Shorafa Pamodae

Swayaah Maelerant's page

977 posts. Organized Play character for chadius.

Full Name

Swayaah Maelerant (1st)


HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1


Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |


Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 |








Common, Abyssal, Elven

Strength 16
Dexterity 13
Constitution 16
Intelligence 13
Wisdom 16
Charisma 11

About Swayaah Maelerant

Potion of Cure Serious Wounds
Potion of Lesser Restoration
Potion of Fly
Potion of Spider Climb

Swayaah's Animal Companion

"You'd think, with the claws, horns, wings and tail, I'd be pretty unforgettable." Swayaah notes before drinking some tea. "But mom always told me people don't notice because they don't want to notice. It's a skill that I've picked up. Kept me alive. Until now, anyway, ha!.. Sorry dad." Swayaah stares longingly into the distance for an awkward moment. Finally she perks up and pays attention to you. "Alright, I'm rambling too much. Why did you hire me?"

River Kingdom Notoriety:


XP: 30
Fame: 45
PP: 30
PFS# 133608-2
GP 27560 gp

Normal Stat Block
HP 109/109 | AC 21 T 14 FF 20 | Saves: 13/9/7 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +15 | Init +1

Bot Me!:

Tumble in using Acrobatics.
Apply Earthbreaker (or Claws, if they are weaker to Silver) to enemy forehead.
Ilvan should either Aid Another or simply flank and Power Attack.

Swayaah's demonic mother taught her to be ruthless and manipulative, but her human father taught her the values of compassion and that good feels good. Her mother learned that lesson somewhat, and is an exile on the material plane, keeping herself out of trouble (mostly). Swayaah spent a lot of times as a troublesome imp on the streets, getting into fights and dealing with prejudice first hand. Eventually she mellowed out and helped her parents get together again.

Swayaah is a bit rude, curt, and sometimes her mind wanders into seductive thoughts. She is very detail-oriented and observant, especially when meeting people for the first time. Swayaah will pull through and do the right thing when the time comes.

Swayaah investigates. She's street saavy, jokes a lot and enjoys solving mysteries. She's good at talking to people, too. She doesn't mind the wilderness, either, surprising a lot of people. In terms of combat, Swayaah is a melee striker type - she won't last long but she can quickly make a mess of enemies.

Saving Throws:

  • Fort 6 Rgr + 2 Brb + 2 Cloak + 2 Con + 1 Belt = 13
  • Ref 6 Rgr + 0 Brb + 2 Cloak + 1 Dex = 9
  • Will 3 Rgr +0 Brb + 2 Cloak + 3 Wis = 8
  • Repel Sin - +2 to saving throws vs spells with the evil descriptor.
  • Cloak of Resistance +2
  • Evasion - Reflex Saving Throws for Half means Swayaah takes no damage.
  • Noqual Armor: +2 resistance bonus to saving throws against spells and spell-like abilities
  • Belt of Mighty Constitution +2


  • HP 10 Rgr + (8 * 6 Rgr) + (7 * 1 Brb) + 4 Favored Class + (2*10) Con + 10 Belt of Constitution = 99
  • AC 10 +1 Dex +9 Armor + 2 Ring + 1 Insight = 23
  • Touch 10 + 1 Dex + 2 Ring + 1 Insight = 14
  • Flatfooted 10 + 9 Armor + 2 Ring + 1 Insight = 22
  • Resistances 5 cold, 5 electricity, 5 fire
  • CMD 10 + 1 Dex + 3 Str + 11 BAB + 1 Insight + 2 Ring = 28
  • Init 1 Dex

  • Crowd Control - At 1st level, an urban barbarian gains a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds.

  • Favored Community - Swayaah gets a bonus to Initiative in her Favored Communities (+4 Absalom, +2 Oppara)

  • Push Through - Swayaah is never slowed by difficult terrain in her favored communities. In addition, she can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect her.

  • Slippers of Spider Climbing - When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).


  • BAB 11
  • CMB 11 BAB + 3 Str = 14

  • Crowd Control - At 1st level, an urban barbarian gains a +1 bonus on attack rolls when adjacent to two or more enemies.

