Rerolls
. . Cthulhu Brew t-shirt [ ] (1/scenario)
. . Kassen's Blessing [ ] (reroll attack, save, or skill check before results are revealed)
. . Firebreaker [ ][ ] (reroll failed skill or ability check, or saving throw, vs fire effect)
Boons
. . Lessons of History (1/scenario) [ ] (gain insight bonus on 2nd attempt at attack, save, or skill check previously failed in scenario)
. . Champion of the Farheavens [ ][ ][ ] (conjure small, feathered bear to help as summon monster II)
. . Gloomspires Explorer [ ] (bonus on Perception to find hidden objects)
. . Guardian of the Farheavens [ ][ ][ ] (charm monster vs bear/owlbear or use bear's endurance as sla on self)
. . Karela's Gratitude [ ] (purchase various ammunition)
Persistant
. . Gloomspires Explorer: While adventuring in the Gloomspires, you receive at +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors.
. . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.
. . Zurnzal's Foe You gain access to the following unique magic item at the listed discount.
Slippers of venomous webs (Aura faint necromancy and transmutation; CL 5th; Slot feet; Discounted Price 8,000 gp) These delicate slippers function as slippers of spider climbing and provide the wearer with addtional spider-like abilities. Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10 feet, and a maximum range of 50 ft. If the attack hits, the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once per day, as a part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a dose of medium spider venom. This poison cannot be extracted from the boots without destroying them.
Periodic
. . Lessons of History (2 goals) Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).
Limited
. . Champion of the Farheavens Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).
. . Firebreaker You not only stopped the flames raging around Mishkar, but you also put a stop to simmering regional conflicts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society and help you in your journeys. When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check. This reroll represents the goblin rushing to your aid.
. . Gloomspires Explorer: While adventuring in the Gloomspires, you receive at +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration on one scenario set anywhere other than the Gloomspires.
. . 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.
. . Impressive Find A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in the River Kingdoms and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
. . Kassen's Blessing You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.
. . Karela's Gratitude You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle sheet.
+1 keen ammunition* +1 ammunition coated in blue whinnis poison
+1 merciful ammunition +1 disruption ammunition* (limit 1)
*These ammunition are an exception to the standard restriction of the keen and disruption properties to melee weapons.
. . Pleasure Doing Business As thanks for your assistance, Ulisha offers to sell you Silverhex at a lower price: 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower (e.g. Silverhex costs 16,326 gp as a +2 spell storing alchemical silver sickle—not 18,326 gp).
Defense:
AC 18, touch 12, flat-footed 16 (+6 Armor, +2 Dex); CMD 19 (17 Fl)
hp 27 (4d8, +1 Con)
Fort +8, Ref +6, Will +10 (+2 vs. illusions, +2 vs. death)
Special Defenses
. . cloak of resistance +1 resistance bonus on saving throws
. . Fey Foundling whenever you receive magical healing, you heal an additional 2 points per die rolled; gain +2 bonus on all saving throws against death effects; suffer +1 point of damage from cold iron weapons (can wield cold iron weapons without significant discomfort)
. . Illusion Resistance gain a +2 racial saving throw bonus against illusion spells and effects
. . Sacred Tattoo +1 luck bonus on all saving throws (Fate’s Favored: whenever under the effect of a luck bonus of any kind, that bonus increases by 1)
Offense:
BAB+3; CMB +7
Speed 30 ft. (20 ft. in armor)
Melee
. . scythe, masterwork +9 (2d4+6, ×4, P/S, trip, sacred weapon)
. . sansetsukon +7 (1d10+6, 19-20/x2, B, blocking/disarm/monk)
. . unarmed strike +7 (1d3+4 nonlethal)
. . touch +7
Ranged
. . ranged touch +5
Special Attacks
. . Dusksight when making ranged attacks, can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls; miss chance for total concealment applies normally
. . Hexing Attack (Curse Blessing) can touch one weapon and enhance it to inflict minor curse on the next target it strikes; struck target must succeed at Will saving throw or take –2 penalty on attack rolls, saving throws, skill checks, or ability checks (warpriest’s choice) for 1 minute
. . Weapon Focus (Scythe) (bonus feat) gain a +1 bonus on all attack rolls you make using the selected weapon
