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460 posts. Organized Play character for roll4initiative.


Full Name

Shamus Shandy

Race

HP 45/45 | AC 16, t12, ff14 | F +5, R +6, W +11 | Init +7 | Perc +14 (low-light) | Stealth +3 |

Classes/Levels

speed 30' | Spells: Cantrips/4, 1st/4, 2nd/4, 3rd/3| Lifebound | Active Conditions: ---

Gender

N m Samsaran | Shaman (Speaker/Past) 6 |

Age

68

Special Abilities

Elemental balance

Alignment

N

Deity

Nature

Location

Classroom "History 101" in the Grand Lodge

Languages

Common, Samsaran, Auran, sylvan, tien

Occupation

Professor of history & scribe

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 20
Charisma 12

About Shamus Shandy

PFS#: 17148-19
Faction: Concordance.

------------------------------
DEFENSE
------------------------------

[dice=Initiative]1d20+7[/dice]
(+3 Dex, +4 feat, +0 misc)

AC 17, touch 13, flat-footed 14
(+4 armor, +3 dex, +0 shield, +0 deflect., +0 nat.)
ghoul hunter: +1 AC against natural weapon atks by ghouls & ghasts.

hp: 45 (6/level, +1 FCB)

[dice=Perception]1d20+14[/dice]
(low-light vision)

[dice=Fortitude]1d20+5[/dice]
(Base +2, Con +1, Cloak +1, Trait +1)
[dice=Reflex]1d20+6[/dice]
(Base +2, Dex +3, Cloak +1, Misc +0)
[dice=Will]1d20+11[/dice]
(Base +5, Wis +5, Cloak +1, Misc +0)

Lifebound: +2 racial bonus on all saves made to resist death effects, saves against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize.
Inured to the Elements: +2 saves vs. spells with acid, air, cold, earth, fire, elec., water descriptor; 1/day (faction card).
Four-Leaf Clover: +2 luck bonus any save, 3/day [ ][ ][ ].
Ghoul Hunter: +1 Fort saves vs. disease, paralysis, and stench of ghouls & ghasts.
Nexus Crystal: Resist negative energy 10.

------------------------------
OFFENSE
------------------------------

Speed: 30 ft.

Melee:
[dice=morningstar]1d20+3[/dice]
[dice=spiky bash]1d8-1[/dice]
 
Ranged: 
[dice=Mwk Underwater Lt. X-bow & pbs]1d20+8+1[/dice]
[dice=cold-iron piercing]1d8+1[/dice]
(19-20/x2, 80'/20' range, point-blank shot)

[dice=Sling]1d20+7[/dice]
[dice=bullet]1d4-1[/dice]

------------------------------
STATISTICS
------------------------------

Str 8, Dex 16*, Con 12,
Int 14, Wis 20**, Cha 12
*Belt/Dex +2, **Headband/Wis +2

Base Atk +4; CMB +3; CMD 16

Traits:
Resilient: +1 Fortitude saves.
Pragmatic Activator: Use Int for UMD. 

Feats:
1. Point Blank Shot 
2. Improved Initiative
3. Extra Hex (Chant)

Languages:
Racial: common, samsaran
Regional: tien
Intelligence: auran, sylvan
Linguistics: necril

--------------------------
SKILLS:
--------------------------

(6/level; 4 class, 2 INT)

[dice=Acrobatics]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Appraise]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Bluff]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Climb]1d20-1[/dice]
(Rank +0, Class +0, Str -1)
[dice=Craft]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Diplomacy]1d20+9[/dice]
(Rank +5, Class +3, Cha +1)
[dice=Disable Device]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Disguise]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Escape Artist]1d20+2[/dice]
(Rank +0 Class +0, Dex +2)
[dice=Fly]1d20+9[/dice]
(Rank +1, Class +3, Dex +3, Spell +2)
[dice=Handle Animal]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Heal]1d20+9[/dice]
(Rank +1 Class +3, Wis +5)
[dice=Knowledge (arcana)]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Knowledge (dungeon)]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Knowledge (engineering)]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Knowledge (geography)]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Knowledge (history)]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Knowledge (local)]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Knowledge (nature)]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Knowledge (nobility)]1d20+2[/dice]
(Rank +0, Class +0, Int +2)
[dice=Knowledge (planes)]1d20+9[/dice]
(Rank +4, Class +3, Int +2)
[dice=Knowledge (religion)]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Linguistics]1d20+6[/dice]
(Rank +1, Class +3, Int +2)
[dice=Perception]1d20+14[/dice]
(Rank +6, Class +3, Wis +5)
[dice=Perform]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Profession (scribe)]1d20+10[/dice]
(Rank +2, Class +3, Wis +5)
[dice=Ride]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Sense Motive]1d20+7[/dice]
(Rank +2, Class +0, Wis +5)
[dice=Sleight of Hand]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Spellcraft]1d20+10[/dice]
(Rank +4, Class +3, Int +2)
[dice=Stealth]1d20+3[/dice]
[Rank +0, Class +0, Dex +3)
[dice=Survival]1d20+9[/dice]
(Rank +1, Class +3, Wisdom +5)
[dice=Swim]1d20-1[/dice]
(Rank +0, Class +0, Str -1)
[dice=Use Magic Device]1d20+9[/dice]
(Rank +4, Class +3, Cha Int +2)