  • Controlled Rage - When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

      2 Claws
      Attack: 11 BAB + 3 Str + 1 Enhancement + 1 Weapon Focus = 16
      Damage: 1d6 + 3 Str + 1 Enchantment = 1d6 + 4
      [dice=Silver Claw +1, Power Attack, Rage]1d20+16-3+2[/dice]

    • Improved Vital Strike: Single attack deals an extra 2d6 damage
    • Power Attack: -3 attack/+6 damage
    • Eldritch Claws - Swayaah's Claws count as Silver and Magic for the purposes of Damage Reduction.

      Cold Iron Earthbreaker +2

      Attack: 11 BAB + 3 Str + 2 Enhancement = 16
      Damage: 2d6 + (3 Str * 1.5) + 2 Enchantment = 2d6 + 6

    • Improved Vital Strike: Single attack deals 4d6 damage
    • Power Attack: -3 attack/+9 damage
      [dice=Cold Iron Earthbreaker +2, Power Attack]1d20+16-3[/dice]

    • Favored Enemy, Human: +4 attack/+4 damage
    • Favored Enemy, Evil Outsider: +4 attack/+4 damage
    • Favored Enemy, Plant: +2 attack/+2 damage
    • Improved Vital Strike - When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

    • Composite Longbow(+3) +1: (1d8+4/x3)

      Attack: 11 BAB + 1 Dex + 1 Enchantment = 13
      Damage: 1d8 + 3 Str + 1 Enchantment = 4
      Crit: x3
      [dice=Composite Longbow +1]1d20+13[/dice]

    • Favored Enemy, Human: +4 attack/+4 damage
    • Favored Enemy, Evil Outsider: +4 attack/+4 damage
    • Favored Enemy, Plant: +2 attack/+2 damage
    • Silver arrows deal 1 less damage

  • Skills and senses:

    • Skills 73 = (6 Ranger + 1 Int) * 9 + 5 Favored Class + (4 Brb + 1 Int) * 1
      ACP: -2

      Acrobatics 3 (Urban Brb) + 1 Dex + 8 Ranks - 2 ACP = 10
      Climb 3 In Class + 3 Str + 1 Ranks - 2 ACP = 5
      Diplomacy 3 (Urban Brb) + 2 Ranks = 5
      Disable Device 3 In Class + 1 Dex + 8 Ranks - 2 ACP = 10
      Fly 1 Dex + 4 Racial Bonus + 2 Ranks - 2 ACP = 5
      Heal 3 Wis + 3 In Class + 2 Ranks = 8
      Handle Animal 3 Wis + 3 Ranks = 6
      Intimidate 3 In Class + 8 Ranks = 11
      Knowledge (Dungeoneering) 3 In Class + 1 Int + 2 Ranks = 6
      Knowledge (Local) 3 In Class + 1 Int + 3 Ranks = 7
      Knowledge (Geography) 3 In Class + 1 Int + 2 Ranks = 6
      Knowledge (Religion) 3 In Class + 1 Int + 2 Ranks = 5
      Knowledge (Planes) 1 Int + 4 Ranks = 5
      Linguistics 3 (Urban Brb) + 1 Int + 1 Ranks = 5
      Perception 3 In Class + 3 Wis + 11 Ranks = 17
      Profession (Private Investigator) 3 In Class + 2 Wis + 2 Booming Settlement + 1 Ranks = 8
      Sense Motive 3 In Class + 1 Trait + 3 Wis + 4 Ranks = 11
      Stealth 3 In Class + 1 Dex + 11 Ranks - 2 ACP = 13
      Survival 3 In Class + 3 Wis + 4 Ranks = 10
      Swim 3 In Class + 3 Str + 1 Ranks - 2 ACP = 5

      [dice=Perception] 1d20 + 17+2[/dice]
      [dice=Disable Device] 1d20 + 10+2[/dice]
      [/ooc]+5 vs traps [/ooc]
      [dice=Stealth] 1d20 + 13+2[/dice]

      Ranger Bonuses

    • Track - Add +5 to Survival checks when following tracks.
    • Swift tracker - Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

    • Favored Enemy, Human: Can make untrained Knowledge checks to identify. +4 Bonus to Bluff, Knowledge, Perception, Sense Motive, Survival checks against Humans.
    • Favored Enemy, Evil Outsider: Can make untrained Knowledge checks to identify. +4 Bonus to Bluff, Knowledge, Perception, Sense Motive, Survival checks against Evil Outsiders.
    • Favored Enemy, Plant: Can make untrained Knowledge checks to identify. +2 Bonus to Bluff, Knowledge, Perception, Sense Motive, Survival checks against Evil Outsiders.

