Undead Slayer

Xenexia Cervenka's page

1 post. Organized Play character for roll4initiative.


Full Name

Trade Princess Xenexia Cervenka

Race

| HP 89/89 | AC 21, t 15, ff 21 (+4 vs. AoO's) | CMB +7, CMD 22 | F +6, R +13, W +7 (+2 traps) | Init: +7 | Perc: +15/+17 traps, SM: +13

Classes/Levels

 | Speed 30' | sneak 4d6 (+4 bleed) | darkvision 60' | Evasion & Imp. Uncanny Dodge | Active conditions: ---

Gender

CN fem human | UnRogue 7/Shadowdancer 3

Age

21

Special Abilities

Stabby-stab

Alignment

CN

Location

Aboard her ship

Languages

Common, Kelish

Occupation

Exotic Dancer, Pirate

Strength 10
Dexterity 21
Constitution 14
Intelligence 12
Wisdom 14
Charisma 14

About Xenexia Cervenka

========================

PFS #17148-2
Experience: 29
Faction: Exchange
Prestige/Fame: 29 PP; 51 Fame

_________________________________________________

Trade Princess Xenexia Cervenka
UnRogue 7/Shadowdancer 3
CN humanoid (human)
[dice=Initiative]1d20+7[/dice]
(Dex +5, Trait +2)
Senses: Darkvision 60'
[dice=Perception]1d20+15[/dice]

--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 21
(+5 armor, +5 dex, +0 natural, +0 shield, +1 dodge), Improved Uncanny Dodge

HP: 89 (7/level & +1 FC rogue)

[dice=Fortitude]1d20+6[/dice]
(Rogue +2, SD +1, Con +2, Cloak +1)
[dice=Reflex]1d20+13[/dice]
(Rogue +5, SD +2, Dex +5, Cloak +1)
[dice=Will]1d20+7[/dice]
(Rogue +2, SD +1, Wis +2, Cloak +1, Trait +1)
Evasion: If save allows half damage, take no damage instead.
Trap Sense: +2 Saves vs. traps.
Ring of freedom of movement: constant FoM.
Four-Leaf Clover: +2 to any save, 3x/day.

--------------------
Offense
--------------------
Speed: 30 ft. (Freedom of Movement).

Melee:
[dice=+1 Keen shortsword]1d20+14[/dice]
[dice=piercing]1d6+6[/dice]
(crit: 17-20/x2)
-or-
[dice=+2 shortsword]1d20+15[/dice]
[dice=piercing]1d6+7[/dice]
(crit: 19-20/x2)

[dice=Mwk Lt. Mace]1d20+13[/dice]
[dice=Bonk!]1d6+5[/dice]
(crit x2)

Ranged:
[dice=+1 shortbow]1d20+13[/dice]
[dice=cold-iron arrow]1d6+1[/dice]

Full Attack (TWF):
[dice=+1 Keen shortsword]1d20+12[/dice]
[dice=piercing]1d6+6[/dice]
[dice=+1 Keen shortsword]1d20+12[/dice]
[dice=piercing]1d6+6[/dice]
[dice=+2 shortsword]1d20+8[/dice]
[dice=piercing]1d6+7[/dice]

+2 bonus to confirm critical hits vs. giants, goblins, & orcs and deal additional damage equal to weapon's crit multiplier on successful crit.

--------------------
Statistics
--------------------
Str: 10, Dex: 21, Con: 14,
Int: 12, Wis: 14, Cha: 14

Base Atk: +7/+2
CMB +7; CMD 22

Feats:
1. Finesse Training (rogue bonus)
2. Dodge (human bonus)
3. Two-Weapon Fighting
4. Combat Expertise (-1 atk/+1 dodge AC)
5. Combat Reflexes (5 AoO's, can AoO while flat-footed)
6. Improved Feint (move action)
7. Combat Patrol
8. Spring Attack

Rogue Talents:
1. Weapon Training (shortsword focus)
2. Combat Trick (Mobility feat)
3. Stand Up
4. Resiliency (1/day, when below 0 HP, gain temp hp = 2x rogue level.)

Traits:
Reactionary (combat): +2 initiative
Indomitable Faith (religion): +1 Will Saves.

Languages:
Common, varisian, kellid, osiriani, infernal, draconic, tien.

Vanities:

Trade Princess (Fame 20, 1 PP):

You gain the honorific title of "Trade Prince" or "Trade Princess," and become specialized in Appraise.

Ship (10 PP):

You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn't necessarily profitable on its own.
When you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship hired by the Society to deploy you and your party.
You gain a +2 circumstance bonus on Profession (sailor) checks and it becomes a class skill for you. You may use Profession (sailor) checks to make Day Job rolls.

