Blacksmith

Van Potter's page

463 posts. Organized Play character for Justin L. Warren.


Full Name

Smelvin J. Copperpotter

Race

Gnome

Classes/Levels

Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Gender

M

Size

Small

Age

56

Alignment

Neutral Good

Languages

Common, Gnome, Sylvan, Draconic, Hallit, Goblin, Dwarven, Androffan

Strength 10
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 9
Charisma 14

About Van Potter

PFS Character Information
PFS#: 60133-11
XP: 17
Fame: 30
Prestige: 26 (4 spent)

Game Statistics
Initiative: +3
Senses: Perception +1; Darkvision 60 ft.
Speed: 20 ft.

AC: 16 (10 + 3 Dex + 1 armor + 1 deflection + 1 size)
Touch: 15 (10 + 3 Dex + 1 deflection + 1 size)
Flat-footed: 13 (10 + 1 armor + 1 deflection + 1 size)
Hit Points: 38 [5x(d6+Con)]
Fort: +6 Ref: +7 Will: +6

Combat:
Base Atk: +3; CMB: +2; CMD: 15

Melee
Dagger: +4 to Hit; Dmg 1d3 (P or S); crit 19-20/x2

Ranged
Sling: +7 to Hit; Dmg 1d3 (B); crit 20/x2; range 50 ft
or
Dagger: +7 to Hit; Dmg 1d3 (P); crit 19-20/x2; range 10 ft

Armor
Haramaki +1 AC, Light Armor, No Arcane Penalty
Ring of Protection +1

Skills:
Skill Ranks Per Class Level: 2 + 3 Int + 1 Favored Class + 1 Headband (Diplomacy)
Acrobatics +3 (0 ranks + 3 Dex)
Appraise +4 (0 ranks + 4 Int)
Bluff +2 (0 ranks + 2 Cha)
Climb +0 (0 ranks + 0 Str)
Craft (mechanical) +12 (1 rank + 3 class + 4 Int + 2 racial trait + 2 Tools)
Diplomacy +8 (6 ranks + 2 Cha)
Disable Device +16 (6 ranks + 3 class + 3 Dex + 1 trait + 1 racial trait + 2 Tools)
Disguise +2 (0 ranks + 2 Cha)
Escape Artist +3 (0 ranks + 3 Dex)
Fly +3 (0 ranks + 3 Dex)
Heal -1 (0 ranks - 1 Wis)
Intimidate +2 (0 ranks + 2 Cha)
Knowledge (Arcana) +13 (6 ranks + 3 class + 4 Int)
Knowledge (Dungeoneering) +8 (1 rank + 3 class + 4 Int)
Knowledge (Engineering) +13 (5 ranks + 3 class + 4 Int + 1 racial trait)
Knowledge (History) +9 (1 rank + 3 class + 4 Int + 1 boon)
Knowledge (Local) +8 (1 rank + 3 class + 4 Int)
Knowledge (Planes) +8 (1 rank + 3 class + 4 Int)
Knowledge (Nature) +8 (1 rank + 3 class + 4 Int)
Knowledge (Religion) +8 (1 rank + 3 class + 4 Int)
Linguistics +8 (1 rank + 3 class + 4 Int)
Perception +1 (2 ranks - 1 Wis)
Perform +2 (0 ranks + 2 Cha)
Ride +3 (0 ranks + 3 Dex)
Sense Motive -1 (0 ranks - 1 Wis)
Spellcraft +13 (6 ranks + 3 class + 4 Int)
Stealth +7 (0 ranks + 3 Dex + 4 racial trait)
Survival -1 (0 ranks - 1 Wis)
Swim +0 (0 ranks + 0 Str)
Use Magic Device +8 (3 ranks + 3 class + 2 Cha)
Languages: Common, Gnome, Sylvan, Draconic, Hallit, Goblin, Dwarven, Androffan

Feats:
Technologist: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist. (1st level Feat)

Extra Arcane Exploit: You gain one additional arcanist exploit. (3rd level Feat)

Toppling Spell Metamagic Feat: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

A toppling spell only affects spells with the force descriptor.

Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell's actual level.)
(5th Level Feat)

Traits:
Gold Finger: You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (Disable Device) becomes a class skill for you. [Exchange Trait]

Desperate Resolve: You gain a +1 trait bonus on concentration checks . This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.[Magic Trait]

Gnome Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day-- dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier (12).

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice [Craft (mechanical)].

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Arcanist Abilities:

Weapon and Armor Proficiency:Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail.

Spells:

Concentration: +9 (+12 if pinned, entangled, in violent weather, or grappled)

0-Level Spells Known:
Acid Splash, Arcane Mark, Bleed, Daze, Dancing Lights, 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, Touch of Fatigue, Spark

0-Level Spells (7) Prepared
Detect Magic
Mending
Acid Splash
Mage Hand
Spark
Read Magic
Prestidigitation

1-Level Spells Known:
Burning Disarm, Burning Hands, Color Spray, Comprehend Languages, Crafter's Fortune, Disguise Self, Ear-Piercing Scream, Endure Elements, Feather Fall, Floating Disk, Grease, Identify, Liberating Command, Mage Armor, Magic Missile, Protection from Evil, Shield, Snowball, Touch of the Sea

1-Level Spells (4) Prepared (Cast: 5/5 Times):
Magic Missile
Ear-Piercing Scream
Grease (DC 15)
Snowball (DC 15)

2-Level Spells Known:
False Life, Glitterdust, Invisibility, Make Whole, Mirror Image, Pilfering Hand, Protection from Technology, Resist Energy, Scorching Ray, See Invisibility, Spider Climb

2-Level Spells (2) Prepared (Cast: 5/5 Times):
Glitterdust
Scorching Ray

3-Level Spells Known:
Daylight, Dispel Magic, Fireball, Haste, Lightning Bolt, Tongues

3-Level Spells (1) Prepared (Cast 3/3 Times)
Haste

Arcane Reservoir:

Maximum Arcane Pool: 9
Current Arcane Pool: 6

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 preparing 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 arcanist 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.

Arcane Exploits:

Quick Study (Ex)
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. (Exploit gained at 1st level)

Dimensional Slide (Su)
The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal. (Exploit gained at 3rd level)

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. (Exploit gained from Feat)

Consume Magic Items
The arcanist can consume the power of potions, scrolls, staves, and wands, using them to fill her arcane reservoir. Using this ability is a move action that provokes an attack of opportunity. When using this exploit, the arcanist adds a number of points to her arcane reservoir equal to 1/2 the level of the spell contained in the item (o-level and 1st-level spells do not recharge the arcanist’s arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and the arcanist gains no benefit. If used on a staff, it loses 1 charge and the arcanist gains a number of points to his arcane reservoir equal to the level of the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, the arcanist cannot consume that staff’s magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of the arcanist’s reservoir’s maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above. (Exploit gained at 5th Level)

Consume Spells:

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. 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.

Equipment:

Weapons
Dagger [.5 lbs]
Sling
10 Sling Bullets [2.5 lbs]

Armor
Haramaki [.5 lbs]

Gear
Headband of Vast Intelligence (Diplomacy) +2 [1 lb] [Headband Slot]
Belt of Incredible Dexterity +2 [1 lb] [Belt Slot]
Cloak of Resistance +2 [1 lb] [Back Slot]
Ring of Protection +1 [Finger Slot]
Lesser Selective Metamagic Rod
Wand of Mage Armor (48 Charges)
Wand of Magic Missiles (7 Charges)
Wand of Magic Missiles CR 3rd (44 Charges)
Wand of Infernal Healing (43 Charges)
Wand of Technomancy (47 charges)
Spell Component Pouch [2 lbs]
Waterskin [1 lb]
Smoked Goggles
Handy Haversack [5 lbs] (The following weight is negated)
--in Haversack
--Spellbook [3 lbs]
--MW Thieves' Tools [2 lbs]
--MW Artisan's Tools [Craft(mechanical)] [5 lbs]
--Flint and Steel
--Traveler's Any-Tool [2 lbs]
--2 Potions of Cure Moderate Wounds
--2 Scrolls of Protection from Technology
--1 Scroll of Endure Elements
--Alchemist Fire [1 lb]
--Bottled Lightning [1 lb]
--Brown E-pick (7/10) [1 lb]
--Bedroll [1 lb]
--Earplugs
--Journal [1 lb]
--Ink
--Inkpen