. . Weapon of the Chosen (swift action) next attack with diety's favored weapon counts as magical for the purposes of overcoming damage reduction or striking an incorporeal creature; may reroll miss chance from concealment once if the attack misses
Spells:
Warpriest Spells Known (CL 4th; +4 vs. SR; concentration +7)
All Cleric spells known, except those with the chaotic descriptor
. . 2nd (2/day)
. . 1st (4/day)
. . Orisons (4/day, at will)
Fey Obedience Magdh paint two dots over each ear to represent Magdh's three sets of eyes; cast leaves, bones, or coins into a bowl of clear water and attempt to divine meaning from the way they land
Benefit select three Intelligence-based skills; gain a +4 bonus on those skill checks for 24 hours or until you perform this obedience again
Spell Modifiers
. . Shadowplay cast spells with the darkness, light, or shadow descriptor at +1 caster level
Feats & Traits:
Feats
. . Fey Foundling whenever you receive magical healing, you heal an additional 2 points per die rolled; gain +2 bonus on all saving throws against death effects; suffer +1 point of damage from cold iron weapons (can wield cold iron weapons without significant discomfort)
. . Fey Obedience after performing diety's obedience for 1 hour, gain benefits of diety's obedience for remainder of the day
. . Weapon Focus (Scythe) (bonus feat) gain a +1 bonus on all attack rolls you make using the selected weapon
. . Weapon of the Chosen (swift action) next attack with diety's favored weapon counts as magical for the purposes of overcoming damage reduction or striking an incorporeal creature; may reroll miss chance from concealment once if the attack misses
Traits
. . Fate’s Favored whenever under the effect of a luck bonus of any kind, that bonus increases by 1
. . Tomb Raider (Perception) gain +1 bonus on Perception and Knowledge (dungeoneering) checks; one becomes a class skill
[ ] *Acrobatics -1 (-5 to jump)
[ ] Appraise +2
[ ] Bluff -2
[ ] *Climb +1
[ ] Craft (any) -2 (+2 with tools; +4 with masterwork tools; +4 if selected with Magdh's obedience)
[ ] Diplomacy -2
[ ] Disguise -2
[ ] *Escape Artist -1
[ ] *Fly -1
Handle Animal
[1] Heal +7
[ ] Intimidate -2
Knowledge (engineering)
[1] Knowledge (nature) +1 (+4 if selected with Magdh's obedience)
[4] Knowledge (planes) +4 (+4 if selected with Magdh's obedience)
[1] Knowledge (religion) +4 (+4 if selected with Magdh's obedience)
[1] Linguistics +1 (+4 if selected with Magdh's obedience)
[4] Perception +11
[1] Profession (fortune-teller) +7 (+2 with mwk tools)
[ ] *Ride -1
[1] Sense Motive +7
[1] Spellcraft +4 (+4 if selected with Magdh's obedience)
[ ] *Stealth -3
[ ] Survival +3
[ ] *Swim +0
Skill Modifiers
. . Fey Obedience gain a +4 bonus on three Intelligence-based skill checks, selected when performing obedience
. . Masterwork tool (Profession (fortune-teller)) - bones and bowl for water
. . Tomb Raider (Perception) gain +1 bonus on Perception and Knowledge (dungeoneering) checks; one becomes a class skill
Languages Common (Taldane), Orc, Sylvan
Special Abilities:
Half-Orc Abilities
+2 Strength
. . Dusksight when making ranged attacks, can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls; miss chance for total concealment applies normally; gain low-light vision; replaces weapon familiarity
. . Illusion Resistance gain a +2 racial saving throw bonus against illusion spells and effects
. . Low-light Vision see twice as far as normal in dim light
. . Orc Blood half-orcs count as both humans and orcs for any effect related to race
. . Sacred Tattoo +1 luck bonus on all saving throws; replaces orc ferocity
. . Shadowplay cast spells with the darkness, light, or shadow descriptor at +1 caster level; gain illusion resistance; replaces intimidating
. . Skilled gain 1 additional skill rank per level; replaces darkvision
Warpriest (Disenchanter) Abilities
. . Fervor 1d6 (5/day) spend 1 fervor to heal allies as standard action or self as swift action, or harm undead as a positive energy touch attack without a saving throw; heal or harm 1d6 plus 1d6 per 3 levels above 2nd; spend 1 fervor to cast any prepared spell with a casting time of 1 round or less as a swift action that doesn't require somatic components and doesn't provoke attacks of opportunity (this spell can only target the warpriest even if it allows other targets)
. . Focus Weapon receive Weapon Focus as a bonus feat (can choose any weapon, rather than only diety’s favored weapon)
. . Mystic Interference can channel burst of pure abjuration magic to grant protection to self and all allies with 30 feet; grant +1 sacred bonus on saving throws against spells and spell-like abilities for number of rounds equal to warpriest level; consumes two uses of fervor; at 8th level and every 4 levels after, bonus increases by 1 (to max of +5 at 20th level); replaces channel energy