-------------------------------
Special Abilities:
-------------------------------
Danger Sense: +2 Ref & AC vs. traps.
Uncanny Dodge

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Debilitating Injury (Ex):
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

Hide in Plain Sight (Su):
A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of an area of dim light, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.

Evasion (Ex):
At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.

Darkvision 60'(Ex):
At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.

Uncanny Dodge (Ex):
At 2nd level, a shadowdancer cannot be caught flat-footed, even if the attacker is invisible. He still loses her Dexterity bonus to AC if immobilized. An shadowdancer with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a shadowdancer already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Rogue Talents:
At 3rd level, and every three levels thereafter, a shadowdancer gains a special ability that allows her to confound her foes. This functions as the rogue talent class feature. A shadowdancer cannot select an individual talent more than once. If a shadowdancer has the advanced talents rogue class feature, she can chose from the advanced talents list instead.

Shadow Illusion (Sp):
When a shadowdancer reaches 3rd level, she can create visual illusions. This ability functions as silent image, using the shadowdancer's level as the caster level. A shadowdancer can use this ability once per day for every two shadowdancer levels she has attained. The DC for this ability is Charisma-based.

Link to Nightshade, Xanaxia's Shadow.

Summon Shadow (Su):
At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow's alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow receives a +4 bonus on Will saves made to halve the damage from positive channeled energy and the shadow cannot be turned or commanded. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. This shadow has a number of hit points equal to half the shadowdancer's total. The shadow uses the shadowdancer's base attack bonus and base save bonuses.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer gains one permanent negative level. A successful saving throw avoids this negative level. A destroyed or dismissed shadow companion cannot be replaced for 30 days.

-----------------------------

Rogue's Edge (Acrobatics):
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a -10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

-----------------------------------
SKILLS:
-----------------------------------
(11/Rogue or 8/Shad; class skills are bold)

[dice=Acrobatics]1d20+23[/dice]
(Rank +10, Class +3, Dex +5, Boots +5)
[dice=Appraise]1d20+6[/dice]
(Rank +1, Class +3, Int +1, Vanity +1)
[dice=Bluff]1d20+11[/dice]
(Rank +6, Class +3, Cha +2)
[dice=Climb]1d20+10[/dice]
(Rank +6, Class +3, Str +0, Boon +1)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+12[/dice]
(Rank +7, Class +3, Cha +2)
[dice=Disable Device]1d20+15[/dice]
(Rank +5, Class +3, Dex +5, Tools +2)
[dice=Disguise]1d20+2[/dice]
(Rank +0, Class +0, Cha +2)
[dice=Escape Artist]1d20+11[/dice]
(Rank +3, Class +3, Dex +5)
[dice=Fly]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Handle Animal]1d20+2[/dice]
(Rank +0, Class +0, Cha +2)
[dice=Heal]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Intimidate]1d20+6[/dice]
(Rank +1, Class +3, Cha +2)
[dice=Know: Arcana]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Dungeon]1d20+10[/dice]
(Rank +6, Class +3, Int +1)
[dice=Know: Engineering]1d20+2[/dice]
(Rank +0 Class +0, Int +1, Boon +1)
[dice=Know: Geography]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: History]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Local]1d20+10[/dice]
(Rank +6, Class +3, Int +1)
[dice=Know: Nature]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nobility]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Planes]1d20+1[/dice]
(Rank +0, Class +0, Int +1) 
[dice=Know: Religion]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Linguistics]1d20+8[/dice]
(Rank +4, Class +3, Int +1)
[dice=Perception]1d20+15/17[/dice]
(Rank +10, Class +3, Wis +2, Traps +2)
[dice=Perform (dance)]1d20+9[/dice]
(Rank +4, Class +3, Cha +2)
[dice=Profession (sailor)]1d20+8[/dice]
(Rank +1, Class +3, Wis +2, Vanity +2)
[dice=Ride]1d20+5[/dice]
(Rank +0, Class +0, Dex +5)
[dice=Sense Motive]1d20+13[/dice]
(Rank +8, Class +3, Wis +2)
[dice=Sleight of Hand]1d20+11[/dice]
(Rank +3, Class +3, Dex +5)
[dice=Spellcraft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Stealth]1d20+22[/dice]
(Rank +9, Class +3, Dex +5, Armor +5)
[dice=Survival]1d20+2[/dice]
(Rank +0, Class +0, Wis +2)
[dice=Swim]1d20+8[/dice]
(Rank +5, Class +3, Str +0)
[dice=Use Magic Device]1d20+11[/dice]
(Rank +6, Class +3, Cha +2)