    • Wild Empathy - Swayaah can improve the attitude of an animal using a Diplomacy check with a +10 bonus.
    • Trapfinding: Swayaah adds +5 to Perception checks made to locate traps (minimum +1)
    • Trapfinding: Swayaah adds +5 to Disable Device skill checks (minimum +1)
    • Trapfinding: Swayaah can use Disable Device to disarm magic traps
    • Favored Community Swayaah gets a bonus to Knowledge (local), Perception, Stealth, and Survival checks in her favored community. Swayaah leaves no tracks in her community unless she wants to. (+4 in Absalom and +2 in Oppara)

      Barbarian Bonuses
      Crowd Control - Her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

      Trait Bonuses
      Suspicious - +1 Sense Motive, Sense Motive is in class

      Darkvision 60ft

    Day Job bonuses
    Day Job gets a 50% bonus.

    Booming Settlement: You have built a series of roads and established patrols that make your territory a safe place to do business. The influx of taxes and commerce grants you a +2 bonus on Day Job checks. If you own at least eight parcels of land, increase the amount of gold you earn from any Day Job result by 50%. If you have at least 16 parcels of land, instead increase the amount of gold you earn from any Day Job check by 100%.

    Prestige Bonuses
    Country Estate (in Razmiran, gives +2 Knowledge(Geography) and Survival)

    Feats, Class Abilities and Traits:

    • Feats
    • Power Attack
    • Improved Natural Attack (Claws, Ranger Combat Style)
    • Weapon Focus (Claw, Ranger Combat Style)
    • Boon Companion
    • Eldritch Claws (Claw, Ranger Combat Style)
    • Vital Strike
    • Improved Vital Strike (Ranger Combat Style)
    • 11: Extra Rage

    • Crowd Control (Urban Barbarian 1)
    • Controlled Rage (Urban Barbarian 1)

    • Class Abilities
    • Favored Enemy: Human +4
    • Favored Enemy: Evil Outsiders +4
    • Favored Enemy: Plant +2
    • Track
    • Wild Empathy
    • Combat Style: Natural Weapon
    • Favored Community
    • Push Through
    • Ranger Magic
    • Animal Companion (as a 8th level druid)
    • Link, Share Spells
    • Swift Tracker

    • Racial Abilities and Magic Items
    • Prehensile Tail (grab small objects as a swift action)
    • 40 charges of Wand of Cure Light wounds (1d8 + 1)
      [dice=Cure Light Wounds]1d8+1[/dice]

    • Traits
    • Repel Sin - +2 to saving throws vs spells with the evil descriptor.
    • Suspicious - +1 Sense Motive, Sense Motive is in class


    potion of Remove Blindness/Deafness (750)
    potion of Lesser Restoration (300)

    Ranger Magic
    She can share spells with her animal companion.
    Concentration = 10 Rgr + 3 Wis = 13

    Level 1, DC 13, 3 per day

  • Magic Fang
  • Delay Poison
  • Liberating Command

    Level 2, DC 14, 2 per day

  • Air Step
  • Owl's Wisdom - [/url=]Owl's Wisdom[/url]

    Level 3, DC 15, 1 per day

  • Greater Magic Fang

    Favorite Ranger Spells

    Level 2
    Air Step
    Bear's Endurance

    Level 3
    Life Bubble

    Level 2
    Air Step - [/url=]Air Step[/url]

    Level 3
    Life Bubble - [/url=]Life Bubble[/url]

  • Equipment and money:

      potion of Remove Blindness/Deafness (750)
      potion of Lesser Restoration (300)
      Potion of Barkskin
      Potion of Shield of Faith (CL 6)

    • 20 Arrows
    • 20 Silver Arrows (21)
    • Hunting Knife
    • Magnifying glass
    • Journal
    • Pen & Inkwell
    • 50 feet of Rope
    • Blanket
    • Traveler’s Outfit
    • Sweet Hat
    • Grooming Kit
    • backpack
    • a bedroll
    • a belt pouch
    • a flint and steel
    • iron pot
    • mess kit
    • rope
    • torches (10)
    • trail rations (5 days)
    • waterskin

