Know Series follows]

"Interestingly enough, the assignment after that ushered me back to my homeland of Taldor, more specifically to the city of Cassomir. With my efficacy unquestioningly demonstrated by my performance thus far, my intellect was turned to the problem of serial kidnappings in that municipality. Forced through the circumstances and perhaps poor management to align our interests temporarily with the Aspis Consortium, we quickly discovered a bizarre criminal amalgamation of fallen noble familes, druids, derros, and an apocalyptic cult. Initially, they appeared to be rank amateurs and were easily routed. However, they finally got their act together I'm afraid when they raided the Swift Prison and my group of Pathfinders were very nearly defeated. We were only saved by the use of my superior mental skills in outwitting a ravenous ghoul. In the end, we got the best of the whole evil enterprise with the exception of the Consortium, who managed to steal a precious artifact while we were engaged saving the prisoners from being transformed into an undead army. Since that moment I have named the Aspis agent Kafar as my archnemesis and I've sworn to myself that when we meet again I shall be victorious. In any event, the whole affair wasn't a total loss, I did find the opportunity to delve into the mind of an deranged artist and pick up a few of his pieces. Whenever I find myself in the rare occasion when I'm stumped in a particular investigation, I take a few moments to view his paintings in order to broaden my thought process."

(Spoilers for The Stolen Heir)

”After my misadventures in Taldor, I was next sent to Andoran to deal with some terrible business involving a kidnapped heiress that quickly devolved in a political quagmire. As backroom politics lead to my downfall in Taldor initially, I found the entire affair distasteful, but ultimately the Society received what it wanted and I believe events turned out the best as they could.”

(Spoilers for The Sun Orchid Scheme)

”I was next sent to the city of Aspenthar in the nation of Thuvia to help troubleshoot some issues they've had with caravan security when transporting the priceless Sun Orchid elixir. I daresay I had a marvelous time with this one as I got to go undercover and utilize my skills to the utmost to acquire the information we need to discover all the gaps in their security. Moreover, we were given a chance to undermine a major Apsis operation, which I must say was quite cathartic after the issues they caused in the Cassomir affair.”

PFS Character Information
PFS#: 60133-7
XP: 9
Fame: 18
Prestige: 13 (5 Spent)

Game Statistics
Initiative: +2
Senses: Perception +11, Locate Traps +11
Speed: 30 ft.

AC: 17 (10 + 5 armor + 2 Dex)
Touch: 12 (10 + 2 Dex)
Flat-footed: 15 (10 + 5 armor)
Hit Points: 26 [4x(d8+1 Con)]
Current hp: 26
Fort: +3
Ref: +7 (+1 to avoid Traps)
Will: +6 (+2 vs Illusion spells and saves to disbelieve)

Combat:
Base Atk: +3; CMB: +4; CMD: 16

Melee
MW Elven Curved Blade: +6 to Hit; Damage 1d10+1 (S); crit 18–20/×2
or
Dagger: +5 to Hit; Dmg 1d4+1 (P or S); crit 19-20/x2;
or
Rapier: +5 to Hit; Dmg 1d6+1 (P); crit 18-20/x2;

Ranged
Shortbow: +5 to Hit; Dmg 1d6 (P); crit 20/x3; range 60 ft
or
Dagger: +5 to Hit; Dmg 1d4+1 (P); crit 19-20/x2 ; range 10 ft

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

Skills:
Skill Ranks Per Class Level: 6 + 4 Int modifier + 1 Human bonus + 1 Favored Class
Acrobatics +9 (4 ranks + 3 class + 2 Dex)
Appraise +4 (0 ranks + 4 Int)
Bluff -1 (0 ranks - 1 Cha)
Climb +1 (0 ranks + 1 Str)
Craft (Alchemy) +14 (4 ranks + 3 class + 4 Int + 3 Level)
Diplomacy +8 (1 rank + 3 class + 4 Int)
Disable Device +15 (4 ranks + 3 class + 2 trapfinding + 2 tools + 4 Int)
Disguise -1 (0 ranks - 1 Cha)
Escape Artist +6 (1 rank + 3 class + 2 Dex)
Heal +1 (0 ranks + 1 Wis)
Intimidate -1 (0 ranks - 1 Cha)
Knowledge (Arcana) +8 (1 rank + 3 class + 4 Int)
Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)
Knowledge (Engineering) +8 (1 rank + 3 class + 4 Int)
Knowledge (Geography) +8 (1 rank + 3 class + 4 Int)
Knowledge (History) +10 (3 ranks + 3 class + 4 Int)
Knowledge (Local) +10 (3 ranks + 3 class + 4 Int)
Knowledge (Nature) +8 (1 rank + 3 class + 4 Int)
Knowledge (Nobility) +8 (1 rank + 3 class + 4 Int)
Knowledge (Planes) +8 (1 rank + 3 class + 4 Int)
Knowledge (Religion) +8 (1 rank + 3 class + 4 Int)
Linguistics +11 (4 ranks + 3 class + 4 Int)
Perception +11 (4 ranks + 3 class + 4 Int) [+1 to Locate Traps]
Perform -1 (0 ranks - 1 Cha)
Ride +2 (0 ranks + 2 Dex)
Sense Motive +11 (4 ranks + 3 class + 4 Int)
Spellcraft +10 (3 ranks + 3 class + 4 Int)
Stealth +2 (0 ranks + 2 Dex)
Survival +1 (0 ranks + 1 Wis)
Swim +1 (0 ranks + 1 Str)
Use Magical Device +11 (4 ranks + 3 class + 4 Int)
Languages: Common, Kelish, Draconic, Azlanti, Osiriani, Sylvan, Thassilonian, Skald, Undercommon

