Paladin

Silver Crusader Rhon Delver's page

765 posts. Organized Play character for Big Joe.


Full Name

Rhon Delver

Race

LG Male Dwarf Paladin (Stonelord) 15 | HP 185/185 | AC 46 | T 17 | FF 42 | CMB +27 | CMD 37 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +12, Will: +20 (+1 all saves FF/surprise rd) |

Classes/Levels

DR 1/-, 7/adamantine | SR 20 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +24 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 6/10 | DS 23/35 |

Gender

Active Spells: Heroes' Feast, Haste

Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)

Size

Medium

Age

65

Alignment

Lawful Good

Deity

Torag

Location

Sky Citadel Janderhoff

Languages

Ancient Osiriani, Common, Dwarven, Goblin, Hallit, Kelish, Orc, Terran, Thassilonian, Varisian

Occupation

Part time Barrister; Protector of Dwarven communities everywhere.

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

About Silver Crusader Rhon Delver

Standing before you is a male Dwarf who appears to be approaching his middle years. His green eyes are sharp, appearing not to miss a single detail. His hair is black as night with rings of various metals woven throughout and his beard is intricately braided with rings of varying metals decorating it and held together with a silver beard clasp. His full plate armor is highly polished but dinged and dented from years of adventure and exploration. A pair of golden eagles are etched onto the shoulders of his armor, looking the same as those of an Andoran Eagle Knight. Rhons' shield and ax are leaning up against a nearby table allowing you to easily note the holy symbol of Torag emblazoned upon the shield. A white cloak of Iomedae is wrapped around the top of the shield. Rhon holds a silver tankard in hand that he is gesturing to you with in greeting.

Rhon has led a hard life in service to his clan and community. He has dedicated his life to defending all dwarves from whatever would choose to threaten them. In choosing this life he found that he could better achieve his goal by becoming a member of the Pathfinder Society which allowed him to meet the threats head on before they could ever come near those he cares about.