Total Weight carried: 14.5 lbs (Light)
Carrying Capacities: 24 lbs / 25–49 lbs / 50–75 lbs

Scenarios Played:

First Steps Part 1 (1xp/2pp/467gp)
06-01: Trial by Machine (1xp/2pp/611gp)
06-10: The Wounded Wisp (1xp/2pp/505gp)
06–12: Scions of the Sky Key, Part 1: On Sharrowsmith’s Trail (1xp/2pp/590gp)
06-14: Scions of the Sky Key, Part 2: Kaava Quarry (1xp/2pp/558gp)
06-16: Scions of the Sky Key, Part 3: The Goldern Guardian (1xp/2pp/583gp)
06-09: By Way of Bloodcove (1xp/2pp/1308gp)
06-15: The Overflow Archives (1xp/2pp/1227gp)
Pathfinder Adventure Path #85: Fires of Creation (3xp/4pp/3711gp) [GM Credit]
04-05: The Sanos Abduction (1xp/2pp/1315) [GM Credit]
Pathfinder Adventure Path #86: Lords of Rust (3xp/4pp/8712gp) [GM Credit]
07-00 The Sky Key Solution (1xp/2pp/2520gp)
06-17: Fires of Karmoss (1xp/2pp/4112gp)

Boons:

Explore, Report, Cooperate (From The Wounded Wisp)
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing, but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition) or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon cross it off your Chronicle sheet.

Prized Find (From The Wounded Wisp)
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. if you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Golden Crown Advantage (The Exchange faction) (From On Sharrowsmith’s Trail)
You have secured an advantageous deal with the Golden Crown Company, which specializes in transporting goods. Once per scenario, you can use this boon to waive any customs fee or expenditure to secure transportation of 25 gp or less. You may cross this boon of your Chronicle sheet before attempting a Day Job check to automatically get a result of 35.

Gripplis’ Favor (From Kaava Quarrey)
You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Sky Key Component (Sargava) (From The Golden Guardian)
You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.

Stinkeye’s Friend (From The Golden Guardian)
Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon of your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s efects.

Vanei’s Friend (From The Golden Guardian)
You have befriended Vanei Thaskin, who now works as an informant for the Pathinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon of your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.

Mwangi Exports (The Exchange Faction) (From By Way of Bloodcove)
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, hut 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%.

[] [] [] [] [] Investor (2+ goals) (The Exchange Faction Journal Boon Season 7)
Once per game session, you may purchase an item found on one of your Chronicle sheets at a 5% discount (maximum 15% discount). 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 the boxes.

Alien Language (From Fires of Creation)
While exploring the strange ruins beneath and around Torch, you found that most of the writing and signs were in an alien language known as Androffan. There are enough surviving texts that you can add Androffan to the list of languages that you can learn.

Otherworldly Beasts (From Fires of Creation)
Not all of the habitation pods that you found were broken; one contained a exceedingly rare desert-dwelling species from another world. You may select a petromin, pilo, or sorico (Pathfinder #85: Fires of Creation) as a familiar or animal companion. If you make this bond with the creature, you must provide a copy of Fires of Creation as though it appeared on the Additional Resources page. This is a unique creature, and if it dies, you must return it to life by the end of the adventure or cross this boon off your Chronicle sheet. Alternatively, you may cross this boon off your Chronicle sheet before making an attack against any creature not native to Golarion (including many outsiders and alien species) to gain a +2 bonus on the attack roll and increase the critical threat range for the attack by 1.

