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Torche of Hermea's page
84 posts. Organized Play character for michaelane.
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About Torche of Hermea
Torche of Hermea
Male Human (Varisian) Arcanist 6
N Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +6 (+5 in bright light or daylight spell)
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Defense
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AC 17, touch 13 (17 vs. incorporeal), flat-footed 14 (+3 Dex, +4 Armor (mage armor))
hp 32 (6d6+6)
Fort +3, Ref +5, Will +5
Weakness light sensitivity
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Offense
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Speed 30 ft.
Melee dagger +1* (1d4-2/19-20)
*-1 to attacks in bright light or daylight spell
Ranged light crossbow +6* (1d8/19-20)
*-1 to attacks in bright light or daylight spell
Ranged Touch +6*
*-1 to attacks in bright light or daylight spell
Arcanist Spells Prepared (CL 6th; concentration +11, vs. SR +6):
. . 3rd (3/day)—fireball (DC 20)
. . 2nd (5/day)—flaming sphere (DC 19), scorching ray
. . 1st (6/day)—burning hands (DC 18), liberating command, magic missile, snowball (DC 16)
. . 0 (at will)—acid splash, detect magic, ghost sound (DC 15), mending, message, prestidigitation, read magic
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Statistics
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Str 7, Dex 16, Con 12, Int 21, Wis 10, Cha 12
Base Atk +3; CMB +1; CMD 14
Feats Greater Spell Focus (evocation), Intensified Spell, Spell Focus (evocation), Spell Specialization (fireball)
Traits Hermean Paragon (Steaming Sea), Magical Lineage (fireball)
Skills Craft (alchemy) +9, Knowledge (arcana) +14, Knowledge (dungeoneering) +11, Knowledge (history) +14, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +14, Perception +6 (+5 in bright light), Spellcraft +14, Use Magic Device +6
Languages Abyssal, Auran, Azlanti, Celestial, Common, Dwarven, Infernal, Osiriani, Ancient Osiriani, Polyglot, Skald, Thassilonian, Varisian
SQ arcane reservoir, arcanist exploits (bloodline development, school understanding), bloodlines (orc), consume spells, schools (admixture), touch of rage, versatile evocation
Gear dagger, headband of vast intelligence +2 (Knowledge: History), lesser selective rod, light crossbow, crossbow bolts (20/20) spellbook, spell component pouch, wand of cure light wounds, wand of mage armor
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Special Abilities
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Arcane Reservoir +2 DC or CL (9/day) (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Bloodline Development (Orc) (1 round) The arcanist selects one sorcerer bloodline upon taking this exploit. The arcanist gains that bloodline's 1st-level bloodline power as though she were a 1st-level sorcerer. The arcanist must select an ordinary bloodline with this ability, not one altered by an archetype. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her latent nature, allowing her to treat her arcanist level as her sorcerer level for the purpose of using this ability, which lasts for a number of rounds equal to her Charisma modifier (minimum 1).
Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Darkvision (60 feet) Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Greater Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Hermean Paragon (Steaming Sea) You are a product of Hermea’s breeding programs—either your parents were chosen to be citizens, or you were, but later failed to live up to the island’s high standards. Whatever the case, you are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
Intensified Spell An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. An intensified spell uses up a spell slot one level higher than the spell's actual level.
Light Sensitivity (Ex) Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell's final adjusted level.
Orc Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Potent Magic (Su): Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell's DC, it increases by 2 instead of 1.
School Understanding (Admixture) The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist's Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level. If the arcanist already has an arcane school (or gains one later), taking this exploit instead allows her arcanist levels to stack with the levels of the class that granted the arcane school when determining the powers and abilities of her arcane school.
Spell Focus (Evocation) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Specialization (Fireball) Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.
Touch of Rage +1 (4/day) (Sp) At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round.
Versatile Evocation (Su) (4/day) When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
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Spellbook
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0-acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, spark, touch of fatigue
1-burning hands, enlarge person, liberating command, magic missile, snowball + 9 others
2-flaming sphere, scorching ray + 2 others
To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level).