Character Sheet:
Rhon Delver
Honorifics: Silver Crusader, Eagle Knight rank of Lance Corporal, Seeker
Male dwarf paladin (stonelord) 15 (Pathfinder RPG Advanced Race Guide 16)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +24 (+26 to notice unusual stonework)
Aura courage (10 ft.), faith (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 43, touch 14, flat-footed 42 (+15 armor, +2 deflection, +1 Dex, +1 insight, +6 natural, +8 shield)
hp 155 (15d10+61)
Fort +18 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +11, Will +18; +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round
Defensive Abilities defensive training, fortification 75%, stoneblood; DR 7/adamantine; Immune blood drain, charm, fear, petrification; Resist negative energy 10, positive energy 10; SR 20, magic resistant[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 ghost touch holy impact dwarven waraxe +15/+10/+5 (2d8+12/×3 plus 2d6 vs. evil) or
. . gauntlet (from armor) +14/+9/+4 (1d3+11) or
. . mwk cold iron morningstar +15/+10/+5 (1d8+11) or
. . unarmed strike +14/+9/+4 (1d3+11 nonlethal)
Ranged +1 heavy crossbow +17 (1d10+1/19-20)
Special Attacks hatred, phase strike, stonestrike
Paladin Spell-Like Abilities (CL 15th; concentration +16)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 19, Int 12, Wis 14, Cha 12
Base Atk +15; CMB +15 (+16 bull rush); CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Alertness, Armor Focus, Cosmopolitan[APG], Elemental Channel, Extra Lay on Hands, Furious Focus[APG], Iron Will, Power Attack, Shield Focus
Traits ease of faith, iron liver
Skills Acrobatics -5 (-9 to jump), Diplomacy +7 (+9 on all Diplomacy checks made against centaurs.), Heal +18, Knowledge (history) +2 (+4 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +5, Knowledge (religion) +8, Linguistics +6, Perception +24 (+26 to notice unusual stonework), Profession (barrister) +6, Sense Motive +10, Use Magic Device +19; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Goblin, Hallit, Kelish, Orc, Terran, Thassilonian, Varisian
SQ defensive powers (clear mind[APG], increase damage reduction[APG]), defensive stance, lay on hands 10/day (7d6), mercy (fatigued), stone servant
Combat Gear jingasa of the fortunate soldier[UE], oil of daylight, potion of align weapon, potion of fly, potion of lesser restoration, potion of remove blindness/deafness, potion of remove paralysis, potion of resist fire 30 (3), potion of water breathing, scroll of breath of life, scroll of lesser restoration, scroll of restoration, wand of bless (21 charges), wand of cure light wounds, wand of cure moderate wounds (39 charges), wayfinder, shining, holy water (3), weapon blanch (cold iron)[APG]; Other Gear +5 deathless full plate, +5 heavy steel shield, +1 ghost touch holy impact dwarven waraxe, +1 heavy crossbow, crossbow bolts (30), mwk cold iron morningstar, amulet of natural armor +2, belt of physical might +2 (Dex, Con), boots of the cat[UE], cloak of resistance +5, dusty rose prism ioun stone, first aid gloves, ring of protection +2, ring of sustenance, swarmbane clasp[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Hammer and Tongs: The Forging of Metal and Other G)[UE], mess kit[UE], pot, soap, tabard[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Torag, diamond dust (worth 100 gp), 17,737 gp, 5 sp
--------------------
Tracked Resources
--------------------
Breath of Life (2) - 0/2
Clear Mind (1/defensive stance) (Ex) - 0/1
Crossbow bolts - 8/30
Cure Critical Wounds (2) - 0/2
Cure Light Wounds (10) - 0/10
Cure Light Wounds, Mass (2) - 0/2
Cure Moderate Wounds (5) - 0/5
Cure Serious Wounds (3) - 0/3
Defensive Stance (35 rounds/day) (Ex) - 0/35
Detect Evil (At will) (Sp) - 0/0
First aid gloves (10 charges) - 0/10
Holy water - 3/3
Jingasa of the fortunate soldier (1 uses) - 0/1
Lay on Hands (7d6 hit points, 10/day) (Su) - 0/10
Oil of daylight - 0/1
PFS: Zahra's Tactics (3 uses) - 0/3
Potion of align weapon - 0/1
Potion of fly - 0/1
Potion of remove blindness/deafness - 0/1
Potion of remove paralysis - 0/1
Potion of resist fire 30 - 0/3
Potion of restoration, lesser - 0/1
Potion of water breathing - 0/1
Stone Servant (Huge, 4/day) (Su) - 0/4
Stonestrike +4 (15 rounds/day) (Su) - 0/15
Temple (1/session) - 0/1
Torch - 0/10
Trail rations - 0/5
Wand of bless (21 charges) - 14/21
Wand of cure light wounds - 2/50
Wand of cure moderate wounds (39 charges) - 23/39
Weapon blanch (cold iron) - 0/10
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Clear Mind (1/defensive stance) (Ex) Immediate action in defensive stance, reroll a Will save but must take new result.
Damage Reduction (7/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Stance (35 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Fortification 75% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Blood Drain You are immune to blood drain effects.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (7d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Phase Strike (Su) Your blows ignore metal or stone cover.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.
Stone Servant (Huge, 4/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (75% fortification, +15 to stabilize) (Ex) 75% fortification, +15 to stabilize.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +4 (15 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 30 hardness & if on earth/stone add to CMD.

