SPECIAL BOONS
- House Thrune's Favor #1: Your complete discretion in iniltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your avor in the eyes of Cheliax's ruling house. This grants you a +3 ircumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
- Exemplar of Falcon's Hollow #5: You have saved the town of Falcon's Hollow from sure death. You are now a known adventurer and receive a +1 circumstance bonus in any Charisma check with any Andoran citizen.
- Hero of the Fey #5: You saved the fey of Darkmoon Wood from certain death. You may succeed automatically in any Charisma based check when dealing with fey at any time in the future. Cross this boon afterwards.
- Kassen's Blessing #6: 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.
- Koboldfriend #8: Token for neck, when worn +2 Diplomacy with humanoids (reptilian).
- Master of Secrets #9: You provided Zarta Dralneen with valuable leverage over one of her enemies; in return, she is willing to assist you against one of your enemies. Before rolling Intimidate check against a named NPC, you maiy show this boon to your GM and announce that Zarta Dralneen has provided you with blackmail or other information that can assist you in intimidating this NPC. Zarta's information provides you with a +4 bonus on your Intimidate check. Once you use this boon, cross it off your Chronicle sheet.
- Skillful Barterer #9: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems or other money as part of this trade.
- Azlanti wonders #11: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site. When adventuring in a ruin or archaeological site, or other structure that predates Earthfall, including Azlanti or Thassilonian sites, you can cross the boon to get a +1 insight bonus to AC, attack rolls, saving rolls or skill checks during the whole adventure.
- Champion of Time #11: Get a bonus trait from a list when creating a new PC.
- Timelost Chronicler #11: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perpective of Golarion's history. You gain a permanent +1 to Knowledge (history). Once per scenario you may call on the power from your exposure to the Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare the use before rolling.
- True Ally of the Lantern Lodge #13: Amara Li promises to help you in the future. Whenever you spend 1PP to gain a +4 on any skill check while in Tian Xia the bonus rises to +5, or +6 if in Goka.
- Friend of the Foxgloves #14: Through your service to the Foxglove family in ridding the family’s ancestral home of its many haunts, you have earned the respect of the surviving members of the family. You gain a +2 bonus on all Charisma-based skill checks made to influence or otherwise interact with a member of the Foxglove family.
- Ghoul Hunter #14: Your experience fighting ghouls and ghasts beneath Foxglove Manor has given you insight into these undead abominations’ strengths and methods of attack, granting you a better chance of survival against such foes in the future. You gain a +1 insight bonus to AC against natural weapon attacks made by ghouls and ghasts, and a +1 bonus on Fortitude saving throws to avoid the effects of the disease, paralysis, and stench special attacks of ghouls and ghasts.
- Haunt Survivor #14: Your perilous interactions with the many haunts in Foxglove Manor have made you more attuned to the residual supernatural energies that power such manifestations. You gain a +2 bonus on Perception checks to notice haunts. Once per day, you can reroll a saving throw to avoid a haunt’s negative effects. You may only use this ability before the results of the original saving throw are revealed and must take the second result, even if it is lower.
- Scholar of The Gates Ajar #15: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons and devils.
- Fool Me Once #17: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you-particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
- Greenheart's Blessing #18: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
- #23: Recovered Akila's wand and ring.
- #24: Recovered Meskhenet's staff and ring.
- #25: Recovered Kamilah's sword and ring.
- Protector of Whistledown #25: Your deeds protecting Whistledown have spread to other gnome communities. You get a +1 Cha when dealing with other gnomes.
Wayfinder
Jade (2 PP): Crafted in distant Tian Xia, the jade casing of this
wayf inder is decorated with serpentine dragons wound around the Glyph of the Open Road. Instead of light, a jade wayfinder can be used to cast
guidance.
Properties
Farmstead (5 PP): You own a fully functional farm located just outside a larger city, such as Absalom, Egorian, Almas, or Oppara. This farmstead includes a sizable farmhouse, a barn, and a plot of land suitable for raising livestock or growing crops. If you own a farmstead you can use Handle Animal to make Day Job rolls.