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Special Spell Goodies
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Burning Hands No benefit from boosting caster level.
• 1 point (free action) to boost DC by +2 making it DC 20
• 1 point (swift action) to apply orc bloodline arcana to get +5 to damage.
• Can use versatile evocation to change the type of damage to acid, cold, or electricity.
• Baseline Damage: 5d4 (avg. 12.5) DC 18 Reflex save
• Max Damage/DC: 5d4+5 (avg. 17.5) DC 20 Reflex save (costs 2 points)
Intensified Burning Hands
• Must be prepared in 2nd level spell slot.
• Intensified increases cap on burning hands damage dice to 10 (but must have sufficient caster levels overall).
• 1 point (free action) to boost DC by +2 making it DC 20
or
• 1 point (free action) to boost CL by +2.
• 1 point (swift action) to apply orc bloodline arcana to get +X to damage where X is the number of dice for damage.
• Can use versatile evocation to change the type of damage to acid, cold, or electricity.
• Option A: 6d4 (avg. 15), DC 18 (0 points)
• Option B: 8d4 (avg. 20), DC 18 (1 point free action)
• Option C: 6d4 (avg. 15), DC 20 (1 point free action)
• Option D: 6d4+6 (avg. 21), DC 18 (1 point swift action)
• Option E: 8d4+8 (avg. 28), DC 18 (1 point free action & 1 point swift action)
• Option F: 6d4+6 (avg 21), DC 20 (1 point free action & 1 point swift action)
Fireball (with Spell Specialization)
• No point in applying Intensified until CL can exceed 10, but because fireball is Magical Lineage spell, he can apply Intensified without increasing spell level.
• Spell Specialization increases caster level by +2.
• 1 point (free action) to boost DC by +2 making it DC 20
or
• 1 point (free action) to boost CL by +2.
• 1 point (swift action) to apply orc bloodline arcana to get +X to damage where X is the number of dice for damage.
• Can use versatile evocation to change the type of damage to acid, cold, or electricity.
• Option A: 8d6 (avg. 28), DC 20 (0 points)
• Option B: 10d6 (avg. 35), DC 20 (1 point free action)
• Option C: 8d6 (avg. 28), DC 22 (1 point free action)
• Option D: 8d6+8 (avg. 36), DC 20 (1 point swift action)
• Option E: 10d6+10 (avg. 45), DC 20 (1 point free action & 1 point swift action)
• Option F: 8d6+8 (avg. 36), DC 22 (1 point free action & 1 point swift action)
Flaming Sphere
• 1 point (free action) to boost DC by +2 making it DC 21
• 1 point (swift action) to apply orc bloodline arcana to get +X to damage where X is the number of dice for damage.
• Can use versatile evocation to change the type of damage to acid, cold, or electricity.
• Option A: 3d6 (avg. 10.5), DC 19 (0 points)
• Option B: 3d6 (avg. 10.5), DC 21 (1 point free action)
• Option C: 3d6+3 (avg. 13.5), DC 19 (1 point swift action)
• Option D: 3d6+3 (avg. 13.5), DC 21 (1 point free action & 1 point swift action)
Magic Missile
• 1 point (free action) to boost CL by +2.
• 1 point (swift action) to apply orc bloodline arcana to get +X to damage where X is the number of dice for damage.
• Option A: 3 missiles for 3d4+3 (0 points)
• Option B: 4 missiles for 4d4+4 (1 point free action)
• Option C: 3 missiles for 3d4+6 (1 point swift action)
• Option D: 4 missiles for 4d4+8 (1 point free action & 1 point swift action)
Scorching Ray
• 1 point (free action) to boost CL from 6 to 8, giving him 2 rays (extra ray at CL 7 & 11)
• 1 point (swift action) to apply orc bloodline arcana to get +4 to damage.
• Can use versatile evocation to change the type of damage to acid, cold, or electricity.