Defensive Stance Character Sheet:
Silver Crusader LCpl Seeker Rhon Delver
Male dwarf paladin (stonelord) 15 (Pathfinder RPG Advanced Race Guide 16)
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +24 (+26 to notice unusual stonework)
Aura courage (10 ft.), faith (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 45, touch 16, flat-footed 42 (+15 armor, +2 deflection, +1 Dex, +2 dodge, +1 insight, +6 natural, +8 shield)
hp 185 (15d10+91)
Fort +20 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +11, Will +20; +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round
Defensive Abilities defensive training, fortification 75%, stoneblood; DR 1/—, 7/adamantine; Immune blood drain, charm, fear, petrification; Resist negative energy 10, positive energy 10; SR 20, magic resistant[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 ghost touch holy impact dwarven waraxe +17/+12/+7 (2d8+14/×3 plus 2d6 vs. evil) or
. . gauntlet (from armor) +16/+11/+6 (1d3+13) or
. . mwk cold iron morningstar +17/+12/+7 (1d8+13) or
. . unarmed strike +16/+11/+6 (1d3+13 nonlethal)
Ranged +1 heavy crossbow +17 (1d10+1/19-20)
Special Attacks hatred, phase strike, stonestrike
Paladin Spell-Like Abilities (CL 15th; concentration +16)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 23, Int 12, Wis 14, Cha 12
Base Atk +15; CMB +17 (+18 bull rush); CMD 36 (40 vs. bull rush, 40 vs. trip)
Feats Alertness, Armor Focus, Cosmopolitan[APG], Elemental Channel, Extra Lay on Hands, Furious Focus[APG], Iron Will, Power Attack, Shield Focus
Traits ease of faith, iron liver
Skills Acrobatics -5 (-9 to jump), Diplomacy +7 (+9 on all Diplomacy checks made against centaurs.), Heal +18, Knowledge (history) +2 (+4 on checks that pertain to dwarves or their enemies), Knowledge (nobility) +5, Knowledge (religion) +8, Linguistics +6, Perception +24 (+26 to notice unusual stonework), Profession (barrister) +6, Sense Motive +10, Use Magic Device +19; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Goblin, Hallit, Kelish, Orc, Terran, Thassilonian, Varisian
SQ defensive powers (clear mind[APG], increase damage reduction[APG]), defensive stance, lay on hands 10/day (7d6), mercy (fatigued), stone servant
Combat Gear jingasa of the fortunate soldier[UE], oil of daylight, potion of align weapon, potion of fly, potion of lesser restoration, potion of remove blindness/deafness, potion of remove paralysis, potion of resist fire 30 (3), potion of water breathing, scroll of breath of life, scroll of lesser restoration, scroll of restoration, wand of bless (21 charges), wand of cure light wounds, wand of cure moderate wounds (39 charges), wayfinder, shining, holy water (3), weapon blanch (cold iron)[APG]; Other Gear +5 deathless full plate, +5 heavy steel shield, +1 ghost touch holy impact dwarven waraxe, +1 heavy crossbow, crossbow bolts (30), mwk cold iron morningstar, amulet of natural armor +2, belt of physical might +2 (Dex, Con), boots of the cat[UE], cloak of resistance +5, dusty rose prism ioun stone, first aid gloves, ring of protection +2, ring of sustenance, swarmbane clasp[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Hammer and Tongs: The Forging of Metal and Other G)[UE], mess kit[UE], pot, soap, tabard[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Torag, diamond dust (worth 100 gp), 17,737 gp, 5 sp
--------------------
Tracked Resources
--------------------
Breath of Life (2) - 0/2
Clear Mind (1/defensive stance) (Ex) - 0/1
Crossbow bolts - 8/30
Cure Critical Wounds (2) - 0/2
Cure Light Wounds (10) - 0/10
Cure Light Wounds, Mass (2) - 0/2
Cure Moderate Wounds (5) - 0/5
Cure Serious Wounds (3) - 0/3
Defensive Stance (35 rounds/day) (Ex) - 0/35
Detect Evil (At will) (Sp) - 0/0
First aid gloves (10 charges) - 0/10
Holy water - 3/3
Jingasa of the fortunate soldier (1 uses) - 0/1
Lay on Hands (7d6 hit points, 10/day) (Su) - 0/10
Oil of daylight - 0/1
PFS: Zahra's Tactics (3 uses) - 0/3
Potion of align weapon - 0/1
Potion of fly - 0/1
Potion of remove blindness/deafness - 0/1
Potion of remove paralysis - 0/1
Potion of resist fire 30 - 0/3
Potion of restoration, lesser - 0/1
Potion of water breathing - 0/1
Stone Servant (Huge, 4/day) (Su) - 0/4
Stonestrike +4 (15 rounds/day) (Su) - 0/15
Temple (1/session) - 0/1
Torch - 0/10
Trail rations - 0/5
Wand of bless (21 charges) - 14/21
Wand of cure light wounds - 2/50
Wand of cure moderate wounds (39 charges) - 23/39
Weapon blanch (cold iron) - 0/10
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Clear Mind (1/defensive stance) (Ex) Immediate action in defensive stance, reroll a Will save but must take new result.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (7/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Stance (35 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Fortification 75% You have a chance to negate critical hits on attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Blood Drain You are immune to blood drain effects.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Lay on Hands (7d6 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Phase Strike (Su) Your blows ignore metal or stone cover.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.
Stone Servant (Huge, 4/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (75% fortification, +15 to stabilize) (Ex) 75% fortification, +15 to stabilize.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +4 (15 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 30 hardness & if on earth/stone add to CMD.