Feats:
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. (1st level Feat)

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. (Human bonus Feat)

Exotic Weapon Proficiency (Elven Curved Blade): You are proficient with an Elven Curved Blade. (3rd level Feat)

Traits:
Clever Word Play: Choose one Charisma based skill (Diplomacy). Use Intelligence instead of Charisma for skill checks for that skill. [Social Trait]

Anatomist: You know where to aim your blows to strike vital organs, and you gain a +1 trait bonus on all rolls made to confirm critical hits. [Basic (Combat) Trait]

Investigator Abilities:

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy:

Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

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

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–7. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

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

An investigator uses the alchemist formulae list (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier.

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

Formulae and Extracts:

1-Level Formulae Known:
Shield, Cure Light Wounds, Comprehend Languages, Disguise Self, True Strike, Endure Elements, Monkey Fish, Touch of the Sea, Identify, Crafter's Fortune, Expeditious Retreat

1-Level Extracts (3 + 1 Int Bonus) Created:
Shield
Touch of the Sea
-Open Slot-
-Open Slot-

2-Level Formulae Known:
False Life, Invisibility

2-Level Extracts (1 + 1 Int Bonus) Created:
False Life
Invisibility

Inspiration:

Inspiration Pool Points Per Day: 6
Current Inspiration Pool Points: 6

An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill.

Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding:

An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Ceaseless Observation:
An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Investigator's Talents:

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

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

A non-alchemist or investigator without this talent who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the investigator’s level + the investigator’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist/investigator without this talent can never gain the benefit of a mutagen, but an investigator can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an investigator/alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Keen Recollection:

At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex):

At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Studied Combat (Ex):

With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex):

At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Unfailing Logic (Ex):

An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Equipment:

Weapons
MW Elven Curved Blade [7 lbs]
Rapier [2 lbs]
Dagger [1 lbs]
Shortbow [2 lbs]
28 Arrows [5 lbs]
19 Cold Iron Arrows [3 lbs]
1 Grappling Arrow [.5 lbs]

Armor
Mithral Chain Shirt [10 lbs]

Gear
Dexterity Mutagen
Cloak of Resistance +1 [1 lb] {Back Slot}
Pocket Watch [1 lb]
Handy Haversack [5 lbs]
--: in Handy Haversack
--Discerning Wayfinder [1 lb]
--Formula Book [3 lbs]
--MW Thieves Tools [2 lbs]
--Alchemist Kit [5 lbs]
--Footprint Cast [1 lb]
--Flint and Steel
--Torch [1 lb]
--Oil of Bless Weapon
--Alchemical Weapon Blanch (Silver) [.5 lbs]
--2 Alchemist Fire [1 lb]
--Alkali Flask [1 lb]
--Holy Water [1 lb]
--2 Sunrods [2 lbs]
--5 tendertwigs
--Fan Feather Token
--Vermin Repellent
--Antitoxin
--Antiplague
--Air Crystals
--Smoked Goggles
--Earplugs
--Powder [.5 lbs]
--Smelling Salts

Current Gold: 505.95gp
Current Prestige: 9
Fame: 14

Total Weight carried: 36.5 lbs (Light)
Carrying Capacities: 43 lbs / 44–86 lbs / 87–130 lbs

Boons:

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

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

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

House Thrune’s Favor (From The Disappeared)
Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

Codebreaker (Grand Lodge Faction) (From Library of the Lion)
Venture-Captain Ambrus Valsin was impressed by your clever work with ciphers and invited you to study codes in more detail for future missions. You gain a +2 bonus on Linguistics checks made to decipher a writing or understand a code, and you may use Linguistics in this way even untrained.

Psychic Dilettante (Play-by-Post Gameday IV Boon #1)
Although most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, poring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock (Pathfinder RPG Occult Adventures 194) and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat.

Psychic Skill Unlock Selected: Hypnotism (Diplomacy)

Infiltrator (From The Sun Orchid Scheme)
Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.