• Option A: 1 ray at Ranged Touch +6 for 4d6 (avg. 14) (0 points)
• Option B: 2 rays at Ranged Touch +6 for 4d6 (avg. 14 ea.) (1 point free action)
• Option C: 1 ray at Ranged Touch +6 for 4d6+4 (avg. 18) (1 point swift action)
• Option D: 2 rays at Ranged Touch +6 for 4d6+4 (avg 18 ea.) (1 point free action & 1 point swift action)
Snowball
• 1 point (free action) to boost DC by +2 making it DC 18
• 1 point (swift action) to apply orc bloodline arcana to get +5 to damage.
• Can use versatile evocation to change the type of damage to acid, cold, or electricity.
• Baseline Damage: 5d6 (avg. 17.5) DC 16 Fort save
• Max Damage/DC: 5d6+5 (avg. 22.5) DC 18 Fort save (costs 2 points)
Intensified Snowball
• Must be prepared in 2nd level spell slot.
• 1 point (free action) to boost CL by +2.
• 1 point (free action) to boost DC by +2 making it DC 18.
• 1 point (swift action) to apply orc bloodline arcana to get +X to damage where X is the number of dice for damage.
• Option A: 6d6 (avg. 21), DC 16 (0 points)
• Option B: 8d6 (avg. 28), DC 16 (1 point free action)
• Option C: 6d6 (avg. 21), DC 18 (1 point free action)
• Option D: 6d6+6 (avg. 27), DC 16 (1 point swift action)
• Option E: 8d6+8 (avg. 36), DC 16 (1 point free action & 1 point swift action)
• Option F: 6d6+6 (avg. 27), DC 18 (1 point free action & 1 point swift action)
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Gold and Inventory Tracker
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Starting Gold: 150 gp
Pathfinder Online: Thornkeep: The Accursed Halls: 1,398 gp
Pathfinder Module: Risen from the Sands: 1,237 gp
Purchase: Spell Component Pouch: 5 gp
Purchase: Dagger: 2 gp
Purchase: Light Crossbow: 35 gp
Purchase: Crossbow Bolts (20): 2 gp
Pathfinder Online: Thornkeep: The Forgotten Laboratory: 3,711 gp
Day Job: 10 gp
Pathfinder Online: Thornkeep: The Enigma Vaults: 4,800 gp
Day Job: 20 gp
Purchase: Lesser selective rod: 3,000 gp
06-18: From Under Ice: 1,886 gp
06-19: Test of Tar Kuata: 1,288 gp
Purchase: Headband of vast intelligence +2 (Knowledge: History): 4,000 gp
Purchase: Light Horse: 75 gp
Purchase: Riding Kit: 16 gp
07-03: The Bronze House Reprisal: 2,524 gp (unless we played up)
Day Job: X?
01-55: The Infernal Vault: 2,758 gp
Day Job: X?
01-45: Delirium's Tangle: 1,867 gp
Day Job: 1 gp
07-98: Serpent's Rise: 4,000 gp
Total: 18,515 gp
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Wands Available for Purchase
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Wand of magic missiles (CL 3rd) (2,250 gp) (Delirium's Tangle)
Wand of water breathing (2 charges) (Limit 1; 450 gp) (Delirium's Tangle)
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Prestige Tracker
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Starting Fame: 0; Prestige: 0
Pathfinder Online: Thornkeep: The Accursed Halls: +4
Pathfinder Module: Risen from the Sands +2
Spent: 2PP for wand of cure light wounds
Spent: 2PP for wand of mage armor
Pathfinder Online: Thornkeep: The Forgotten Laboratory +4
Pathfinder Online: Thornkeep: The Enigma Vaults +4
06-18: From Under Ice +2
06-19: Test of Tar Kuata +2
07-03: The Bronze House Reprisal +2
Spent: 2PP for wand of kreighton's perusal
01-55: The Infernal Vault +2
01-45: Delirium's Tangle +2
06-98: Serpent's Rise +2
Fame: 26 (up to 8,000 gp); Prestige: 20
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Charges Remaining
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Wand of mage armor 22/50
Wand of cure light wounds 45/50
wand of kreighton's perusal 50/50
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Boons
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Back to the Grave (Risen from the Sands): While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
Enlightened Ambassador (Test of Tar Kuata): Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
Friend of Kasadei (The Bronze House Reprisal): Kasadei is impressed by your restraint in dealing with the Apsis Consortium. She spreads the word that Pathfinders are upstanding individuals, and she spends some time teaching you about the city of Magnimar. You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.
