The Sand Sage

"The Great Unknown"'s page

40 posts. Organized Play character for Redgar.


Race

Male LN Kelishite Wiz 6 PfFA 1 Cyphrmg 1 | HP 51/51| AC 20* T 20 FF 17 | CMB +0, CMD 12 | F: +7, R: +9, W: +10 | Init: +6* | Perc: +4, SM: +01

Classes/Levels

| Speed 30ft | Prescience: 8/8 | Spells: 1st 7/7 2nd: /6 3rd: 5/5 4th: 4/4| Active conditions: None.

About "The Great Unknown"

PFS # 61159 - 2
Experience 22.5
Faction Qu/Ex
Wealth 4,997 GP, PP: 28 Fame: 42
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Name “The Great Unknown”
Human Wizard (Diviner, Foresight) 6, Pathfinder Field Agent 1
LN Medium humanoid
Init +6, and always acts in Surprise Round; Senses Perc +4, SM +0,
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Defense
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AC 24 (w/Shield and Mage Armour), 20 (w/M.A.), touch 20, flat-footed 17 (w/M.A.)
HP 51
Fort +6, Ref +9, Will +10
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Offense
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Speed 30 ft.
Melee Dagger +1 1d4-2
Ranged Light Crossbow +6 1d8 /19-20; Ray Spells +6
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 7 (-2), Dex 16 (+3), Con 14 (+2), Int 21 (+5), Wis 11 (+0), Cha 6 (-2)
Base Atk +3; CMB 1; CMD 13
Feats
(1): Additional Traits
(w1): Spell Focus (Enchantment)
(3): Greater Spell Focus (Enchantment)
(w5): Fast Study
(5): Skill Focus (Knowledge: Arcana)
(7): Cypher Magic

Traits
Eastern Mysteries (+2 save DC, [ ]/day)
Pesh Addict (-75 gp, +1 Bluff, Know (L), Sense M., Bluff Class)
Pathfinder’s Focus (Wayfinder bonded item)
Student of Philosophy (Int to Dipl. & Bluff, not feint or gather info)
Languages Common (Talden), Kelish, Osirian, Tian, Dwarven, Draconic, Goblin, Giant, Celestial, Infernal, Abyssal, Sylvan, Polyglot, +1
SQ
Skills
Appraise +10, Bluff +18, Craft +17, (+19 w/tools, +24 w/tools & CF, +26 for Day Jorb) Dipl. +10, Disable +14, Know (Arcana): +20, Know (Planes): +17, Know (Dungeon): +15, Know (Hist): +14, Know (Nob, Nat, Geo, Rel): +11, Linguistics +16, Perception +4, Spellcraft +17, Stealth +7
Special Skill Notes: +1 circ to Dipl vs. Humanoids from Katheer; +2 Dipl vs. [fey]; +1 Know: Nature when dealing with fey creatures; +2 to all Day Job checks; 1 hr studying in Library = +2 comp. to 1 Know, +1 to other Know;
Combat Gear
Other Gear
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Special Abilities

Foresight School Powers
Forewarned (Always act in Surprise Round; ½ Wiz lvl to Init.)
Prescience (Su: At start of round, d20 roll as free action. Can replace roll. 3 + Int Mod / day.)

Bonded Item: [ ] / day, cast 1 spell in my spellbook (that I am able capable of casting).

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Spells:
0 lvl: DC 16 / 4
1 lvl: DC 17 / 4 + 2 + d
2 lvl: DC 18 / 3 + 2 + d
3 lvl: DC 19 / 3 + 1 + d
4 lvl: DC 20 / 2 + 1 + d
(Divination specialization / Abjuration and Necromancy opposition)

0: Detect Magic / Ray of Frost / Read Magic / Acid Splash (or Dancing Lights)
1: +1 [ ] MM [ ] [ ] / Liberating Command [ ] / Snowball [ ] / Grease [ ] / Reduce Person (Charm Person) [ ] / True Strike (or Comprehend Languages)[ ] div
2: Oppressive Boredom [ ] / Scorching Ray [ ][ ] / Mirror Image [ ] / Glitterdust (Flaming Sphere) [ ] / See Invisibility [ ] div
3: +1 [ ] Haste [ ] / Fireball [ ] / Fly (Hold Person or Suggestion) [ ] / Glimpse the Unknown (or Clairaudiance/Clairvoyance) [ ] div
4: +2 [ ] [ ] (Invisibility, Greater or Confusion or Wall of Fire)/ Overwhelming Grief [ ] / Named Bullet (or Tongues, Communal) [ ] div

Spell Book, 0-lvl:

[u]Conjuration[/u]
[]Acid Splash: Orb deals 1d3 acid damage.