Non-standard Skill Modifiers:
Princess of Wolves: +2 Diplo & Intim vs. Lycanthropes, Intim DC for lycan to demoralize is 2 higher.
Demonic Scholar: +1 bonus on Knowledge (planes) checks regarding demons.
Exemplar of Falcon's Hollow: +1 CHA based checks with citizens of Andoran.
Hero of the Fey: Auto succeed one CHA based check vs. fey. One time use.
Master of Blades Saved: +4 Diplomacy & Intimidate vs. other Pathfinders.
Koboldfriend: +2 Diplomacy vs. humanoids with reptilian subtype.
Twin Tomes: Learned infernal language for free.
Harvestman's Bane: +2 Intimidate vs. Zyphus cultists.
Ship Vanity: +2 Profession (sailor), day job.
Formidable Renown: +2 Intimidate to demoralize Lissala cultists as a move action.
Your Reputation Precedes You: +2 Bluff, Diplomacy, & Intimidate vs. Red Mantis members.
Crushing Victory: +1 competence on Climb & Knowledge (engineering) checks.
Diguo-Dashu Archaeologist: [ ][ ][ ][ ][ ] +2 bonus on any knowledge check. +5 if related to constructs, ratfolk, or the Darklands.
Five Kings Negotiatior: +2 circumstance bonus on Diplomacy checks versus dwarves.

-----------------------
Spell-Like Abilities
-----------------------
Silent Image (1/day, DC 14 Will)

------------------------
Combat Gear:
Traveler's Outfit, +1 shadow mithril chain shirt, +1 keen shortsword, +2 shortsword, +1 shortbow & cold-iron arrows (17/20), mundane arrows x20, blunt arrows x20, mwk light mace, cloak/resistance +1, belt/incredible dexterity +4, feather token (whip), boots of elvenkind, ring/feather falling, ring/Freedom of Movement, four-leaf clover.

Other Gear:
Handy Haversack, 50' silk rope & grapple hook, waterskin, hooded lantern, oil flasks x3, winter clothing, tanglefoot bag x2, Vanishing Wayfinder, mwk thieves' tools, potion/invisibility x4, anti-plague x2, potion/cure moderate x6, scroll/lesser restoration.

wand/CLW (20/25 charges)*
wand/greater invisibility (5/5 charges)*
wand/cure serious (4/4 charges)*
wand/prot. from energy (CL 5, 10/10 charges)*

*special chronicle items

------------------------------
BOONS & CHRONICLES
------------------------------

Treasure Map:
[✓][✓][ ] You recently inherited or purchased a map that promises buried riches to any adventurer willing to follow its convoluted instructions. When you would roll a Day Job check, you may instead check one of the boxes. Upon checking the third box, you uncover the hidden cache, earning you a number of gold pieces equal to 150 × your current character level. You may spend 4 PP to acquire another promising map and reuse this boon; if you choose not to do so upon checking the final box on the chronicle sheet, cross the entire boon off the chronicle sheet. You may only use one treasure map at a time.

Averted Mauling: While in Ustalav, gain any non-magical item worth up to 400gp. One time use. (mwk light mace).

Dragonkiller: +1d6 damage against a true dragon. One time use.

Blood Under Absalom (combat boon): [ ][ ] Reroll an attack roll before success is determined. 2 uses.

Magnimarian Debt: Half price for raise dead, resurrection, or true resurrection. One time use.

Shortcut to the Center of the World: Whenever you are adventuring in Varisia, you may take advantage of any boon or vanity that relies on you being in the city of Absalom as if you were in the city.

Kaer Maga Contract: Retrain skill ranks (5 days) for free.

Waverider's True Revenge: Left Jirandiel Waverider alive & stole her ship. She may return to haunt your adventures.

Diguo-Dashu Trade Agreement: [ ][ ][ ][ ][ ][ ][ ][ ] Can forego Downtime to check a box. After last box checked, gain 2,000 gp or single item worth up to 3,000 gp.

------------------------------
Pathfinder Tales Boons
------------------------------
Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws,
and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Enemies of the North:
Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiatior:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

------------------------------
CHRONICLES
------------------------------

1. #43: The Pallid Plague:

Boon: Exemplar of Falcon's Hollow, Hero of the Fey.
PA Earned: +2
Fame Spent:
Gold Earned: 607 gp
Day Job: 20 gp

2. #05: Mists of Mwangi (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 480 gp
Day Job: n/a

3. #23: Tide of Morning (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1375 gp
Day Job: n/a

4. #52 The City of Strangers, pt 2:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 507 gp
Day Job: --

5. #47: The Darkest Vengeance:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 515 gp
Day Job: --

6. #08 Slave Pits of Absalom:

Boon: none.
PA Earned: +1
Fame Spent:
Gold Earned: 457 gp
Day Job: 50 gp

7. #06 Black Waters (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 550 gp
Day Job: n/a

8. #39: The Citadel of Flame (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 553 gp
Day Job: n/a

9. #13: The Prince of Augustana (GM):

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1279 gp
Day Job: n/a

10. #2-EX: The Midnight Mauler:

Boon: Averted Mauling, Master of Blades Saved.
PA Earned: +2
Fame Spent:
Gold Earned: 1278 gp
Day Job: 10 gp

11. #2-17: Shades of Ice, pt. 2:

Boon: Dragonkiller.
PA Earned: +2
Fame Spent:
Gold Earned: 1872 gp
Day Job: n/a

12. #49: Among the Dead:

Boon: none.
PA Earned: +2
Fame Spent:
Gold Earned: 1255 gp
Day Job: 5 gp

13. #3-02: Sewer Dragons of Absalom:

Boon: contraband dividends, Koboldfriend.
PA Earned: +2
Fame Spent:
Gold Earned: 3165 gp
Day Job: 10 gp

14. #2-25: You Only Die Twice:

Boon:
PA Earned: +2
Fame Spent:
Gold Earned: 2645 gp
Day Job: 50 gp

15. #3-06: Song of the Sea Witch:

Boon: Twin Tomes (learned infernal lang.)
PA Earned: +2
Fame Spent:
Gold Earned: 3382 gp
Day Job: 50 gp

16. #3-08: Among the Gods:

Boon: Harvestman's Bane.
PA Earned: +2
Fame Spent:
Gold Earned: 3265 gp
Day Job: 20 gp

17. Special: Blood Under Absalom:

Boon: Combat Boon.
PA Earned: +2
Fame Spent: -10 (ship vanity)
Gold Earned: 2500 gp
Day Job: 50 gp

18. #14: The Many Fortunes of Grandmaster Torch:

Boon: Owe torch a favor.
PA Earned: +1
Fame Spent:
Gold Earned: 2259 gp
Day Job: 50 gp

19. Special: Race for the Runecarved Key:

Boon: [Magnimarian Debt, Formidable Renown.
PA Earned: +2
Fame Spent:
Gold Earned: 5334 gp
Day Job: --

20. #4-03: The Golemworks Incident:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 5434 gp
Day Job: 5 gp

21. #3-26: Portal of the Sacred Rune:

Boon: shortcut to the center o/t world.
PA Earned: +2
Fame Spent:
Gold Earned: 4548 gp
Day Job: 10 gp

22. #56: The Jester's Fraud:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 5373 gp
Day Job: Check box on Treasure Map.

22½. #4-26: The Waking Rune:

Boon: none, PC died.
PA Earned: +0
Fame Spent:
Gold Earned: 0 gp
Day Job: --

23. #5-18: The Stranger Within (GM):

Boon: Kaer Maga Contract.
PA Earned: +2
Fame Spent: -1 (trade princess vanity)
Gold Earned: 5353 gp
Day Job: n/a

24. #6-00: Legacy of the Stormlords:

Boon: Foes of the Forge Father.
PA Earned: +2
Fame Spent:
Gold Earned: 5334 gp
Day Job: 15 gp

25. #2-26: The Mantis' Prey (GM):

Boon: Jayorass' Admiration, Your Reputation Precedes You.
PA Earned: +2
Fame Spent:
Gold Earned: 7909 gp
Day Job: n/a

26. #6-20: Returned to Sky:

Boon: Chesed Trendsetter, Rare Generator, Starmetal Stockpile, Sky Key Component.
PA Earned: +2
Fame Spent:
Gold Earned: 6011 gp
Day Job: Check box on Treasure Map.

27. #32: Drow of the Darklands Pyramid:

Boon: none
PA Earned: +2
Fame Spent:
Gold Earned: 4239 gp
Day Job: 20 gp

28. #38: No Plunder, No Pay (GM):

Boon: Waverider's True Revenge.
PA Earned: +2
Fame Spent:
Gold Earned: 7749 gp
Day Job: n/a

29. #10-20: Countdown to Round Mountain (GM):

Boon: Crushing Victory, Diguo-Dashu Archaeologist, Diguo-Dashu Trade Agreement.
PA Earned: +2
Fame Spent:
Gold Earned: 5353 gp
Day Job: n/a