Archon: HP 32/51; DR 10/evil; circle vs evil 10', aura of menace (Will DC 16)
STATISTICS Str 10, Dex 14, Con 16, Int 12, Wis 8, Cha 24
Ability increases: +2 Cha (racial), +1 Cha (4th), +4 Cha (item), +1 Cha (8th), +2 Con (item)
Base Atk +6/+1; CMB +6; CMD 19
Feats Skill Focus (Use magic device) B, Spell focus (Conjuration), Augment summoning, Superior summoning, Versatile Summon Monster (fiery and chtopic), Great Fortitude
Skills (3/level = 27; ACP -1) Diplomacy +7 (7 Cha; +3 vs House Thrune, Chelish government, or Hellknight; +2 vs humanoid reptilians; +1 vs Andoran citizien; auto-succeed with fey), Handle animal +10 (7 Cha, 1 rank, 2 class; +2 on Day Job checks), Bluff/Disquise/Perform +7 (7 Cha; +1 vs Andoran citizien; auto-succeed with fey), Intimidate +7 (7 Cha; +4 one time; +1 vs Andoran citizien; auto-succeed with fey), K. arcana +5 (1 Int, 1 rank, 3 class), K. history +6 (1 Int, 1 rank, 3 class, 1 boon), K. planes +5 (1 Int, 1 rank, 3 class; +2 vs daemons, demons, devils), K. nature +5 (1 Int, 1 rank, 3 class), K. local +5 (1 Int, 1 rank, 3 class), K. religion (+2 vs daemons, demons, devils), Linguistics +9 (1 Int, 5 rank, 3 class), Spellcraft +13 (1 Int, 9 rank, 3 class), Use magic device +20 (7 Cha, 7 rank, 3 class, 3 Skill focus), Perception +1 (-1 Wis, +2 elven senses), Sense Motives -1 (-1 Wis; +2 vs Pathfinders), Concentration +17 (9 level, 7 Cha, 1 trait)
Traits
Arcane temper: +1 to initiative and concentration checks
Linked surge: 1/day use Eidolon's ability score in a Strength or Constitution ability or skill check.
Languages: Elf, Common (Chelish), Infernal, Celestial, Terran, Igneous, Abyssal, Auran
Favoured class (summoner): 9x hp
SPECIAL ABILITIES Eidolon: Creature companion which can be shaped with mutation points earned each level.
Life link: Transfer HP from the summoner to its eidolon whenever a blow is going to kill him.
Summon monster (Sp): 9/day (3+Cha) cast summon monster as a spell-like ability with 1 min/level duration instead of the usual 1 round/level. Currently Summon Monster V, 9 minutes.
Bond senses (Su): Standard action; 1 round/level feel the world through eidolon senses
Shield ally (Ex): +2 shield AC and +2 circumstance to saves while at eidolon's reach (if eidolon is not grappled, helpless, paralyzed, stunned, or unconscious).
Maker's Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his side. This functions as dimension door, using the summoner's caster level. When used, the eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this ability once per day at 6th level, plus one additional time per day for every four levels beyond 6th.
Transposition (Su): At 8th level, a summoner can use his maker's call ability to swap locations with his eidolon. If it is larger than him, he can appear in any square occupied by the eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or as close as possible if it is not able.
Armor
+1 elven chain, 6150 gp . lbs, +7 AC, +4 Max Dex, -2 Armor Check
ring of protection +1, 2000 gp
Weapons
longspear, 5 gp 9 lbs
darkwood light crossbow, 375 gp 2 lbs
10 bolts
10 cold iron bolts
Worn
summoner outfit, 1gp 2 lbs
headband of alluring charisma +4, 16000 gp
belt of Constitution +2, 4000 gp
+4 Cloak of Resistance, 16000 gp
spell components pouch, 5gp 2 lbs
Spell components pouch
miniature shovel focus (create pit), 10 gp
diamond dust (stoneskin), 500 gp
Backpack
Waterskin, 4 lbs
Rations x2, 2 lbs
Belt Enlarge person wand [Charges: 45 44], 2PP
Shield wand [Charges: 40 37], 2PP
Cure light wounds wand [Charges: 25 22] (UMD 20), 2PP
Extra light wand: 2PP
Faerie fire wand [Charges: 47 49] (UMD 20), 2PP
Antitoxin [x2], 50 gp (+5 alchemical to Fort vs poison)
Antiplague, 50 gp (+5 alchemical to Fort vs illness)
Vermin repellent, 5 gp