Hero of the Day (The Bronze House Reprisal): Organizations throughout Magnimar are grateful for your efforts in thwarting the Aspis Consortium’s fire attack. Magnimar’s Golemworks offers you training in fighting constructs. You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.
History of the Sands (Risen from the Sands): Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
Icy Jewel Recovery (Scarab Sages, From Under Ice): You have recovered an ice diamond, a gem that is highly receptive to magical energy. Tahonikepsu infused the ice diamond with powerful magic. Even the leftover shards of the diamond that she carved away carry a spark of power, which she is willing to share with those who helped her acquire the diamond. You may either take an ice diamond shard for free, or a greater ice diamond shard for the subsidized price of 300 gp. If you select an ice diamond shard, you can activate this boon to channel harmful magic targeting you into the shard, granting a +2 bonus on a saving throw after you roll the saving throw but before the GM reveals the result. Alternatively, you can activate this boon to use the ice diamond shard as an additional material component for a spell or spell-like ability. If you do so, the caster level for that spell or spell-like ability increases by 1. A greater ice diamond shard has the same properties as an ice diamond shard, except that it either grants a +3 bonus on a saving throw or increases the caster level of a spell or spell like ability by 2. When you use this boon, cross it off your Chronicle sheet.
Image of Imminent Opportunity: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you gain a +2 bonus on any single initiative check or attack roll, applied before the roll is made. You may use this boon once per dungeon level within the complex.
Jeweled Recruiter (Scarab Sages faction, Test of Tar Kuata): Your search for suitable stewards of the sage jewels has honed your ability to assess the character of others. Once per scenario before rolling a Sense Motive check, you can use this boon to gain a +2 insight bonus on the check. During any encounter with a creature that possesses a sage jewel but is not a member of the Jeweled Sages, you can cross this boon off your Chronicle sheet when attempting any one attack roll, skill check, initiative check, or caster level check to overcome spell resistance; roll the check twice and take the higher result. Alternatively, you can gain the same benefit against any creature Amenopheus or Tahonikepsu has explicitly identified as a candidate for joining the Jeweled Sages.
Noqual Ore (Thornkeep: The Enigma Vaults): Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal.
Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.
Recovered Treasures (The Bronze House Reprisal): When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet.
• Amulet of armored fists (28,000 gp; neck slot) This barbed amulet allows its wearer to take advantage of his enemies’ weaknesses and protects its wearer from harm. It functions simultaneously as a cruel menacing amulet of mighty fists and an amulet of natural armor +2 (Pathfinder RPG Ultimate Equipment 138, 145).
• Amulet of the god caller (gills, swim; 6,000 gp; neck slot): The wearer of this amulet grows a pair of gills, and can breathe underwater indefinitely. She also gains a swim speed equal to her base land speed.
• Mask of mental warding (16,000 gp; head slot): This intricate mask from the elves of the Mordant Spire helps its wearer combat mental influences. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment, as if wearing a ring of mind shielding. In addition, once per day when the wearer fails a saving throw against a mind-affecting effect, she may attempt a new saving throw on the following round as a free action to end the effect.
Spoils of the Siege (Marnarius) (Serpent's Rise): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Marnarius or his schemes, you can qualify to receive a special boon at the end of the adventure to reflect Marnarius’s increased resources.
Spoils of the Siege (Zurnzal) (Serpent's Rise): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Zurnzal or his schemes, you can qualify to receive a special boon at the end of the adventure to reflect Zurnzal’s increased resources.