Faerie Dragon Improved Familiar (From Sanos Abduction)
A caster of at least 7th level with an alignment within one step of chaotic good may bond with the faerie dragon Riddywipple using the Improved Familiar feat. If you make this bond with the creature, you must provide a copy of the Pathfinder RPG Bestiary 3 as if the improved familiar were available as an Additional Resource.

Scrap-Worthy (From Lords of Rust)
The gangs and denizens of Scrapwall have learned to respect your power, and as they scatter across Numeria, these survivors spread fearful tales of your accomplishments. When you earn other Chronicle sheets associated with Pathfinder Adventure Path: Iron Gods with this character, increase the Prestige Points and Fame earned by 1. This benefit is not retroactive.

Azlanti Wonders (From Sky Key Solution)
While interviewing the Azlanti general Krahnaliara Lac Shun, you learned the location of an Azlanti site that might have survived millennia of tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of your adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.

Champion of Time (From Sky Key Solution)
You survived the Society's ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327-330 of Pathfinder RPG Advanced Player's Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.

Councilor of Time
Your kindness and compassion granted Lady Arodeth a moment's peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, ease of faith.

Defender of Time
You boldly stood against an unceasing horde of time-knitted duplicates afforded [sic] your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.

Timelost Chronicler (From Sky Key Solution)
You have journeyed through the ancient serpentfolk city of Sessigishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion's history. You gain a permanent +1 bonus on Knowledge (history) checks form your first-hand knowledge. Once per scenario, you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You much declare your use of this power before the roll is made.

Outstanding Bounty (From Fires of Karmoss)
You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you fulfilled the bounty's conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spend Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon's benefits.

Redoubt's Repairs (From Fires of Karmoss)
Your discoveries in the Red Redoubt of Karamoss have expanded the Pathfinder Society's understanding of the advanced technology of Numeria, and you can use these findings and tools to extend the lifespan of a broken piece of equipment. You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item's maximum capacity are lost.

Entreprenuer (2+ goals) (The Exchange Faction Journal Boon Season 6)
Once per game session, you may either purchase an item found on one of your Chronicle sheets at a 5% discount, or gain a +5 circumstance bonus on your Day Job check. This discount stacks with similar abilities for a maximum discount of 15%.

Resources Tracking:

Starting Gold: 150gp
First Steps Part 1: 467gp
Trial by Machine: 611gp
The Wounded Wisp: 505gp
On Sharrowsmith's Trail: 590gp
Kaava's Quarry: 558gp
The Golden Guardian: 583gp
By Way of Bloocove: 1308gp
The Overflow Archives: 1227gp
Fires of Creation: 3711gp
The Sanos Abduction: 1315gp
Lords of Rust: 8712gp
Sky Key Solution: 2520gp
Fire of Karamoss: 4112
Total Wealth Earned: 26369gp

Starting Purchases:
Haramaki 3gp
Dagger 2gp
Backpack 2gp
Spellbook
Thieves' Tools 30gp
Spell Component Pouch 5gp
Waterskin 1gp
Sling --
10 Sling Bullets 1sp
Flint and Steel 1 gp
Alchemist Fire 20gp
Bedroll 1sp
Journal 10gp
Ink 8gp
Inkpen 1 sp

First Steps Accounting:
SELL Thieves' Tools +15gp
Wand of Magic Missiles (50 charges) 2pp
Masterwork Thieves' Tools 100gp
Masterwork Backpack 50gp
Bottled Lightning 40gp
Masterwork Artisan's Tools Craft (mechanical) 55gp

Trial by Machine Accounting:
Brown E-pick 30gp
Smoked Goggles 10gp
Earplugs .03gp
Wand of Infernal Healing 2pp