Chronicle Sheet Boons:

Debt of the Kirin: You possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called The Way of the Kirin.

Dragonkiller: You defeated Aralantryx, the Shadow Lodge's enslaved white dragon, and gained special insight in how to kill others of her kind. You may add an extra 1d6 damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage like sneak attack but is not multiplied on a critical hit. When this bonus damage has been used, cross Dragonkiller off your chronicle sheet.

Snowmask Induction: You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

Inside Connection: You are familiar with the cult of Razmir and receive a +2 bonus on all Charisma based skill checks against the faithful of Razmir.

Stolen Deeds: You have recovered several stolen deed from the Razmiran stronghold. If you kept them for yourself you find that having the paperwork makes securing the stolen properties easier. If you instead did what you could to return them to their proper owners, you develop a reputation as being a good neighbor. Either way, purchasing a property in Absalom costs 1 less PP than normal (minimum 1).

Koboldfriend: You negotiated a truce between the Pathfinder Society and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about the neck (occupying the neck magic item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 to Diplomacy checks made in the city to gather information.

Riddleport Respect: Word of your defeat of pirate captian Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on intimidate checks made in Riddleport as a result.

Honored by the Twilight Talons: For having assisted Whispershade in investigating Othine's disappearance you receive the commendation of Major Colson Maldris. If you are a member of the Andoran faction, you may treat your Fame score as 5 higher when qualifying for and purchasing Andoran faction vanities from Page 14 of Pathfinder Campaign Setting: Pathfinder Society Field Guide. If you are not a member of the Andoran faction, you may now purchase Andoran faction vanities that require 20 Fame or less. So long as you have the Eagle Knight vanity, you may treat yourself as a member of the Andoran faction when qualifying for prestige classes.

Emerald Elixir: Stolen from a bizarre pool in the Emerald Spire superdungeon, this strange vial of glowing emerald elixir has potent alchemical properties. When you drink this elixir, you gain the advanced simple template (Pathfinder RPG Bestiary 294) for the duration of the scenario.
Alternatively, you may mix the elixir with experimental agents found near the vial to trigger a permanent mutation, determined by rolling 1d20 and consulting the random mutation table below (you may not use any reroll ability to modify this die roll). If more than one player activates an emerald elixir at the same time, all drinkers may choose the mutation acquired rather than roll randomly. All bonuses granted by these mutations are alchemical bonuses. Only one PC per player may gain the benefits of this boon.

Positive Energy Feedback Loop: When you are affected by a positive energy spell or effect, increase the amount of damage healed by 1.

Hero of the Hold: Pathfinder Society expert on Sky Citadels. +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.

Unexpected Discovery: +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of my level or lower. If I already have a circumstance bonus on such a check, instead increase the bonus by 2.

Legend of Urglin: In a short period of time you claimed your place in the oral history of Urglin, and orcs carry somewhat inconsistent but nonetheless positive stories of your exploits to other settlements in the region. You gain a +2 bonus on Charisma-based skill checks with orcs in Varisia and any country that directly borders it.

Hero of the Hold: Once you have Chronicle sheets for all three parts of the Glories of the Past campaign arc, you become one of the Pathfinder Society’s experts on Sky Citadels. You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.

Unexpected Discovery: Now that your name features prominently in a volume of the Pathfinder Chronicles, other Pathfinders are quick to recognize you. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower. If you already have a circumstance bonus on such a check, the bonus instead increases by 2.

Siege–Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.

Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

Respect of the Nail: You have earned the respect of the leadership of Varisia's Hellknight order, the Order of the Nail. At a future date, should you encounter members of this order, they will remember you for standing up for the law, even if doing so meant opposing them.

Accumulating an Army (Mammoth Riders): You successfully recruited the aid of a small, capable tribe of Kellid people harded by years of constant strife, and they are ready to aid you when the Pathfinder Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the mammoth riders.

Accumulating an Army (Elven Uprooters): You successfully extracted a team of elven rangers from the Tanglebrair, securing their aid when the Pathfinder Society embarks to secure and explore the Sky Citadel of Jormurdun. This boon is cumulative with any other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Uprooters.

Light of Redemption (Silver Crusade): You have provided a wayward cleric another chance, and for this you have been granted the ability to invoke divine redemption for a repentant soul. You gain the ability to cast atonement as a spell-like ability with no material component cost to anyone but yourself. When you use this boon, cross it off your Chronicle sheet.

Dogged Adventurer: You fought hard to reach the center of Round Mountain and the ratfolk pagoda located therein. Far from your means of exiting the Hao Jin Tapestry, you chose to continue with your mission, foregoing the chance to return to Absalom and the Material Plane to resupply or receive healing. If your next Chronicle sheet for this character is from Pathfinder Society Scenario #3–22: The Rats of Round Mountain, Part II: Pagoda of the Rat, you may receive a special reward at the scenario’s conclusion.

Cornered Fury: Your trials within Round Mountain have given you the will to fight viciously when cut off from friends and allies, a trait many ratfolk possess. Whenever you are reduced to half or fewer of your total hit points, and have no conscious ally within 30 feet, you gain a +2 morale bonus on melee attack rolls and to Armor Class. If you possess the Cornered Fury alternate racial trait (Pathfinder RPG Advanced Race Guide 150), these bonuses do not stack.

Zahra’s Tactics: In thanks for saving her from a fate of madness and servitude to the Mad Marid Moukadeem, Zahra grants you additional training in fighting genies in the future. You may, as a
swift action, gain a +1 insight bonus on a single attack and damage roll against a genie. This ability may be used three times, each time crossing off one of the uses here. You may stack these uses on
a single attack should you so choose, granting a +3 bonus on that attack and damage roll.

Hoofbrother: Word of your exploits in assisting the Cangarit tribe spread among the centaur peoples of the Inner Sea. You gain a +2 bonus on all Diplomacy checks made against centaurs.

Spearmind: In thanks for your efforts to ensure her tribe’s safety, and to increase your chances of being victorious in the Ruby Phoenix Tournament, Nashota imparts to you knowledge of traditional centaur defenses against spear attacks. You gain a +1 dodge bonus to AC against all attacks with weapons in the spears weapon group (this list appears on page 56 of the Core Rulebook and page 45 of Ultimate Combat).

Sky Citadel Reclaimer: You succeeded in reclaiming the sky citadel Jormurdun, an immense fortress city abandoned millennia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning a divine favor by restoring a shrine to working order. Choose one of the following rewards, and cross the other four off your Chronicle sheet.

Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.

Angle-Mover’s Ingenuity: You freed Habesuta Hatsue from her nightmares, and though it was only a dream, she left her mark on you in the form of a tactical sixth sense. As a swift action you gain exceptional battlefield acuity for 3 rounds. During this time you may move an additional 5 feet when you make a 5-foot step. In addition, you gain a +2 insight bonus to AC. When you use this boon, cross it off your Chronicle sheet.

Energized by the World Engine: Whether you used Miloslav’s blueprints or your own strength, you have stored a fraction of the World Engine’s power. As a swift action you may either touch a weapon to grant it the shocking burst weapon quality for 1 minute or apply the Elemental Spell (electricity) metamagic feat to a spell as you cast it without increasing the spell’s level or casting time. Any electricity damage dealt by the spell or weapon property deals full damage to incorporeal creatures. When you use this boon, cross it off your Chronicle sheet.

Mantle of the Black Rider (Hunt for the Mad Monk): The unorthodox tactics of Rasputin’s soldiers failed to stop you, and in turn the Mantle of the Black Rider grows in power. Once per day as a swift action you may gain a +1 bonus on attack rolls for 1 round. This bonus decreases by 1 for every attack you make. For every additional Mantle of the Black Rider boon that this character possesses, the bonus increases by 1 to a maximum of a +6 bonus. You may not benefit from more than one Mantle of the Black Rider boon at a time.

Power of the Giants (Fire): Gain the Power of Giants bonus Chronicle sheet if you do not already possess it, and cross the Fire Giant option off that sheet. If you already gained the Power of the Giants boon from an earlier Chronicle sheet, you instead gain the Fire Giant option.

Thunderbolt Legend: You have wielded the legendary hammer of thunderbolts, and as a move action, you can bestow its power for 1 minute on any weapon you wield. The affected weapon deals damage as though it were one size category larger and gains two of the following weapon enhancements: giant-bane, returning, throwing, and thundering. While you wield the weapon, you also gain resistance 10 against fire and sonic damage. Alternatively, you can use this boon to grant the artifact’s power to a spell you cast. The spell is augmented as if by the Empower Spell metamagic feat, but the additional 50% damage is entirely sonic damage. Furthermore, one creature affected by the spell must succeed at a DC 20 Fortitude save or be stunned for 1 round. When you use this boon, cross it off your Chronicle sheet.

Your extended exposure to an artifact and your ongoing battles with giants have granted you the ability to match their size and strength. Once per day, you can cast enlarge person (self only) as a spell-like ability. The caster level for this effect equals the number of Power of the Giants boons that you possess. If you are not a humanoid creature, the spell still affects you but only lasts 2 rounds per caster level.

Over the course of the Giantslayer Adventure Path, you can gain additional Power of the Giants boons that grant you additional options when you activate this boon’s enlarge person spell-like ability. You only apply one of these additional benefits each time you use the ability.

Hill Giant: When you use the enlarge person spell-like ability, you gain temporary hit points equal to 3 times the number of Power of the Giants boons you possess. These temporary hit points disappear when the spell ends.

Stone Giant: While you use the enlarge person spell-like ability, you also gain the ability to throw rocks as one-handed weapons with a 30-foot range increment. Damage for a hurled rock is 1d6 (1d4 for a Small creature) plus your Strength modifier. When you use this ability, you also have—or are in easy reach of—at least one object suitable for throwing. At the GM’s discretion, additional ammunition might be close at hand.

Frost Giant: While you use the enlarge person spell-like ability, you also gain cold resistance equal to twice the number of Power of the Giants boons you possess. In addition, your first attack with a melee or thrown weapon each round deals an additional 1d6 cold damage on a successful hit. This additional damage does not stack with the frost weapon property.

Fire Giant: While you use the enlarge person spell-like ability, you also gain fire resistance equal to twice the number of Power of the Giants boons you possess. In addition, your first attack with a melee or thrown weapon each round deals an additional 1d6 fire damage on a successful hit. This additional damage does not stack with the flaming weapon property.

Storm Giant: While you use the enlarge person spell-like ability, your body crackles with energy. As a swift action, you can arc this energy to strike a target within 30 feet as per call lightning (CL 15th, DC 20). You can instead use a standard action to direct a bolt as per call lightning storm (CL 15th, DC 22). Each bolt you create reduces the enlarge person spell’s remaining duration by 1 minute (or 2 rounds if you are not a humanoid).