[u]Divination[/u]
[]Detect Magic: Detects spells and magic items within 60 ft.
[]Detect Poison: Detects poison in one creature or object.
[]Grasp: Retry a Climb check as an immediate action
[]Read Magic: Read scrolls and spellbooks.

[u]Enchantment[/u]
[]Daze: Humanoid creature of 4 HD or less loses next action.

[u]Evocation[/u]
[] Dancing Lights: Creates torches or other lights.
[] Flare: Dazzles one creature (–1 on attack rolls).
[] Light: Object shines like a torch.
[] Ray of Frost: Ray deals 1d3 cold damage.
[] Spark: Ignites flammable objects.

[u]Illusion[/u]
[] Ghost Sound: Figment sounds.
[] Haunted Fey Aspect: You surround yourself with disturbing illusions.
[] Vacuous Vessel: Make a single container appear empty.

[u]Transmutation[/u]
[] Mage Hand: 5-pound telekinesis.
[] Mending: Makes minor repairs on an object.
[] Message: Whisper conversation at distance.
[] Open/Close: Opens or closes small or light things.
[] Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.

[u]Universal[/u]
[] Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
[] Prestidigitation: Performs minor tricks.

[u]Abjuration[/u]
[]Resistance: Subject gains +1 on saving throws.

[u]Necromancy[/u]
[]Bleed: Cause a stabilized creature to resume dying.
[]Disrupt Undead: Deals 1d6 damage to one undead.
[]Touch of Fatigue: Touch attack fatigues target.

Not Known: (none)

Spell Book, 1st-lvl:

[u]Divination[/u]

[ ] Comprehend Languages: You understand all languages
[ ] Detect Secret Doors: Reveals hidden doors within 60 ft.
[ ] Detect Undead: Reveals undead within 60 ft.
[ ] Identify: Gives +10 bonus to identify magic items.
[ ] True Strike: +20 on your next attack roll.
Anticipate Peril: Target gains a bonus on one initiative check.
Authenticating Gaze: Gain a bonus on Appraise/Linguistics checks related to books and scrolls, along with some magical detection abilities.
Cultural Adaptation: Adapt to fit the local cultural
Cultural Adaptation (Taldan): Better impersonate the member of a specific culture.
Detect Charm: Detect charm, compulsion, and possession effects in the area
Detect Metal: Detect metal objects or creatures.
Detect Radiation: Detect radiation in the surrounding area.
Discern Next of Kin: Read the target’s mind to learn about its family.
Heightened Awareness: Your recall and ability to process information improve.
Kreighton's Perusal: Gain a brief understanding from a book as if you had read it for 1 hour.
Linked Legacy: Share information with all targets of the spell in the blink of an eye.
Locksight: Determine from a distance the quality of a lock and whether it is open, closed, or jammed.
Mindlink: Communicate a great deal of information in an instant.
Pierce Facade: Gain a +5 insight bonus to Perception to see through disguises
Planar Orientation: Locate places of power on your current plane
Rune Trace: Learn information about a magical rune without triggering it
See Alignment: Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Speak Local Language: Target gains the ability to speak and understand a regional human language.
Speechreader's Sight: Read lips from a distance
Starsight: Observe the night sky as if it were a clear and unobstructed night.
Sure Casting: Treat your CL as 5 higher for the purposes of bypassing SR with the next spell you cast
Technomancy: As detect magic, except detecting the presence of technological objects.
True Skill: Gain an insight bonus equal to half your caster level on one skill check

[u]Conjuration[/u]

[ ] Air Bubble: Creates a small pocket of air around your head or an object.
[ ] Grease: Makes 10-ft. square or one object slippery.
[ ] Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
[ ] Mage Armor: Gives subject +4 armor bonus.
[ ] Mount: Summons riding horse for 2 hours/level.
[ ] Obscuring Mist: Fog surrounds you.
[ ] Secluded Grimoire: Safeguard your spellbook on the Ethereal Plane
[ ] Summon Monster 1: Summons extraplanar creature to fight for you.