Tar Kuata Initiate (Test of Tar Kuata): The monks of Tar Kuata have recognized your potential and offered to train you at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain any class level into a monk level by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost. Finally, if you are a dwarf monk, you can cross this entire boon off your Chronicle sheet when retraining to gain the Ouat monk archetype (Pathfinder Campaign Setting: Inner Sea Combat 41) for free. If any other archetypes you possess modify the same class feature as the Ouat archetype replaces, you lose those archetypes at no cost. Likewise, if an alternate dwarven racial trait modifies the same racial trait as the Ouat archetype, the archetype modifies that alternate racial trait instead.
Trusted Pathfinder (Serpent's Rise): In the wake of the Aspis Consortium’s siege on the Grand Lodge, venture-captains have decided to release several items from the vaults to their most trusted agents. You may check the box preceding this boon in order to purchase one of the following items.
• Armor of luck (18,500 gp plus the price of a suit of masterwork armor of the appropriate type) You may purchase a suit of armor that has all of the properties of a banded mail of luck. This armor may be of any type (such as leather, breastplate, or full plate), but it cannot be made of a special material.
• Circlet of persuasive disguise (7,200 gp): This splendid circlet functions simultaneously as a circlet of persuasion and a hat of disguise.
• Elven rune-cloak (price varies): This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750 gp to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an elven rune-cloak’s resistance bonus from +1 to +2 costs 3,000 gp).
• Lesser versatile metamagic rod (6,000 gp): This functions as a metamagic rod (Pathfinder RPG Core Rulebook 484) and has 3 charges per day; however, these charges can be used to replicate the effects of any of the following metamagic feats: Extend Spell, Merciful, or Reach Spell.
Unidentified Unguent (Thornkeep: The Forgotten Laboratory): You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
Warm Friend in a Cold Land (From Under Ice): You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
You Rescued the Minotaur Prince (Delirium's Tangle): You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely 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.
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Faction Journal Card - Season 6
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[X] [X] [X] 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).
1. Explored ancient Thassilonian site during the Bronze House Reprisal.
2. Explored the Infernal Vault during the Infernal Vault.
3. Explored Delirium's Tangle in Delirium's Tangle
[ ] Recover a gem worth at least 400 gp plus 100 gp per level you possess during an adventure.
[ ] Participate in an adventure that includes at least three encounters in one of the following regions once controlled by Ancient Osirion: Geb, the Mana Wastes, Nex, Osirion, Rahadoum, or Thuvia.
[ ] Donate an amount of gold equal to at least 100 times your character level to a library, museum, archive, or similar institution. If you attempt a Diplomacy check to influence a member of that institution during the adventure, you receive a cumulative +1 circumstance bonus on the check for every 100 gp donated.
[ ] Recover a piece of the Numerian device known as the Sky Key, whose strange properties are of special interest to the faction leader Tahonikepsu.
[ ] Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics.
[X] [X] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
1. From Under Ice - 5/3/15
2. Test of Tar Kuata - 10/3/15
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Faction Journal Card - Season 7
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[ ] [ ] [ ] 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).
[ ] [ ] Recruit a named NPC scholar, archaeologist, or similar figure to join the Scarab Sages. Recruitment requires a Diplomacy or Knowledge (local) check with a DC equal to 15 plus your character level.
[ ] Recover a gem worth at least 400 gp plus 100 gp per level you possess 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.
[ ] Recover an intact sage jewel, or convince a person to whom a sage jewel is attuned to join the Scarab Sages faction.
[ ] Participate in an adventure that includes at least three encounters in one of the following regions once controlled by Ancient Osirion: Geb, the Mana Wastes, Nex, Osirion, Rahadoum, or Thuvia.
[ ] Become possessed by a creature using magic jar, the malevolence ability, or a similar effect. Alternatively, permanently destroy a haunt.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Appraise, Knowledge (any), or Linguistics.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
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