EXPLORER (2+ goals) (Grand Lodge Faction Goal)
Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

Resources Tracking:

Starting Gold: 150gp
Gold from The Confirmation: 480gp
Gold from The Disappeared: 530gp
Gold from Library of the Lion: 560gp
Gold from Devil We Know Part I: 558gp
Gold from Devil We Know Part II: 525gp
Gold from Devil We Know Part III: 942.5
Gold from Devil We Know Part IV: 1350gp
Gold from The Stolen Heir: 1253gp
Gold from The Sun Orchid Scheme: 1214gp
Total Wealth Earned: 7562.5gp

Starting Purchases:
Rapier 20gp
Studded Leather 25gp
Dagger 2gp
Shortbow 30gp
20 Arrows 1gp
Backpack 2gp
Formula Book 15gp
Thieves Tools 30gp
Alchemist fire 20gp
Flint and Steel 1gp
Torch 1cp

The Confirmation Accounting
SELL Backpack 1gp
SELL Thieves Tools 15gp
2 Alchemist Fire 40gp
MW backpack 50gp
MW Thieves Tools 100gp
2 Sunrods 4gp
5 tendertwigs 5gp
Vermin Repellent 5gp
Antitoxin 50gp
Air Crystals 50gp
Alkali Flask 15gp
Holy Water 25gp
Smoked Goggles 10gp
Wayfinder 1 PP

The Disappeared Accounting
Alchemist Kit 25 gp

Library of the Lion Accounting
SELL Studded Leather +12.5 gp
Mithral Chain Shirt 1100gp
Footprint Book 50gp [Changed to Footprint Cast by Errata]
Earplugs .03gp
Powder .01gp
Adding Discerning Quality to Wayfinder 4pp

Devil We Know Part I Accounting
Remove Disease Spellcasting Service 150gp
2 Alchemist Fire 40gp
Oil of Bless Weapon 50gp
20 Cold Iron Arrows 2gp 3 lbs
Alchemical Weapon Blanch (Silver) 5gp .5 lbs
Grappling Arrow 1gp .5 lbs

Devil We Know Part II Accounting
No Changes

Devil We Know Part III Accounting
MW Elven Curved Blade 380gp
Scribe Identify formula 15gp
Scribe Crafter's Fortune formula 15gp
Scribe Expeditious Retreat formula 15gp
Feather Token (Fan) 200gp

Devil We Know Part IV Accounting
SELL MW Backpack 25gp
Handy Haversack 2000gp
1 Antiplague 50gp
1 Alchemist Fire 20gp
Smelling Salts 25gp

The Stolen Heir Accounting:
Pocket Watch 250gp
Add +1 bonus to Mithral Chain 1000gp

The Sun Orchid Scheme Accounting:
Cloak of Resistance +1 1000gp
20 Arrows 1 gp
Scribe False Life formula 60 gp

Total Wealth Expenditures: 6900.55 gp
Total Prestige Expenditures: 5pp
Current Wealth: 661.95gp

Grand Lodge Season 6 Faction Card:

[X] [ ] [ ] [ ] [ ] [ ] [ ] [ ] Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[ ] [ ] [ ] Forgo a Day Job check to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

[ ] Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[ ] Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned
adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[ ] Recover a piece of the Numerian device known as the Sky Key.

[ ] Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.

[ ] Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Grand Lodge by spending only 1
Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in
any combination of the following skills: Knowledge (any), Linguistics, or Perception.

[ ] [ ] [ ] [ ] 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.

Grand Lodge Season 7 Faction Card:

[X][X][ ][ ][ ][ ][ ][ ] Adventure in a nation other than Absalom. You may only receive credit for visiting a particular nation once. Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[ ][ ][ ] Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence, Wisdom, or Profession (scribe) check.

[X] Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[ ] Complete six consecutive scenarios in which you completed both the primary and secondary success conditions. Sanctioned adventures that do not include secondary success conditions neither interrupt not contribute to this goal.

[X] Disrupt or sabotage a significant Aspis Consortium operation, such as by ruining an alliance, damaging its reputation in a large city, or preventing them from recovering an artifact.

[ ] Defeat one or more members of the Aspis Consortium in an encounter whose Challenge Rating is at least equal to your character level.

[ ] Save a venture-captain, one of the Pathfinder Society’s three masters, or a similarly high-ranking figure in the Society from harm. The NPC must be at actual risk of death unless you intercede—often denoted by a current hit point total or other conditions—and he must survive the encounter.

[ ][ ][ ][ ][ ] 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

Grand Lodge Season 9 Faction Card:

[ ][ ][ ][ ][ ][ ][ ][ ]Adventure in a nation other than Absalom. You can receive credit for visiting a particular nation only once.
Checking one of this goal’s boxes does not prevent you from checking one box for a different goal.

[ ][ ]Forgo your Downtime to finalize a report to the Pathfinder Society. Doing so requires a successful DC 15 Intelligence,
Wisdom, or Profession (scribe) check.

[ ]Complete at least three consecutive scenarios in which you completed both the primary and secondary success conditions.
Sanctioned adventures that do not include secondary success conditions neither interrupt nor contribute to this goal.

[ ]Convince an NPC to work as a Pathfinder Society contact, or convince a disaffected agent to work with the Society again.
This requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.

[ ][ ]Participate in an adventure that features Grandmaster Torch, Pasha Muhlia al-Jakri, or Thurl. Faction missions do not fulfill
this goal.

[ ][ ]Successfully complete a scenario in Season 4 of the Pathfinder Adventure Card Guild: Season of Factions’ Favor.

[ ]Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by
mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

[ ][ ][ ]/[ ][ ]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: Grand Lodge

PFS# 60133-7