Abundant Ammunition: Replaces nonmagical ammunition every round.
Adhesive Spittle: Spit a tanglefoot bag at a creature.
Arcane Pocket: Conjure an extradimensional space inside a pouch or pocket.
Burning Sands: Create a field of hot sand that creates difficult terrain and minor fire damage
Celestial Healing: Grant fast healing 1 for 1 round/2 levels.
Corrosive Touch: Touch attack deals 1d4 acid/level.
Desperate Weapon: Create an improvised weapon.
Expeditious Construction: Create a low wall or other simple structure of packed earth or stone.
Fumblestep: Target takes -1 penalty to Reflex and Acrobatics, discharge to perform a trip combat maneuver.
Glue Seal: Makes one 5-ft. square or one object sticky.
Guardian Armor: Teleport your armor onto an ally in range
Icicle Dagger: Masterwork ice dagger deals +1 cold damage.
Instant Portrait: Create a portrait of a creature on the touched surface
Ki Arrow: Arrow deals damage as your unarmed strike.
Mudball: Throw a ball of mud to blind your enemy.
Murderous Crow: Conjure a supernaturally vicious and clever crow to watch over you.
Stone Shield: Summon a thick stone slab from the ground to shield you from attacks.
Stumble Gap: Small hole trips creatures.
Summon Minor Monster: Summon 1d3 Tiny animals.
Unseen Servant: Invisible force obeys your commands.

[u]Enchantment[/u]
[ ] Charm Person: Makes one person your friend.
[ ] Hypnotism: Fascinates 2d4 HD of creatures.
[ ] Keep Watch: Allow creatures to stand watch without fatigue throughout the night.
[ ] Moment of Greatness: Doubles a morale bonus.
[ ] Sleep: Puts 4 HD of creatures into magical slumber.
Aphasia: Prevent a target from understanding language.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Charm Fey: As charm person, but targets fey
Deja Vu: Make a creature repeat its actions.
Delusional Pride: Target is penalized on attacks and checks but gains bonus against charms and compulsions.
Implant Urge: Implant a subconscious goal into a creature
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Memorize Page: Target perfectly memorizes one page of information.
Memory Lapse: Subject forgets events back to last turn.
Reveal Secrets: Target reveals if it has secret knowledge of a topic
Unprepared Combatant: Target takes -4 on initiative and Reflex saves.

[u]Evocation[/u]
[ ]Ear-Piercing Scream: Deal sonic damage and daze target.
[ ] Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level.
[ ] Hydraulic Push: Wave of water bull rushes an enemy.
[ ] Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
[ ] Snowball: Throw a conjured ball of snow at a target
Burning Hands: 1d4/level fire damage (max 5d4).
Dancing Darkness: Create four spheres of floating darkness.
Flare Burst: As flare, but affects all creatures in 10 ft.
Gentle Breeze: Light wind protects one target from clouds, gases, heat, and vapors.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Thunderstomp: Trip one creature within range.
Touch of Combustion: Cause someone to combust with a touch.
Unwelcome Halo: Force a halo around a target, preventing it from hiding in the dark.

[u]Illusion[/u]
[ ] Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
[ ] Disguise Self: Changes your appearance.
[ ] Vanish: As invisibility for 1 round/level (5 max).
Alter Musical Instrument: Make one instrument sound like a different kind of instrument.
Auditory Hallucination: Create a phantasm with auditory effects.
Blend: Change the color of yourself to match your surroundings and gain a bonus to Stealth.
Blurred Movement: As blur, but only while you are moving.
Clarion Call: Make yourself heard over great distances.
Darting Duplicate: Summon a duplicate of yourself to provoke enemy attacks of opportunity.
Dazzling Blade: Make a weapon appear dazzingly shiny, making it easier to disarm and feint in combat.
Decrepit Disguise: Make an object seem worthless.
Disguise Weapon: Changes one weapon’s appearance.
Hide Bruises: Disguise a creature's injuries, making them more difficult to heal
Illusion of Calm: You appear to be standing still, even when you take some actions.
Incessant Buzzing: Summon illusory wasps to distract creatures
Lose the Trail: Obscure a target’s tracks when fleeing from a pursuer.
Magic Aura: Alters object's magic aura.
Mirror Mantis: Creature sees an looming assassin whenever they see their reflection in a mirror
Negative Reaction: Targeted creature may not positively influence anyone.
Open and Shut: Obfuscate whether a door is open or closed.
Quintessence: Mask any flaws of or damage to a creature or object.
Shadow Trap: Pin someone’s target, causing them to become stuck.
Shadow Weapon: Create a quasi-real masterwork weapon.
Shadowfade: Become invisibile to creatures using darkvision
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.

[u]Transmutation[/u]
[ ] Crafter's Fortune: Subject gains +5 on next Craft check.
[ ] Enlarge Person: Humanoid creature doubles in size.
[ ] Expeditious Retreat: Your base land speed increases by 30 ft.
[ ] Feather Fall: Objects or creatures fall slowly.
[ ] Gravity Bow: Arrows do damage as though one size category bigger.
[ ] Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
[ ] Magic Weapon: Weapon gains +1 bonus.
[ ] Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time.
[ ] Polypurpose Panacea: Gain a relaxing or entertaining effect.
[ ] Reduce Person: Humanoid creature halves in size.
[ ] Serren's Swift Girding: Immediately clad a number of targets in armor.
Alchemical Tinkering: Transform an alchemical item or firearm into another similar item.
Alter Winds: Increase/decrease strength of natural winds.
Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Body Capacitance: Store electricity attacks used against you and release the energy as a touch attack.
Break: Gives an object the broken condition.
Burning Disarm: Make a metal item become red hot, forcing those holding it to drop it or risk searing their hand.
Coin Shot: Turn coins into deadly projectiles.
Crafter's Curse: Subject takes –5 on Craft skill checks.
Damp Powder: Ruins ammunition loaded in the targeted firearm.
Dancing Lantern: Animates a lantern that follows you.
Emblazon Crest: Display your crest on anything you carry.
Only nagaji characters may take legal choices from this section. Endothermic Touch: Stagger a creature and reduce their speed by half, but increase the time they can hold their breath.
Erase: Mundane or magical writing vanishes.
Expeditious Excavation: Moves 5-ft. cubes of earth.
Fabricate Bullets: Converts 1 pound of metal into ammunition.
Fabricate Disguise: Create a disguise in an instant.
Face of the Devourer: Horribly mutate the target’s face, disfiguring it while granting it a natural attack.
False Face: Polymorph into a disguised identity
Ferment: Affected liquid becomes alcoholic
Forced Quiet: Target cannot make loud noises.
Grappling Scarf: Enchanted scarf functions as grappling hook with 100 ft of rope
Handy Grapnel: Transform a ropelike object into a retracting grapple.
Hide Weapon: Hide a weapon within your own arm.
Hobble: Reduce creature's speed
Jump: Subject gets bonus on Acrobatics checks.
Jury-Rig: Removes the broken condition from the targeted object.
Lighten Object: Decrease the target’s weight by half or reduce the armor check penalty of armor.
Long Arm: Your arms lengthen, giving you extra reach.
Longshot: Grants a +10-foot bonus to the range increment for any ranged weapon fired.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Marid's Mastery: Target gains bonus to attack/damage when combat is in water, penalty if on land.
Mirror Polish: Polish a metal item until it’s usable as a mirror.
Mirror Strike: You may strike multiple opponents with a single attack.
Peasant Armaments: Transform improvised weapons into actual weapons.
Poisoned Egg: Transform a single egg into a dose of poison.
Recharge Innate Magic: Regain a use of all 0-level and 1st-level spell-like abilities.
Refine Improvised Weapon: Transform improvised weapon into a masterwork simple or martial weapon.
Reinforce Armaments: Temporarily mitigates the fragile quality in targeted weapon or armor.
Sculpted Cape: Enchanted cape stiffens and can bear weight
Snapdragon Fireworks: Create 1 dragon firework/level.
Stone Fist: Your unarmed strikes are lethal.
Sundering Shards: Sundered item explodes, dealing 1d6 damage to adjacent creatures.
Touch of Gracelessness: Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
Touch of the Sea: Swim speed becomes 30 ft.
Transfer Tattoo: Transfer a magical tattoo from one creature to another.
Tripvine: Animate a rope/vine/etc. to trip nearby creatures.
Unerring Weapon: Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Urban Grace: Move through crowds and urban settings with ease.
Vocal Alteration: Disguise target's voice.
Weaken Powder: Targeted firearm's ammunition halves the firearm's range and imposes a –2 penalty on damage rolls.
Windy Escape: Briefly become insubstantial, allowing an attack to pass harmlessly through you.
Wizened Appearance: Make a target appear as an older version of itself.
Youthful Appearance: Target appears younger.