    • Wand of Cure Light Wounds
    • Wand of Cure Light Wounds (750)
    • Gem of Brightness (2 charges)
    • Scroll of resist energy
    • 3 Scrolls of communal resist energy
    • Cloak of Resistance +2 (4000)
    • Cold Iron Earthbreaker +2 (6380)
    • Belt of Mighty Constitution +2 (4000)
    • Slippers of Spider Climb (4800)
    • Mithral Shirt (+1) Barding for Ilvan (4200)
    • Noqual Breastplate Armor +3 (16400)
    • Amulet of Mighty Fists +1 (4000)
    • Composite Longbow (+3 Str) +1 (2700)
    • Ring of Protection +2 (8000)
    • Dusty Rose Prism Ioun Stone (5000)

    Racial Modifiers:

    • Racial Modifiers
    • +2 Dex, +2 Int, -2 Cha (already factored in)
    • Outsider (Native)
    • 5 cold, 5 electricity, 5 fire resistance
    • Darkvision 60ft
    • Prehensile Tail (grab small objects as a swift action)
    • Vestigial Wings (+4 racial bonus to Fly checks, needs other way to fly)
    • Maw or Claw (Claw, 2 claw attacks at 1d4 damage)


    1. The Silverhex Chronicles:



    Swayaah did not participate, but she did receive credit.

    2. We Be Goblins!:




    Swayaah did not participate, but she did receive credit.

    3. We Be Goblins, Too!:



    Swayaah did not participate, but she did receive credit.

    She should be level 2 now with 3 XP.

    Destiny of the Sands:

    Note: Swayaah participated in parts 1 and 2. She received credit for all 3 parts.

    Part 1

    Part 2

    Mythic Chronicle

    Part 3


    She should be level 3 now with 6 XP.

    The Wardstone Patrol:



    After this adventure, Swayaah spent PP and Gold to cast Nondetection and Heal upon herself to get rid of the Scrutiny of the Stars Boon.

    Enigma Vaults:




  • Noqual Material

    Spent a total of
    9 PP
    6780 gp
    To get rescued, revived, and restored.

    Next time, I will shred my salad before I eat it. Then I'll shred it again. Plants can go to the Abyss.

    It seemed simple enough: A good chance to vent some steam. Head down to these abandoned vaults. Slash some badguys. Loot some treasure.

    Some stupid human ranted about the Black Goat, or whoever. Then she shot me with a crossbow in the shoulder. I tore her a new one. Oh boy, I tore her a new one! That was fun.

    One room was scary. The wall had a beautiful starred pattern. It reminded of when mom held me in her arms, ranting about how much dad confused her. She didn't understand she was falling in love. She wanted to be saved, but it hurt her so much. Then she exploded in a blast of holy radiance. No wait, that was what the wall was telling me. Another Tiefling named Awen also spaced out; I think he was lost in his thoughts, too. Maybe this is a Tiefling thing.

    Some mushrooms lashed out at us and did something to the Elven Archer. His brain went to mush, but at least he could still fire. The Dwarf restored his intelligence. I figured he may be angry, belligerent and dumb as a bag of bricks, but at least he has a plan, right?

    Ugh. So we meet this...thing. Made of plant material. Turns invisible, tries summoning something. I swing as hard as I can with my Earthbreaker and my claws, and I still can't get a hold of this guy. He blasts us with negative energy, then pulls out four claws. Four? Serious?

    The Dwarf barely hangs on after one swing, and then it grabs me. Oh my gosh it hurt. So much. It even messed with my, um, tendons or something. I didn't hear much after that, besides the Elf getting enough sense to run and Awen screaming in pain...

    After that I woke up in the Grand Lodge. That hurt so much. Mom was there, too. Told me she heard what happened, and then tossed that thing's head at me. Or whatever makes a head. I told her no revenge killing, and she teleported away in a huff. Haha, I love pissing her off like that.

    I heard from the rancher. The Owlbear egg I bonded with is finally mature. We bonded really quick. I gotta take care of him. What should I name him? Oh! I know!

    Sir Ilvan!