The Wounded Wisp Accounting:
Traveler's Any Tool 250gp
Cloak of Resistance +1 1000gp (From Wounded Wisp Chronicle Sheet)

Scions of the Sky Key Part I Accounting:
Scroll of Endure Elements 25gp
Scribing Cost of Endure Elements 10gp

Scions of the Sky Key Part II Accounting:
No Changes

Scions of the Sky Key Part III Accounting:
Comprehend Languages scribing cost 15 gp
Identify scribing cost 15 gp
Feather Fall scribing cost 15 gp
Liberating Command scribing cost 15 gp
Floating Disk scribing cost 15 gp
Touch of the Sea scribing cost 15 gp
Wand of Technomancy (50 charges) 750gp

By Way of Bloodcove Accounting:
Disguise Self scribing cost 15gp
Handy Haversack 2000gp
SELL Masterwork Backpack +25gp

The Overflow Archives Accounting:
No Changes

Fires of Creation Accounting
Headband of Vast Intelligence +2 (Diplomacy) 4000gp
Scribing Cost of Spider Climb [Take 10 for 19] 60gp
Scribing Cost of Pilfering Hand [Take 10 for 19] 60gp
Wand of Mage Armor (50 charges) 750gp

The Sanos Abduction Accounting
No Changes

Lords of Rust Accounting
Ring of Protection +1 2000gp
Belt of Incredible Dexterity +2 4000gp
Lesser Selective Metamagic Rod 3000gp
Scribing Cost of See Invisibility [Take 10 for 23] 60gp
Scribing Cost of Invisibility [Take 10 for 23] 60gp
Scribing Cost of Make Whole [Take 10 for 23] 60gp
Scribing Cost of Mirror Image [Take 10 for 23] 60gp
Scribing Cost of Daylight [Take 10 for 23] 135gp
Scribing Cost of Haste [Take 10 for 23] 135gp

Sky Key Solution Accouting
2 Cure Moderate Wounds potions 600gp
Scribing Cost of Fireball [Take 10 for 23] 135gp
Scribing Cost of Tongues [Take 10 for 23] 135gp
Scribing Cost of Snowball [Take 10 for 23] 15gp
Magic Missile wand CR 3 (44 charges) [From Fire of Creation Chronicle sheet] 1881gp
[Investor Boon used to reduce price of Magic Missile wand by 5% from original 1980]

Fires of Karamoss Accounting
Upgrade Cloak of Resistance to +2 3000gp
2 Scrolls of Protection from Technology 300gp
1 Scroll of Endure Elements 25 gp
Scribing Protection from Technology into spellbook [Take 10 for 23] 40 gp

Total Wealth Expenditures: 24978.33gp
Total Prestige Expenditures: 4pp
Current Wealth: 1390.67gp

The Exchange Season 6 Faction Card:

[ ] [ ] [ ] Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item worth at least 100 gp per character level.

[ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level.

[x] [x] [x] Earn at least 50 gp as the result of a Day Job check.

[x] Earn at least 100 gp as the result of a Day Job check.

[ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse.

[ ] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.

[ ] Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount.

[ ] [ ] [ ] [ ] [ ] 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.

The Exchange Season 7 Faction Card:

[ ] [ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse. While in the city, purchase or sell an item worth at least 100 gp per character level.

[ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a
successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level.

[ ] [ ] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.

[X] [X] Earn at least 50 gp as the result of a Day Job check.

[x] Know how to speak and read seven or more languages, at least one of which must be Dwarven, Kelish, Osiriani, or Tien.

[ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Intimidate or Profession (merchant) check with a DC equal to 15 plus your character level.

[ ] Acquire a merchant’s license in a city with a population of 5,000 or more other than Absalom. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount (maximum 15% discount).

[X] [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.

The Exchange Season 9 Faction Card:

[ ] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.

[ ] Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a
successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

[ ][ ] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

[ ][ ] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

[ ][ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes.

[ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.

[ ][ ] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.

[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Faction: The Exchange

PFS# 60133-11