Non-Standard Skill Bonuses:
Pragmatic Activator: (trait): Use Int for UMD.
Inside Knowledge: (Chronicle #6): +2 Knowledge (local) regarding Aspis Consortium & can make check untrained.
Prince of Wolves: +2 Diplomacy & Intimidate against lycanthropes and Intimidate DC is 2 higher for a lycanthrope to demoralize me.
Demonic Scholar: +1 Planes regarding Demons.
Rescued Minotaur Prince: +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Well-Connected: [x][ ][ ][ ][ ] Once per adventure before attempting an Appraise, Disabled Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll.
Five Kings Negotiator: +2 Diplomacy vs. Dwarves.
Friend of the Foxgloves: +2 CHA checks with members of Foxglove family.
Ghoul Hunter: +1 AC & Saves vs. Ghouls and Ghasts.
Haunt Survivor: +1 Perception to notice haunts; reroll save against a haunt's effects before results revealed, 1/day. Must take second result.
Elemental Scholar: [ ][ ][ ] +1d6 to Knowledge (nature or planes) after roll but before result revealed. 3 uses.
Knowledge of the Ages (Su): Retry Knowledge check, +4 insight bonus, 4/day.0

-----------------------------
SPECIAL ABILITIES
-----------------------------
Samsaran:

Lifebound (Ex):
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic (Sp):
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

Mystic Past Life (Su):
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Speaker for the Past Archetype:

Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the Ancestor and Time Oracle Mysteries to her class spell list (as the cleric level for those spells).
Ancestor: unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th).
Time: memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).
This ability replaces the shaman’s familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.

Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the Ancestor or Time mysteries. He uses his shaman level as his oracle level for these revelations, and uses his Wisdom modifier in place of his Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.

Revelations:

Erase from Time (Su):
As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save (DC 16) or vanish completely for a number of rounds equal to 1/2 your oracle/shaman level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

Knowledge of the Ages (Su):
You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma Wisdom modifier. You can use this ability a number times per day equal to your Charisma Wisdom modifier.

Heavens Spirit Ability:

Stardust (4/day):
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + his Charisma modifier.

-----------------------------------
SHAMAN HEXES:
-----------------------------------

Heaven's Leap (Su):

The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate himself or a single ally that he can see who is within 30 feet of her. He can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

Fortune (Su):
The shaman grants 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 it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Chant (Su):
A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.

------------------------------
Spell-like Abilities:
Comprehend Languages, Deathwatch, Stabilize.

------------------------------
SHAMAN SPELLS (CL 5th)
------------------------------
Oracle Mysteries: Ancestors & Time (B=bonus Oracle spells)
Heavens Spirit (¹spirit spells)

Mystic Past Life² (5 spells, cleric list):

1st: liberating command
2nd: grace
3rd: invisibility purge
4th: freedom of movement
5th: life bubble.

Spells:
(*daily chosen spells)

Orisons (4/day): [ ][ ][ ][ ] create water*, dancing lights*, daze, detect magic*, detect poison, guidance (wayfinder)*, light (wayfinder)*, mending, read magic*, resistance, stabilize.

1st (3+1+1 spirit spell/day): [ ][ ][ ][ ][ ] blend, bless*, color spray¹*, burning hands, cause fear, charm person, cure light wounds, doom, endure elements, entangle, karmic blessing, liberating command²*, hex vulnerability, magic stone, magic weapon, produce flame*, protection/evil, remove fear, sleep, spirit call, thorn javelin.

2nd (3+1+1 spirit spell/day): [ ][ ][ ][ ] aid*, barkskin, calm emotions, calm spirit, cure mod. wounds, delay poison*, grace²*, hold person, hypnotic pattern¹*, life pact, memory lapse (b), remove paralysis, sickening entanglement, spiritual weapon, unseen servant (b).