  • She should be Level 4 with 10 XP total.
    Using the Owlbear Companion boon from We Be Goblins Too.

    The Seagang Expedition:


    - Mithral Shirt to Mithral Shirt + 1 (1000 gp)

    - Shortbow (sells for 30 gp)

    - Cloak of Resistance +1 (1000 gp)
    - Longbow (75 gp)

    Pathfinders found an old temple on the Island of Jalmeray. With our resources stretched fighting in Varisia and the Worldwound though, the Pathfinders had to bum transport off of Baron Bomande Rudyahm and Count Matsanda. The Baron was injured in a previous hunt after he was an attacked by a tiger, and we're going to hunt it in revenge.

    Humans. Always need to conquer, always need revenge. Oh well, at least this human woman Adowyn was able to teach me a few pointers on how to handle Ilvan. She has this cool wolf named Leyrn.

    We heard the Baron's story about the tiger, who attacked and stalked his camp in the dark before chewing his leg. Poor guy. Doesn't sound like a tiger, though. The natives on the island worship monkeys and talk about other hunting parties who disappeared near the temple. Poor guy, now a spider freaked him out.

    The next day we took the rich humans on a stupid hunt. He was so happy about his kill. But then a bunch of monkeys approached the camp. Before the Count attacked the monkeys, Adowyn managed to calm them down and appease them until they left. Hey, I helped too.

    As we continued travelling, the riding elephant got spooked by some snakes and their momma cobra. Adowyn and I tried calming the elephant down, but to no avail. We had to dig it (and the Baron and Count) out of the remains. Gods, I was embarassed. Yeah they're humans, but they don't deserve that.

    That night, The Baron led us to these Machans - tents that hang in trees. Not too shabby. We waiting until the night to see this "tiger". By the way, this "tiger" had hooves. And had stalked us. In the middle of the night, the (what did Morvius call it? A leucrotta?) began calling for the Baron, like a Siren's lure. I'll give him credit though, the Baron stood his ground. Speaking of which, Krux tangled it up in so many vines we just shot the thing to death before it could get close.

    With his revenge satisfied, the Baron led us to the temple and wished us good luck. Some more stupid humans were at the entrance, trying to threaten me. Looters, figures. I bared my claws, took their loot and scared them off. They spoke of some kind of two-headed beast they escaped from (interesting!) But I was more interested in restoring the mural the looters mangled.

    Maybe I should have paid attention because that two headed, four legged thing came after me! It tried using some mirror images, but whatever, I clawed its eyes! It got me and knocked me out, but I heard Morvius chopped its head off with his glaive!

    We found several old books and journals that I'm sure the Society will love. I was more interested in the temple itself- and the monkeys who stay within. They tore apart the creature's corpse, cleaned it up and left us in peace. Maybe they were thanking us for removing that thing. I made sure to make a quick prayer before we left.

    Serpent's Rise (Will apply at level 6):



    Swayaah did not participate, but she did receive credit for it.

    What? Did some kid write in my journal? Well with all the havoc that happened during the big Pathfidner meeting, it might be worth a moment to rest.

    Voice in the Void:

    She should be Level 5 now with 12 XP (with 1 XP pending when she hits level 6.)

    Emerald Spire, Shrine of the Awakener (Level 7):

    I am using my Secrets of Serpent Magic boon for a +4 saving throw.


  • Wand of Cure Light Wounds (750 gp)
  • Belt of Mighty Constitution +2 (4000 gp)

  • She should be Level 6 now with a total of 16 XP.

    Emerald Spire, The Circle of Vissk-Thar (Level 8):



    Land Rush, A

    She should be Level 7 now with a total of 19 XP.

    Emerald Spire, The Spire Axis (Level 9):




  • Mithral Shirt +1: 1050 gp


  • Noqual Breastplate: 8400 gp
  • Amulet of Mighty Fists +1: 4000 gp

    The Noqual Breastplate has these properties:

  • 8400 gp
  • Max Dex +5
  • ACP -2
  • Treated as light armor for movement
  • +6 AC
  • +2 resistance bonus to saving throws against spells and spell-like abilities

    Land Rush, B2 (now I have A and B2)

  • Emerald Spire, The Magma Vault (Level 10):


    Crossing out Chapter of the Damned to reclaim 1 lost Prestige Point.