[u]Abjuration[/u]
Adjuring Step: You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Alarm: Wards an area for 2 hours/level.
Endure ElementsY: Exist comfortably in hot or cold regions.
Fastidiousness: Keep yourself and your equipment clean and dry
Hold PortalY: Holds door shut.
Invisibility Alarm: As alarm, but reacting only to invisible creatures.
Line in the Sand: Increase your attacks of opportunity per round.
Obscure PosionM: Make it harder to detect a poison or venomous creature.
Peace Bond: Create a glowing rune of peace to protect targets from your own magic.
Peacebond: Locks a weapon in place on the target's body.
Protection from [Alignment] Y: +2 to AC and saves, plus additional protection against selected alignment.
Punishing Armor: Coat yourself with a thin layer of energy that turns back nonlethal damage on your attacker.
Rite of Centered MindM: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
(3.5) Shield Speech: Speak freely to one creature within 10 feet without being overheard.
Shock Shield: A shield of force protects you until you dismiss it in an explosion of electricity.
Stunning Barrier: Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Sunder Breaker: The next weapon that sunders an item belonging to the target takes damage.
Theft Ward: Gain a +10 Perception bonus to notice someone trying to take a specific object from you.
Waterproof: Target becomes waterproof for the spells duration
Wave Shield: Water blunts one incoming attack or fire effect.
Winter Feathers: Protect a feathered creature from the cold for a day.

[u]Necromancy[/u]
[ ] Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Bed of Iron: Allow the enchanted to sleep comfortably in medium or heavy armor.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Decompose Corpse: Turn a corpse into a clean skeleton.
Depilate: Creature takes -2 penalty to Diplomacy, Intimidate, and Perform for 1 week
Grasping Corpse: Cause a corpse to grab or trip a foe
Interrogation: Target answers questions or suffers pain.
Itching Curse: Creature takes -1 penalty to attack, saves, skill checks, and ability checks
Phantom Blood: Gain temporary hp if Con loss would knock you out or kill you.
Preserve: Prevent objects from rotting and spoiling
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening: Ray makes subject sickened.
Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5).
Restore Corpse: Skeletal corpse grows flesh.
Sculpt Corpse: Makes corpse look like another creature.
Skin Tag: Curse food or drink to gain afamilar connection to the creature

To Learn:

Spell Book, 2nd-lvl:

[] Admonishing Ray
[] Aggressive Thundercloud
[] Bull's Strength
[] Burning Arc
[] Create Pit
[] Darkvision
[] [Ench] Bestow Insight
[] [Ench] Daze Monster
[] [Ench] Hideous Laughter
[] [Ench] Oppressive Boredom
[] Knock
[] Flaming Sphere
[] Glitterdust
[] Illusory Maze
[] Invisibility
[] Mirror Image
[] Misdirection
[] Scorching Ray
[] Summon Monster 2
[] [Il] Twilight Haze?
[] [Abj] Arcane Lock
[] [Nec] Defending Bone: DR 5/Bludg.
[] [Nec] Blindness/Deafness
[] [Div] See Invisibility

Not Known:
Lots.

Spell Book, 3rd-lvl:

[] [Abj] Dispel Magic
[] [Div] Clairaudience/Clairvoyance
[] [Div] Glimpse the Hidden
[] [Div] Voluminous Vocabulary (Pick any non-secret language. Get it. Ling to get more. 8 hrs, touch.)
[] [Ench] Hold Person
[] Darkvision, Communal
[] (Evard's) Black Tentacles
[] Fireball
[] Fly
[] Haste
[] Invisibility Sphere
[] Slow
[] Stinking Cloud
[] [Ench] Suggestion (Comp., Mind., Lang.)
[] [Nec] Halt Undead
[] [Tr] Excruciating Deformation (Evil)

Not Known:
[Div] Share Language (Communal)
[Div] Find Fault
[Div] Perfect Placement (5 ppl, <30' apart, 1 rd/lvl, +1 insight to AC and Ref.)
[Ench] Pugwumpi's Grace (2d20 and lower, no effect if Luck bonus)
[Ench] Deep Slumber [10 HD sleep]

Spell Book, 4th-lvl:

[] [Div] Named Bullet
[] [Div] Tongues, Communal
[] [Nec] Boneshatter
[] [Ench] Confusion (Comp., Mind.)
[] [Ench] Overwhelming Grief
[] Dimensional Anchor
[] Displacement
[] [Nec] Enervation
[] Invisibility, Greater
[] Make Whole, Greater
[] Stone Shape
[] [Abj] Stoneskin
[] Wall of Fire

Not yet known:
*Akashic Communion (100 gp silver mirror)
Arcane Eye
Detect Scrying
Insect Spies
Locate Creature
*Scrying (1000 gp silver mirror)
*Vicarious View (scry-tag)

[Ench]Charm Monster

Spell Book, 5th-lvl:

[] [Ench] Feeblemind (Comp., Mind.)
[] Baleful Polymorph

TO LEARN: [Ench] Hold Monster

Boons

Aspis Profiteer (FJ):
[c9] [c10] [c12] You have learned to spin others' frustration with the Aspis Consortiumm into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price /> 75 gp * goals completed. These items have a resale value of zero.

Investor (FJ):
[100gp (c9)][100 (c10)][150 (c12)][150 (c13)][150 (c15)] Once/session, you may purchase an item found on a Chronicle sheet at a 5% discount (max 15%). When you attempt a Day Job check, you may record the gp earned in an investment box (to the left) rather than receive the gold. You can line through all investment boxes to immediately receive gp equal to twice the sum recorded in boxes.

Resourceful (FJ):
[ ] [ ] [ ] (3 goals) You can call in favours with your mercantile contacts to gain additional supplies. You can check a bok before this boon when you are not in combat to gain two items from the following list: antitoxin, disguise kit, healer's kit, potion of cure light wounds, or tanglefoot bag. If you have completed at least 5 goals, you can instead check a box to gain any feather token or elixir with a price of 500 gp or less. These items have a resale value of 0 gp.

Showmanship (FJ):
[100gp (c9)][100 (c10)][150 (c12)][150 (c13)][150 (c15)] Once/adventure, you may use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill.

Unparalleled Supplier (FJ):
[ ] [ ] [ ] [ ] [ ] [ ] [ ] (7 goals) Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies' weapon or spell damage dice per day equal to your number of goals completed; you must use the new result.

Respect of the Nail (c25):
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.

The Paracountess's Debt (c25):
In thanks for freeing her from her infernal prison within Citadel Vraid, Paracountess Zarta Dralneen of Cheliax offers you any single item you wish for, paid for out of her personal wealth rater than Chelish or faction resources. (Lesser Metamagic Rod)

Magic Tattoo (c23):
[ ] [ ] [ ] [ ] [ ] Investigating the body of the lamia matriarch Lucretia revealed a mysterious sihedron tattoo upon her left breast. After researching this tattoo, you have learned how to replicate its effects in a tattoo on your own body. This functions as a temporary lesser caster's tattoo. Once per day as a swift action, you may use the tattoo to enhance a spell of 3rd level or lower with Still Spell and Silent Spell. This ability can be used 5 times before the tattoo fades - check off one of the boxes below each time you use this boon. Once all five boxes have been checked, cross this boon off the Chronicle Sheet.

Friends of the Fey Court (c23):
Your successful negotiations with the Fey Court near Bellis have gained the good faith of the court. Tales of your exploits travel across the First World, improving your interactions with other fey. You receive a +2 bonus on Diplomacy checks against creatures of the fey type. (noted above)

Touching the First World (c22):
Thanks to your unique experiences into the First World, you now have a greater understanding of the always mysterious fey and the natural world surrounding them. You receive a +1 bonus on Knowledge [nature] checks when dealing with fey creatures. (noted above)

Defender of Katheer (c21):
PCs who successfully defeat the sorceror Raamiz Ibn-Chadli earn a small amount of renown with the citizens of Katheer. Whenever the PCs deal with humaniods from Katheer in the future, they receive a +1 circumstance bonus to all Diplomacy Checks (noted above)

Unwavering Resolve (c20):
[ ] The reports the Pathfinder Society has managed to piece together regarding the events at Wirholt's Rictus paint a grisly picture. After hearing unnerving rumours about the Aspis Consortium's recent activities, you have steeled yourself to face unspeakable horrors in the field. When you attempt a saving throw against a fear or confusion effect, you can cross off this boon before rolling to gain a +2 bonus.

Even if you fail the saving throw, your preparations give you some degree of protection. If you failed a saving throw against a fear effect, you experience a surge of adrenaline that grants a number of temporary hit points equal to twice your character level. These temporary hitpoints last as long as the fear effect exists.

Alternatively, if you failed a saving throw against a confusion effect, you maintain unusual lucidity, which allows you to roll the d100 twice to determine your action each round and take your preferred result. This benefit lasts until the confusion effect ends.

Esoteric Item Research (c20):
After the team at Slumbersun returned from its mission, the Aspis Consortium gained access to several unusual magical items. Ratarion sold temporary access to these items to a crafter within the Consortium, who deduced their methods of creation. Several Aspis agents now carry copies of one of the crafter's recipes. When you defeat one or more agents of the Aspis Consortium, ask your GM to initial after one of these items, giving you access to purchase it. You can gain access to all three items below, but you can only gain access to one item during a single adventure. (0 initials)

Duskwarden’s Favor (c18):
Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. (If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.)

Deal from the Pickled Imp (c16):
You have crippled the rogue Sczarni operations, leaving the survivors scattered but still capable of a desperate counterattack. Guaril Karela trusts that you will be properly equipped for that confrontation. You may use this boon when selling one item to sell it for its full market price rather than at half value. When you use this boon, cross it off your Chronicle sheet.

Kaer Maga Contract (c16, used):
:
You helped to secure a lucrative contract between the Qadira faction and the Commerce League. Recognizing you as an able negotiator, Trade Prince Aaqir al’Hakam invited me to accompany him as he met with suppliers and other contacts, during which time he helped me polish my skills. (Used)

Paranoid Observer:
[.] [.] Your dealings with the soulslivers have left you somewhat on edge, constantly watching and listening for inconsistencies and other signs that the people around you may not be who they claim. You can check a box next to this boon to gain a +2 competence bonus on all Perception and Sense Motive checks you make for the duration of a scenario.

Master Archivist (C13):
Whenever you spend at least 1 hour studying in a library (not including libraries that no longer contain books, scrolls, or other research material) during a scenario, choose one Knowledge skill. You gain a +2 competence bonus on trained checks with that skill, and you gain a +1 competence bonus on all other trained Knowledge checks. These benefits last for the rest of the day.

You Rescued the Minotaur Prince (C12):
You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is abolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.

Undead Expert: Shadow (C11):
Threatening to overrun the city of Wati, the ancient undead armies of the past tested your might and mettle as you bolstered the city's defences. Encountering a range of undead, you quickly learned how to dispatch each kind differently, as well as how to protect yourself from their vicious attacks. You gain a +2 bonus on Bluff, Knowledge (Religion), Perception, Sense Motive, and Survival checks against Shadows. In addition, you also receive a +2 bonus on weapon attack and damage rolls against Shadows. This ability works like and stacks with a ranger's favoured enemy ability.

Mihir's Coin (C10):
If Zamir is coerced into joining the Pathfinder Society, Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.

Mwangi Exports (C9, used):
Your faction’s ability to import goods to and export goods from the Mwangi Expanse without the Aspis Consortium’s oversight makes it possible to undercut the competition. It’s only a matter of time before the authorities in Bloodcove catch on and take additional precautions, but in the meantime you enjoy cheaper prices on Garundi products.

You can cross this boon off your Chronicle sheet when purchasing an item found on one of your Chronicle sheets to reduce its cost by 10%. If you use this boon with another ability that allows you to reduce an item’s cost, the two effects stack to a maximum reduction of 15%. Used for Cloak of Resistance +3, C11/C12

The Favour of Cartahegn (C7):
While in a settlement of at least 5,000 people anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favourable connections with House Cartahegn at a 10% discount.

Worthy Foe (C6):
[[] [] []]
Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated.

First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.

Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Bones: You gain the benefits above against undead creatures.
Scales: You gain the benefits above against dragons and humanoids with the reptilian subtype.
Scoundrels: You gain the benefits above against humanoids with the human subtype.
Tusks: You gain the benefits above against magical beasts and humanoids with the orc subtype.

Wartime Knowledge (C5):
You have taken the first great steps in mastering the art of warfare. When commanding armies using the Mass Combat rules, your army gains a +1 bonus to DV, OM, and Morale.

Crisis Averted:
You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinders' expectition pays off, certainly the society will remember your contribution.

Expanding Trade Network (C4):
You befreinded either Temel Passad or Metella Raugar, and in doing so you began to develop a stronger trade network with the Kalistocrats or the Five Kings Mountains, respectively. IF you are a member of the Qadria faction, you are able to leverage this connection to your advantage, gaining a +2 bonus on all Day Job checks.

Pharasma's Blessing (C3):
[] Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attach roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

Bot Me!:

Unknown is a bit of a pedant and a know-it-all, but he isn’t supercilious about it (with his friends/fellow adventurers, at least). He’s eager to share what relevant Knowledge he may have gathered, and makes an effort to restrain his sometimes overbearing enthusiasm for providing information or making helpful tactical suggestions to his colleagues. He is smart enough to understand the importance of keeping the whole team alive and well, viewing it as not merely a bond of friendship or professional courtesy but also a contractual obligation as a Pathfinder. To that end, he will gladly assist others with whatever personal missions they might undertake… on the understanding that it is part of the quid pro quo.

If given a choice between treasure and experience, he will choose treasure every time. If given a choice between treasure and true love, he will evaluate the prospects of weaseling a profitable contract from the families of the happy couple. If given a choice between treasure and safety… as long as his friends are hale and hardy, he’ll happily face danger from behind the skirmish line.

At his core, is also a little bit of a physical coward, and it sometimes shows… though he’ll usually present a perfectly logical reason as to why he should be guarding the rear of his heavily armoured friends. Risks must be balanced against rewards, however, and he has chosen the adventuring lifestyle both for the material wealth it can bring and for the reputational boost that often accompanies the successful completion of perilous ventures.

If combat breaks out, he’ll usually proc a defensive spell in the first round, then try to identify any unnatural threats the party might be facing.

In the second and subsequent rounds, if the threat appears to be limited, he will try softening up targets with his damaging cantrip. If there is a horde of enemies, he would instead likely use his area-control spells (Grease, Tenticles, etc). He might also go around hitting people with an Infernal Healing wand if they get hurt… especially if it means they continue to stay between him and any tentacled horrors that might be menacing the team.

[dice= Knowledge Checks]1d20+10[/dice]
+1 if Arcana, Dungeoneering, Planes

[dice= Spellcraft Checks]1d20+13[/dice]
He will make a point of commenting on other mages’ spells, both to let his team know and to critique opponents’ magical styles.

[dice= Cantrip (Ray of Frost or Acid Splash)]1d20+5 1d3 damage[/dice]
Usually Ray of Frost, unless the party suspects Cold-resistant foes other than Undead