3rd (2+1+1 spirit spell/day): [ ][ ][ ]
bestow curse, blindness/deafness, burning entanglement, call lightning, daylight¹*, deep slumber, dispel magic*, fly, heroism (B)*, hex glyph, invisibility purge, magic circle/evil, protection/energy, remove blindness/deafness, remove curse, remove disease, sands of time (B), speak w/dead, speak w/haunt, stinking cloud*, thorny entanglement, ward of the season, water breathing, water walk

------------------------------
GEAR/POSSESSIONS

Darkleaf leather lammelar, morningstar, mwk underwater lt. crossbow, cold-iron bolts x20, sling & bullets (x20), mwk backpack, rope & grappling hook, Alchemist's Fire x2, inherited wayfinder (casts guidance & light), cold-iron arrow that spins slowly when placed on a flat surface (Remnant of the First World)*. Headband/Insp. Wisdom +2, Belt/Inc. Dex +2.

Magic Items:
Bathrobe of Resistance +1, Pearl of Power (1st level), Leshy Token (neck slot; +2 Cha based checks to influence plant creatures)*, Four-Leaf Clover, Potion/Cure Light Wounds x2, scroll/magic weapon x2, scroll/remove fear x2, scroll/spirit call x2, scroll/lesser restoration x2, haunt siphon (filled).

Wand/burning hands (CL 5th, 5/6 charges)*
Backscratcher/CLW (CL 1st, 48/50 charges)
Wand/cure moderate (CL 3rd, 5/5 charges)*
Wand/touch of the sea (10/10 charges)*
(*Special chronicle items)

------------------------------
CHRONICLES & BOONS
-------------------------------

Reincarnated Heritage (2017 GM Boon #3)

Extra Hours (2018 RSP #4):
Get Day Job when GM.

Seen it Once (2017 RSP #4):

Shamus' creature knowledge journal titled
"Get it Off Me!"

Whenever you encounter one of the creature types listed below, and either you or an ally identifies the creature, you may check the box next to that creature's name below. When you do so, record the name of one of the creature's special abilities (breath weapon, damage reduction, resistances, etc.) next to the name. Whenever you encounter and positively identify this creature type in the future, you automatically recall this piece of information; remembering this fact is in addition to any other facts you may remember with the successful Knowledge check.
[ ] Basilisk
[ ] Dark naga
[ ] Demon, babau
[ ] Demon, succubus
[ ] Demon, vrock
[ ] Derro
[ ] Devil, bearded
[ ] Devil, bone
[ ] Devil, imp
[ ] Doppelganger
[ ] Elemental, Air
[ ] Elemental, Earth
[ ] Elemental, Fire
[ ] Elemental, Water
[ ] Ghost
[x] Ghoul (Good will saves).
[ ] Golem, Flesh
[ ] Golem, Stone
[ ] Gray ooze
[ ] Harpy
[ ] Hill giant
[ ] Mummy
[ ] Otyugh
[ ] Rakshasa
[ ] Rust monster
[ ] Shadow
[x] Skeleton (DR 5/bludgeoning).
[ ] Sphinx
[ ] Vampire
[ ] Zombie

------------------------------

Elemental Investigator (Concordance):

[ ][ ][ ][ ] The insight you have gained from your studies in the First World helps you channel the influence of the seasons, honing your understanding of the balance of Elemental forces. You may check off the first box before this boon in spring, the second in summer, the third in autumn, and the fourth in winter, using real-world seasons. For the abilities listed below, your caster level is equal to your character level.
Spring: You can channel the essence of Autumn's harvest. This functions as goodberry, except that its target is any plant and it causes 2d4 pumpkins to sprout that grant the berry's typical benefits.
Summer: You can channel the essence of winter's chill into a creature you touch. This functions as shocking grasp, except that it deals cold damage instead of electricity damage.
Autumn: You can channel the essence of spring's growth, casting entangle as a spell-like ability.
Winter: You can channel the essence of summer's heat, casting burning hands as a spell-like ability.
Once you have checked all four boxes, you gain access to the elf racial spell ward of the seasons on all of your Pathfinder Society characters as if they were elves. Your elf PCs gain a +1 bonus to their effective caster level for the purposes of the spell.

Guardian of the Farheavens:
[ ][ ][ ] You successfully reunited Dolok Darkfur with the last God Caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boon as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear's endurance as a spell-like ability with a caster level equal to your character level.