  • Longbow (75 gp)


  • Longbow +1 (2375 gp)

    Level 8: Added +1 Con
    Level 8: Gaining 1 point of Dex

  • She should be Level 8 now with a total of 22 XP.

    Emerald Spire, The Tomb of Yarrix (Level 11):



    Composite Bow for 187.5
    Cloak of Resistance +1 for 500

    Composite Bow(+3) +1 for 2700
    Ring of Protection +2 for 8000
    Cloak of Resistance +2 for 4000

    The Emerald Spire, The Automation Forge (Level 12):



  • +1 Enchantment for my Noqual Breastplate (2000)
  • Mithral Shirt (+1) Barding for Ilvan (2000)
  • Dusty Rose Prism Ioun Stone (5000)
  • +2 Enchantment for my +1 Earthbreaker (2000)
  • She should be Level 9 now with a total of 25 XP.

    (GM Credit) Murder on the Throaty Mermaid:

    Swayaah did not participate but did receive credit.

    (GM Credit) Shades of Ice Part 1:

    Swayaah did not participate but did receive credit.

    I'm level 10!:

    Swayaah has 27 xp.

    1 level of Urban Ranger.
    HP d10 + Con = 9 (now 99)
    BAB +1 (now +10)

    Will Saves +1 (now 7)
    Skills 6 + Int
    - Acrobatics (now +8)
    - Disable Device (now +10)
    - Intimidate (now +9)
    - Knowledge (Dungeoneering) (now +6)
    - Perception (now +15)
    - Sense Motive (now +9)
    - Stealth (now +12)
    Evasion (Noted)
    Wild Empathy +1 (Now +9)
    1 More 1st level spell per day (now 3 per day)
    Favored Class Bonus (1 more skill point)

    The Emerald Spire: The Pleasure Gardens (Level 13):



    Paying 5000 + 450 for Raise Dead
    Paying 8 PP for 2 Restoration spells

    Ilya, Kellan and Ketill are donating 1250 each to help with my costs. Thanks!

    Chipping in 1250 for Vayu's Raise Dead

    I have used my Secrets of Serpent Magic boon for a +4 saving throw.

    Updating my Noqual Breastplate +1 to a +2 (3000)
    Buying a potion of Remove Blindness/Deafness (750)
    Buying a potion of Lesser Restoration (300)

    The Emerald Spire (Level 14) The Throne of Azlant:


    For the "Boon of Abraxxas" boon, Swayaah took the "Refuse the Wish" option. She can purchase a Parcel of Land from the River King Notoriety option for free.

    River Kingdom Notoriety
    - Gaining D2 (regain 2 expended Prestige Points)
    - Refusing the wish gives me a free piece of land, I'll take B6

    And now for my unused boons:
    G (Booming Settlement)
    F (1650 gold found)
    B4 (+1 Prestige, +1 Fame)
    E level 13 - Country Estate (in Razmiran, gives +2 Knowledge(Geo) and Survival)
    D1 (Regain 2 spent Prestige Points)

    I'm level 11!:

    1 more level of Urban Ranger!
    Now I'm a 10 Urban Ranger / 1 Urban Barbarian

    HP d10 + 3 Con + 1 FCB = 109 HP (noted)
    BAB +1 (now +11, 3 attacks per round)

    3rd favored enemy (noted)
    - Plant +2
    - Improving Outsider(Evil) to +4

    Track +1 (noted)
    Wild Empathy +1 (noted)
    Trapfinding +1 (noted)

    New combat style feat (Natural Strikes)
    - Improved Vital Strike

    New Feat
    - Extra Rage (now 12 rounds of rage per day)

    Skills (7 points total)
    Acrobatics +2 (now +10)
    Intimidate +2 (now +11)
    Perception +1 (now +16)
    Sense Motive +1 (now +10)
    Stealth +1 (now +13)

    3rd level spell - can cast 0 per day (1/day due to high wisdom)

    Also, Animal Companion improves (equivalent level 11) (TODO)


    Headband of Wis +2 (4000)
    Upgrade Noqual Breastplate to +3 (5000)
    Upgrade Mithral Shirt to +2 (3000)

    Hao Jin Cataclysm:

    10-20. Countdown to Round Mountain: