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About "The Great Unknown"PFS # 61159 - 2
Name “The Great Unknown”
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Traits
Foresight School Powers
Bonded Item: [ ] / day, cast 1 spell in my spellbook (that I am able capable of casting). --------------------
0: Detect Magic / Ray of Frost / Read Magic / Acid Splash (or Dancing Lights)
Spell Book, 0-lvl:
[u]Conjuration[/u]
[u]Divination[/u]
[u]Enchantment[/u]
[u]Evocation[/u]
[u]Illusion[/u]
[u]Transmutation[/u]
[u]Universal[/u]
[u]Abjuration[/u]
[u]Necromancy[/u]
Not Known: (none) Spell Book, 1st-lvl:
[u]Divination[/u] [ ] Comprehend Languages: You understand all languages
[u]Conjuration[/u] [ ] Air Bubble: Creates a small pocket of air around your head or an object.
Abundant Ammunition: Replaces nonmagical ammunition every round.
[u]Enchantment[/u]
[u]Evocation[/u]
[u]Illusion[/u]
[u]Transmutation[/u]
[u]Abjuration[/u]
[u]Necromancy[/u]
To Learn: Spell Book, 2nd-lvl:
[] Admonishing Ray
Not Known:
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:
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:
[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.
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]
[dice= Spellcraft Checks]1d20+13[/dice]
[dice= Cantrip (Ray of Frost or Acid Splash)]1d20+5 1d3 damage[/dice]
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