Banish the Hag:
Gyronna's influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch's hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you're targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.

Gift of the Gaele:
One time SLA from the following: aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability, restoration.
Caster Level = PC Level.

Cleaning House:
[x][x][ ] Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

Righteous Redemption:
Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.

Worthy Foe (undead):
[ ][ ][ ] Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Bones: You gain the benefits above against undead creatures.

Nexus Crystal (Minor Artifact):

Aura: moderate necromancy; CL 12th; Slot: none; Weight 1/2 lb.
DESCRIPTION: This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time.

Elemental Scholar:
[ ][ ][ ] The anomaly affecting the Eye of Abendego was a source of incredible information on the movements of air and water, as well as the interactions of the Elemental Planes. Whenever you attempt a Knowledge (nature) or Knowledge (planes) check, you can check a box next to this boon to add 1d6 to the result of your check, after the check is rolled but before the result is revealed.

Storm Rider:
[ ][ ][ ] Having braved the Eye of Abendego and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.

Duskwarden’s Favor:
Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to gain the Ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

------------------------------
Pathfinder Tales Boons
------------------------------

Blood of the City:
[spoiler=Attuned to the Citysong] Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:

Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Magical Scrivener:
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll's caster level by 2. When this boon is used, cross it off your chronicle.
.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiatior:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

-------------------------------
CHRONICLES
-------------------------------

1. #9-14: Down the Verdant Path:

Boon: Elemental Investigator (spring, summer, fall, winter).
PA Earned: +2
Fame Spent:
Gold Earned: 508 gp
Day Job: 15 gp

2. #9-18: Scourge of the Farheavens (GM):

Boon: Guardian o/t Farheavens.
PA Earned: +2
Fame Spent:
Gold Earned: 1172 gp
Day Job: 15 gp

3. #8-06: Reaping What We Sow (GM):

Boon: Banish the Hag, Leshy Token, Rosehaven Redemption.
PA Earned: +2
Fame Spent:
Gold Earned: 1197 gp
Day Job: 15 gp

4. #10-06: Treason's Chains:

Boon: Cleaning House, Well-connected (1d6+1 to appraise, dis. device, know (local), perception, profession, or stealth, 1/adventure).
PA Earned: +2
Fame Spent:
Gold Earned: 519 gp
Day Job: 30 gp

5. #45: Delerium's Tangle (GM):

Boon: Rescued Minotaur Prince.
PA Earned: +2
Fame Spent:
Gold Earned: 1189 gp
Day Job: 15 gp

6. #7-10: The Consortium Compact:

Boon: Inside knowledge, Lord Avid's Recommendation.
PA Earned: +2
Fame Spent:
Gold Earned: 510 gp
Day Job: 10 gp

7. #4-19: The Night March of Kalkemedes:

Boon: Gift of the Gaele (one time SLA from the following: aid, detect thoughts, lesser restoration, see invisibility, continual flame, dispel magic, lesser globe of invulnerability, restoration.)
PA Earned: +2
Fame Spent: 2 (wand/CLW)
Gold Earned: 1197 gp, 5 sp
Day Job: 5 gp

8. #7-07: Trouble in Tamran:

Boon: Trusted in Tamran (purchase special ammo & access to unique magic item).
PA Earned: +2
Fame Spent:
Gold Earned: 1117 gp
Day Job: 50 gp

9. #8-07: Tome of Righteous Repose:

Boon: Righteous Redemption, Worthy Foe (undead).
PA Earned: +2
Fame Spent:
Gold Earned: 1300 gp
Day Job: 50 gp

10-12. RotR pt 2: The Skinsaw Murders:

Boon: Friend of the Foxgloves, Ghoul Hunter, Haunt Survivor.
PA Earned: +4
Fame Spent:
Gold Earned: 6756 gp
Day Job: none

13. Bonekeep, Level 1: The Silent Grave (GM):

Boon: Friend of the Foxgloves, Ghoul Hunter, Haunt Survivor.
PA Earned: +2
Fame Spent:
Gold Earned: 2264 gp
Day Job: 20

14. #9-22: Grotto of the Deluged God:

Boon: Elemental Scholar, Storm Rider.
PA Earned: +2
Fame Spent:
Gold Earned: 1866 gp
Day Job: 20

15. #9-09: Beyond the Halflight Path:

Boon: Duskwarden's Favor.
PA Earned: +2
Fame Spent:
Gold Earned: 2233
Day Job: 20