. . Sacred Weapon +1 (1d6) At 1st level, favored weapon of deity and weapons with the Weapon Focus feat deal damage based on level, not weapon type; can decide to use weapon's base damage instead of sacred weapon damage (decision must be declared before the attack roll is made, if weapon's base damage exceeds the sacred weapon damage, its damage is unchanged); increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that deal only energy damage; at 4th level, can enhance sacred weapons with divine power as a swift action; grants weapon a +1 enhancement bonus (for every 4 levels beyond 4th, bonus increases by 1, to max of +5 at 20th level); can enhance another weapon on the following round by using another swift action; can use this ability a number of rounds per day equal to warpriest level, but these rounds don't need to be consecutive; bonuses stack with any existing bonuses the weapon might have, to a maximum of +5; can enhance a weapon to have any of the following special abilities: brilliant energy, defending, disruption, flaming, frost, keen, or shock; in addition, if warpriest is chaotic, can also add anarchic or vicious, if evil, can also add mighty cleaving or unholy, if good, can also add ghost touch or holy, if lawful, can also add axiomatic or merciful, if neutral (with no other alignment components), he can also add spell storing or thundering; adding any of these special abilities consumes an amount of enhancement bonus equal to the special ability's base price modifier; duplicate special abilities don't stack; weapon must have at least +1 enhancement bonus before any special abilities can be added; if multiple weapons are enhanced, each one consumes rounds of use individually; enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day; benefits do not apply if another creature is wielding the weapon, but continue to be in effect if the weapon otherwise leaves the warpriest's possession (e.g. weapon is thrown); can be ended as free action at start of warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round); if warpriest uses this ability on double weapon, the effects apply to only one end of the weapon
Blessings (5/day)
Curse
. . Hexing Attack can touch one weapon and enhance it to inflict minor curse on the next target it strikes; struck target must succeed at Will saving throw or take –2 penalty on attack rolls, saving throws, skill checks, or ability checks (warpriest’s choice) for 1 minute
Luck
. . Lucky Presence can touch an ally and grant lucky presence; target can roll any one ability check, attack roll, saving throw, or skill check twice and take the better result; decision to use this benefit must be declared before roll is made; effect ends after use or 1 minute
Gear:
Light up to 100 lbs. Medium up to 200 lbs. Heavy up to 300 lbs.
Current Load Carried 62.5 lbs. (Light)
Money 4,507 gp 4 sp 0 cp
Containers
Backpack, masterwork
Belt Pouch
Slots
Artisan's Outfit
Holy symbol with compartment
Armor: Breastplate, masterwork (+6 AC, +2 Max Cha, -3 ACP, 25% Arcane Failure)
Shoulders: cloak of resistance +1
Backpack, masterwork
Bell Net
Incense (3)
Trail Rations, x3
Waterskin
Wind Chime
Belt Pouch
Acid (2)
Alchemist's fire (2)
Antiplague
Antitoxin
Masterwork tool (Profession (fortune-teller)) - bones and bowl for water
Money
Items Available for Purchase:
Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 15
. . items up to 3,000 gp
7-Quest Silverhex Chronicles
. . grim lantern (5,800 gp)
. . Silverhex (+1 spell storing alchemical silver sickle; 8,326 gp)
Crypt of the Everflame
. . +1 bashing heavy steel shield (4,170 gp)
. . Wand of cure light wounds (10 charges; 150 gp, limit 1)
. . Wand of lesser confusion (10 charges; 150 gp, limit 1)
. . Wand of mage armor (10 charges; 150 gp, limit 1)
. . Wand of magic missile (10 charges; 150 gp, limit 1)
. . Wand of magic missile (CL 3, 22 charges; 990 gp, limit 1)
. . Wand of produce flame (10 charges; 150 gp, limit 1)
10-12 Breath of the Dragonskull
. . singed banner of restful nights (can be used 5 more times before falling apart; 600 gp, limit 1)
. . wand of charm animal (23 charges; 345 gp, limit 1)
. . wand of gust of wind (8 charges; 720 gp, limit 1)
7-07 Trouble in Tamran
. . wand of magic missile (10 charges; 150 gp, limit 1)
. . wand of unseen servant (10 charges; 150 gp, limit 1)
6-06 Hall of the Flesh Eaters
. . sandals of quick reaction (4,000 gp)
. . amulet of hidden strength (9,000 gp)
. . belt of incredible dexterity +2 (4,000 gp)
Bot Me:
Combat:
The Armenian Man has 3 castings of divine favor each day, along with the fates favored trait, so use them; he can cast this as a swift action that doesn't provoke with 1 use of fervor.
Fervor (5/day) is also available for emergency healing. For two uses of fervor, he can also channel Mystic Interference to grant allies within 30' a +1 sacred bonus on saves vs spells/sla for 4 rounds.
He has 1 shadow trap spell which can be used if the opportunity seems favorable.
Sacred weapon (4/day) allows him to grant his weapon a +1 enhancement bonus for 1 round as a swift action. Rounds don't need to be consecutive.
He has Weapon of the Chosen, which allows him to spend a swift action each round (no limit per day) to treat his weapon as magical for purposes of bypassing DR and hitting incorporeal creatures. It also allows a reroll of the miss chance if he misses due to concealment. It affects only the first attack in each round, so not on attacks of opportunity or iterative attacks (which he doesn't have yet). This should be done any round he's not using his swift action for anything else.
dice=scythe, i]divine favor[/i]/fates favored]1d20+9+2[/dice]
dice=damage, P/S, i]divine favor[/i]/fates favored, sacred weapon]2d4+6+2+1[/dice] ooc](weapon of the chosen: ignores DR as magic weapon)[/ooc]
He also has two castings of spiritual weapon. Not every combat, but certainly any big one.
dice=spiritual weapon]1d20+6[/dice]
dice=damage, force]1d8+1[/dice]
dice=caster level vs SR]1d20+4[/dice]
Finally, he has 2 Blessings (5/day): Hexing attack and Lucky Presence. Best to review the details, above, under the Special Abilities spoiler.
Out of combat:
His Fey Foundling trait heals him 2 more hp per die rolled from any magical source.
No real skill-based strengths.
Everything delights him; nothing gets him down. Everything is fated, and even the awful outcomes are amazing. "Isn't it cool we were chosen to experience this tragedy!"
Background:
"The Armenian Man" doesn't know much about where he's from. He was found by some mischievous fey, and raised by them. His history pre-fey has never been explained to him. He doubts the fey knew much anyway.
The fey that raised him were mischievous, true, but not malicious. His upbringing was largely adequate, if strange. He's perhaps a bit less socialized than 'normal' people, but he was fed, and clothed, and taken on trans-planar multidimensional road trips like all young children are.
Okay, that last bit may not be normal... but what can you expect from creatures of the First World?
One of the places they went frequently was called "Armenia." Apparently, the fey enjoyed springing him on unsuspecting natives, who never failed to fall into histrionics on seeing his orcish features. They enjoyed this so much that they began calling him "The Armenian Man," which they enjoyed so much that they cursed him to not be able to speak or write his own true name.
That's not the only curse he was left with, but he's not allowed to speak of those, either....
Starting Gold: 150 gp
Scenario Gold: 500 gp
Day Job:Profession (fortune teller) 15 = 10 gp
Gold spent: 649.6 gp
Final Gold: 10.4 gp
Season 9 Scarab Sages Faction Goal
Recruit a named NPC scholar, archaeologist, extraplanar authority, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
Starting Gold: 10.4 gp
Scenario Gold: 479 gp
Day Job:Profession (fortune teller) 21 = 20 gp
Items sold: 18 gp
Gold spent: 318 gp
Final Gold: 209.4 gp
Season 9 Scarab Sages Faction Goal
Explore an ancient site during the course of an adventure. To qualify, the original occupants must have abandoned the site at least 1,000 years ago, and it must cover at least 2,500 square feet (a 50-ft.-by-50-ft. area).
Season 9 Scarab Sages Faction Goal
Recover a gem worth at least 400 gp plus 100 gp × your character level during an adventure. A gem-like wondrous item such as an elemental gem or a pearl of power fulfills this goal, but its market price must be at least twice this value.
Starting Gold: 3323.4 gp
Scenario Gold: 1184 gp
Final Gold: 4507.4 gp
Advancement:
Level 1
Str 15, Dex 14, Con 12, Int 10, Wis 16, Cha 7
Warpriest of Magdh (Disenchanter)
Favored Class Bonus: +1 skill point
hp 9 (d8 max at level 1, +1 Con)
+2 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Half-Orc: +2 Strength
Half-Orc: Dusksight
Half-Orc: Sacred Tattoo
Half-Orc: Shadowplay
Blessings: Curse, Luck
Feat: Fey Foundling
Traits: Fate’s Favored, Tomb Raider
Skill points (4): Knowledge (planes), Knowledge (religion), Perception, Profession (Fortune Teller)
Faction: Scarab Sages
Level 2
Warpriest of Magdh (Disenchanter)
Favored Class Bonus: +1 skill point
hp 6 (d8, +1 Con)
+1 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Warpriest: Fervor 1d6
Skill points (4): Heal, Knowledge (planes), Perception, Spellcraft
Level 3
Warpriest of Magdh (Disenchanter)
Favored Class Bonus: +1 skill point
hp 6 (d8, +1 Con)
+0 Fortitude save, +1 Reflex Save, +0 Will save
+1 BAB
Warpriest Bonus Feat: Weapon of the Chosen
Feat: Fey Obedience
Skill points (4): Knowledge (nature), Knowledge (planes), Perception, Sense Motive
Level 4
Warpriest of Magdh (Disenchanter)
Favored Class Bonus: +1 skill point
+1 Strength
hp 6 (d8, +1 Con)
+1 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Warpriest: Sacred Weapon +1
Disenchanter: Mystic Interference
Skill points (4): Knowledge (planes), Linguistics, Perception, Survival