Alain

Sir Ivan Dräcovich's page

92 posts. Organized Play character for roll4initiative.


Full Name

Ivan Dracovich

Race

HP 71/71 | AC 25, t13, ff19 | F +10, R +6, W +10 | Perc. +15 | Stealth +9 | Init +6

Classes/Levels

| speed 30' | CMB +13 (+15 trip), CMD 23 | +12 concentration | Re-roll used [x] | Active Conditions: ---

Gender

NG m human | Inquisitor 6/Cavalier 3 |

Age

28

Alignment

NG

Deity

Pharasma

Strength 18
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 16
Charisma 12

About Sir Ivan Dräcovich

The hatred for undead and being trained by the Temple of Pharasma turned this once gentle lad into a destroyer of undead and fiends.

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

AC 25, t13, ff 19
(+8 armor, +2 dex, +4 shield, +1 ring/protection)
notes:

hp: 71 (8/Inquis, 7/Cavalier, toughness.)

[dice=Initiative]1d20+6[/dice]
(+2 Dex, +3 Wis, +1 Ioun Stone)

[dice=Fortitude]1d20+10[/dice]
(Inq +5, Cav +3, Con +1, Cloak +1)
[dice=Reflex]1d20+7[/dice]
(Inq +2, Cav +1, Dex +2, Cloak +1, trait +1)
[dice=Will]1d20+10[/dice]
(Inq +5, Cav +1, Wis +3, Cloak +1)

Nexus Crystal: Resist negative energy 10.

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

Speed: 30 ft.

Melee (BAB +7/+2):
[dice=+2 Flail, PA & VS]1d20+12[/dice]
[dice=bludgeoning]2d8+10[/dice]
or
[dice=+2 Flail & PA]1d20+14[/dice]
[dice=bludgeoning]1d8+10[/dice]
and
[dice=+2 Flail & PA]1d20+9[/dice]
[dice=bludgeoning]1d8+10[/dice]

[dice=Mwk Longsword, PA & VS]1d20+10[/dice]
[dice=slashing]2d8+8[/dice]
or
[dice=Mwk Longsword & PA]1d20+10[/dice]
[dice=slashing]1d8+8[/dice]
and
[dice=Mwk Longsword & PA]1d20+5[/dice]
[dice=slashing]1d8+8[/dice]
(19-20/x2; scabbard of vigor, +3/3 rnds.)

Ranged: 
[dice=Lt. X-bow]1d20+9[/dice]
[dice=piercing]1d8[/dice]
(19-20/x2, 80' range)

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

Ivan Dräcovich:

PFS# 17148-5
Faction: Liberty's Edge
Birthplace: Andoran
Age: 28
Gender & Pronouns: Male, he/him
Height: 5' 10"
Weight: 165 lbs
Physical Appearance: Well built, brown hair & brown eyes.

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

Str 18, Dex 14, Con 13, Int 12, Wis 16, Cha 12

Base Atk +7/+2; CMB +13; CMD 23

Traits:
Deft Dodger: (combat) +1 Reflex saves.
Scholar of Ruins: (race) +1 Dungeoneering & Geography (Geo as class skill). 

Feats:
1. Combat Expertise: Trade atk for AC.
2. Power Attack: -2 atk/+4 dmg
3. Precise Strike (teamwork): +1d6 when flanking, grant allies w/i 30'.
4. Mounted Combat: negate dmg to mount.
5. Improved Trip: +2 trip, no AoO.
6. Outflank (teamwork): +4 to flank, crit provokes AoO to ally.
7. Weapon Focus (flails): +1 atk
8. Vital Strike: x2 die of dmg w/single atk.
9. Swap Places: I provoke, ally doesn't.
10. Toughness

Vanities:

Eagle Knight (Fame 20, 1 PP):

You are invited into the ranks of the illustrious Eagle Knights with the rank of lance corporal.
You become specialized in Diplomacy.

Knighthood (Fame 40, 4 PP):

You become invested as a knight of Andoran, gaining the title "sir" if male, or "dame" if female before your given name. You may also append "knight" onto any existing titles within the Eagle Knights if you are a member, such as "knight captain" or "knight corporal".
You gain a +2 bonus on Diplomacy and Knowledge (nobility) checks within Andoran or against Andoren subjects.

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

SKILLS

(8 Inq, 7 Cav/level, Class skills are bold)

[dice=Acrobatics]1d20+4[/dice]
(Rank +2, Class +0, Dex +2)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+8[/dice]
(Rank +3, Class +3, Cha +1, Ioun Stone +1)
[dice=Climb]1d20+8[/dice]
(Rank +1, Class +3, Str +4)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+11[/dice]
(Rank +5, Class +3, Cha +1, Ioun +1, Vanity +1)
[dice=Disable Device]1d20+10[/dice]
(Rank +3, Class +3, Dex +2, Tools +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+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Handle Animal]1d20+6[/dice]
(Rank +2, Class +3, Cha +1)
[dice=Heal]1d20+9[/dice]
(Rank +3, Class +3, Wis +3)
[dice=Intimidate]1d20+15[/dice]
(Rank +3, Class +3, Cha +1, Stern Gaze +3, Mask +5)
[dice=Know: Arcana]1d20+5[/dice]
(Rank +1, Class +3, Int +1)
[dice=Know: Dungeoneer]1d20+7[/dice]
(Rank +2, Class +3, Int +1, Trait +1)
[dice=Know: Engineering]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Geography]1d20+7[/dice]
(Rank +2, Class +3, Int +1, Trait +1)
[dice=Know: History]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Local]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nature]1d20+5[/dice]
(Rank +1, Class +3, Int +1)
[dice=Know: Nobility]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Planes]1d20+7[/dice]
(Rank +3, Class +3, Int +1) 
[dice=Know: Religion]1d20+8[/dice]
(Rank +4, Class +3, Int +1)
[dice=Linguistics]1d20+6[/dice]
(Rank +2, Class +3, Int +1)
[dice=Perception]1d20+15[/dice]
(Rank +8, Class +3, Wis +3, Ioun +1)
[dice=Perform]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)
[dice=Profession (attorney)]1d20+8[/dice]
(Rank +2, Class +3, Wis +3)
[dice=Ride]1d20+8[/dice]
(Rank +3, Class +3, Dex +2)
[dice=Sense Motive]1d20+14[/dice]
(Rank +4, Class +3, Wis +3, St. Gaze +3, Ioun +1)
[dice=Sleight of Hand]1d20+2[/dice]
(Rank +0, Class +0, Dex +2)
[dice=Spellcraft]1d20+7[/dice]
(Rank +3, Class +3, Int +1)
[dice=Stealth]1d20+10[/dice]
(Rank +4, Class +3, Dex +2, Ioun Stone +1)
[dice=Survival]1d20+9[/dice]
(Rank +2, Class +3, Wis +3, Wayfinder +1)
[dice=Swim]1d20+8[/dice]
(Rank +1, Class +3, Str +4)
[dice=Use Magic Device]1d20+1[/dice]
(Rank +0, Class +0, Cha +1)

ACP -0

Non-Standard Skill Bonuses:
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Monster Lore: The inquisitor adds their Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Inside Connection: +2 CHA checks vs. faithful of Razmir.
Mendevian Commendation: +1 bonus on charisma-based skill and ability checks made to influence crusaders of Mendev.
Friend of the Family: +1 bonus on Diplomacy and Knowledge (nobility) checks in Absalom.
Amethyst Pyramid (cracked) Ioun Stone: +2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities.
Advocate for Hao Jin: [ ][ ][ ] Check a box to gain +2 on Sense Motive checks and Diplomacy to gather information for entire scenario.

Languages: common, celestial, varisian, elven.

------------------------------
SPECIAL ABILITIES
------------------------------

Cavalier Order of the Seal:

Cavaliers of the order of the seal are a secretive order, each charged with the protection of a specific object (such as a dangerous magic item), place (a lost temple), or secret (that a certain peasant is actually the last descendant of the royal line). Such cavaliers are the defenders of ancient traditions or the servants of rulers with important secrets to hide, sometimes having to search out such secrets in order to properly protect and preserve them.

Edicts:
The cavalier must guard his sworn charge with all he has: his health, his honor, and his very life. If his charge is a place, he must keep intruders out. If it is a thing, he must keep it safe from thieves—and restore the item to its rightful place if taken.

Challenge:
An order of the seal cavalier can make a free bull rush or trip combat maneuver anytime he takes the full-attack action against the target of his challenge. This free combat maneuver does not provoke an attack of opportunity.

Skills:
An order of the seal cavalier adds Disable Device (Dex) and Linguistics (Int) to his list of class skills. Whenever the cavalier uses Bluff to conceal information about his sworn charge, he receives a competence bonus equal to 1/2 his cavalier level (minimum +1).

Order Abilities:
A cavalier belonging to the order of the seal gains the following abilities as he increases in level.

Keeper (Ex):
At 2nd level, once per day the cavalier must select a location, or a secret that he has sworn to protect. If he chooses a location, he gains a +2 morale bonus on attack rolls when directly defending his charge. If he chooses a secret, he gains a +2 morale bonus on saving throws and opposed checks to resist revealing information about his charge. He gains these bonuses until he picks a new object, location, or secret to protect.

I Shall Not Be Moved (Ex):
At 8th level, the cavalier can draw on his dedication to overcome physical weakness. Whenever the cavalier does not move more than a 5-foot step, he receives a +2 dodge bonus to his CMD to resist bull rush, overrun, reposition, and trip combat maneuvers until his next turn.

Cavalier's Challenge (Ex):
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier's level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.

Cavalier's Charge (Ex):

At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Touch the Spirit World (Su):

Souls Subdomain.
With a touch, you can empower a weapon to affect incorporeal creatures. The weapon touched deals half damage to incorporeal creatures, or full damage if it is a magic weapon. This benefit lasts for a number of rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Inquisitor Judgements (2/day):

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Solo Tactics (Ex):

At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat:

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

Bane (Su):

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp):

At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

-------------------------------
Spell-like abilities:
Discern Lies (6 rounds/day)
detect chaos, detect evil, detect good, or detect law. (at will)

------------------------------
INQUISITOR SPELLS
(Souls Subdomain)
------------------------------

Orisons: (6/day); detect magic, disrupt undead, guidance, light, sift, stabilize
1st: (5/day); bless, divine favor, heightened awareness, true strike.
2nd: (4/day); blistering invective, defending bone, resist energy, see Invisibility.

Special Access Spells:
detect demon
Anti-Summoning Shield
Righteous Blood
Burst With Light

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

Combat Gear:
+2 mithril agile breastplate, +2 mithril heavy shield, +2 flail, mwk longsword & scabbard of vigor, Lt. crossbow & cold-iron bolts x10, ghost salt bolts x10 cloak of resistance +1, belt/giant strength +2, headband/inspired wis +2, ring/prot. +1, mask of fear.

Other Items:
cold weather outfit, wayfinder, 50' silk rope & grapple, handy haversack, mwk thieves' tools, oil/bless weapon, Nexus Crystal*, potion/bull's strength,

Wand/bless (20/21 charges)*.
Wand/lesser restoration (50/50 charges)
Wand/protection from evil (49/50 charges)

Scroll/cure moderate x5
Scroll/align weapon

Amethyst Pyramid (cracked) ioun stone:

+2 competence bonus on Knowledge (religion) checks to identify undead and their special abilities. 150 gp

Dark Blue Rhomboid (cracked) ioun stone:

+1 competence bonus on Perception and Sense Motive checks. 400 gp

Pale Ruby Trillian (cracked) ioun stone:

+1 competence bonus on stealth checks. 200 gp

Dusty Rose Prism (cracked) ioun stone:

+1 competence bonus on initiative checks. 500 gp

Mulberry Pentacle (cracked) ioun stone:

+1 competence bonus on Bluff and Diplomacy checks. 400 gp

*Special Chronicle Items.

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

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

Blood of the City:

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
[spoiler=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.

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

1-3. Module: Crypt of the Everflame:

Boon: Kassen's Blessing: Reroll a d20. Must take second result, even if worse.
Fame Earned: +3
PP Spent:
Gold Earned: 1250 gp
Day Job: n/a

4. #3-09: The Quest for Perfection, I:

Boon: none
Fame Earned: +2
PP Spent:
Gold Earned: 500 gp
Day Job: 5 gp

5. #3-11: The Quest for Perfection, II:

Boon: none.
Fame Earned: +2
PP Spent:
Gold Earned: 501 gp
Day Job: 15 gp

6. #3-13: The Quest for Perfection, III:

Boon: Axe Beak Companion.
Fame Earned: +2
PP Spent:
Gold Earned: 524 gp
Day Job: 10 gp

7-9. Module: Masks of the Living God:

Boon: Inside Connection: +2 CHA checks vs. faithful of Razmir; Stolen Deeds: Property in Absalom costs 1 less Prestige (min. 1).
Fame Earned: +2
PP Spent:
Gold Earned: 3711 gp
Day Job: n/a

10. PFS #4-07: Severing Ties:

Boon: As immediate action, force enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the chronicle.
Fame Earned: +2
PP Spent:
Gold Earned: 1913 gp
Day Job: n/a

11. PFS #4-02: In Wrath's Shadow:

Boon: Access to Acrimony Veil.
Fame Earned: +2
PP Spent:
Gold Earned: 3260 gp
Day Job: n/a

12. #4-14: My Enemy's Enemy:

Boon: Foiled Plans of Shadow Lodge.
Fame Earned: +2
PP Spent:
Gold Earned: 1304 gp
Day Job: n/a

13. PFS Ruins of Bonekeep, Level One:

Boon: Gained Nexus Crystal.
Fame Earned: +2
PP Spent:
Gold Earned: 2561 gp
Day Job: 10 gp

14. #4-17: Tower of the Ironwood Watch:

Boon: none.
Fame Earned: +2
PP Spent:
Gold Earned: 2512 gp
Day Job: n/a

15. #5-06: You Have What You Hold:

Boon: Smine's Best.
Fame Earned: +2
PP Spent:
Gold Earned: 2271 gp
Day Job: n/a

16. #5-07: Port Godless:

Boon: Accumulating an Army, Riftwarden Magic (access to spells: anti-summoning shield, protection from outsiders, telepathic censure).
Fame Earned: +2
PP Spent:
Gold Earned: 2535 gp
Day Job: n/a

17. #5-13: Weapon in the Rift:

Boon: Ghalcor's Spellcraft (access to burst with light, detect demon, and righteous blood.
Mendevian Commendation: +1 bonus on charisma-based skill and ability checks made to influence crusaders of Mendev.
Fame Earned: +2
PP Spent:
Gold Earned: 2597 gp
Day Job: 0 gp

18. #4-05: The Sanos Abduction:

Boon: Faerie Dragon Familiar access.
Fame Earned: +2
PP Spent:
Gold Earned: 3215 gp
Day Job: 20 gp

19. #5-18: The Stranger Within:

Boon: The Price of Freedom: retrain feat for free. (Point Blank Shot to Power Attack).
Fame Earned: +2
PP Spent:
Gold Earned: 3968 gp
Day Job: 5 gp

20. #6-02: The Silver Mount Collection:

Boon: Friend of the Family: +1 bonus on Diplomacy and Knowledge (nobility) checks in Absalom. Access to Blakros Family vanity.
Fame Earned: +2
PP Spent:
Gold Earned: 3205 gp
Day Job: 0 gp

21. #6-09: By Way of Bloodcove:

Boon: none.
Fame Earned: +2
PP Spent:
Gold Earned: 2370 gp
Day Job: 20 gp

22. #7-04: The Ironbound Schism:

Boon: Averaka-Trained access
Fame Earned: +2
PP Spent: 8 (remove Curse of Belimarius)
Gold Earned: 6102 gp
Day Job: n/a

23. #31: Sniper in the Deep:

Boon: none
Fame Earned: +2
PP Spent:
Gold Earned: 5881 gp
Day Job: 10 gp

24. #9-20: Fury of the Final Blade:

Boon: Harsh Justice: borrow +1 bane weapon or 20 pieces bane ammo at beginning of scenario. 3 uses. [ ][ ][ ]
Fame Earned: +2
PP Spent: 5 (eagle knight & knighthood)
Gold Earned: 4400 gp
Day Job: 10 gp

25. #10-15: Tapestry's Trial:

Boon: Advocate for Hao Jin, Liberator of 322 (Legacy).
Fame Earned: +2
PP Spent:
Gold Earned: 6001
Day Job: 10 gp