Forgotten Pharaoh Cultist

Zithembe of the Six Paths's page

1,318 posts. Organized Play character for Blake's Tiger.


Race

CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance

Classes/Levels

Invocation 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Gender

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) |

About Zithembe of the Six Paths

PFS Information:

PFS #: 230524-37
Experience: 16
Fame: 29
Prestige: 23
Favored Class Bonuses: +5 skills, +1 HP

Appearance:
Zithembe is a tall (6’ 3”) jade statue carved in the image of the idealized male physique (210 lbs) and inlaid with copper, gold, and silver celestial glyphs. He is hairless, and his eyes are solid copper orbs. However, he moves fluidly and gracefully, and his body, though cool to the touch, is as soft and supple as true skin. He is dressed in a loose, billowy shirts and shendyt kilts with bright, colorful patterns.

Background:
The shabti who would become Zithembe spend untold centuries suffering in the pits of the Abyss, believing that he was repaying a deal that he had made and yet more untold centuries suffering after he gained self-awareness until a nosoi found him and brought him to a yamaraj in the court of the Shepherd, who freed him from his creator’s punishment. He spent a century in the city of Axis, contemplating what it meant to be himself. He chose the Garundi name Zithembe and then chose to enter the Material Plane. He began his exploration of the world in the land of his creation--ancient Holomog--and worked his way northward. He met the shaitan, Third Rent, while in Osirion. The shaitan introduced him to the Rivethun philosophy and directed him toward the city of Absolam, Shardra Geltl, Sorriana Westyr, and the Pathfinder Society.

Zithembe of the Six Paths
Male Shabti Paladin 2 / Medium (Rivethun Spirit Channeler) 4
LN Medium outsider (native)
Deity: Tsukiyo
Affiliations: Pathfinder Society, Rivethun
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Init +2; Perception +5 (darkvision 60 ft)
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DEFENSE
AC 22, touch 12, flat-footed 20 (armor +7, dexterity +2, shield +3)
HP 55 (2d10+6, 4d8+12, 1 FCP)
Fort +13, Ref +8, Will +14
+2 vs. fear as long as hit points above 50%
Defensive Abilities immune to undeath, resist level drain
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OFFENSE
Speed 30 ft.
Melee
[dice=+1 Longsword]1d20+9[/dice] 19-20/x2
[dice=S, magic]1d8+4[/dice]
[dice=Dagger (cold iron)]1d20+8[/dice] 19-20/x2
[dice=S or P]1d4+3[/dice]
[dice=Kunai (cold iron)]1d20+8[/dice] 20/x2
[dice=B or P]1d4+3[/dice]
Ranged
[dice=Dagger (cold iron)]1d20+8[/dice] 19-20/x2
[dice=S or P]1d4+1[/dice]
Range Increment: 10 feet
[dice=Kunai (cold iron)]1d20+8[/dice] 20/x2
[dice=B or P]1d4+1[/dice]
Range Increment: 10 feet
[dice=Net, Non-Proficiency Penalty]1d20+8-4[/dice] vs. Touch AC
Applies a -2 penalty on attack rolls and a -4 penalty to Dexterity, move at half speed
Range Increment: 10 feet
[dice=Sling]1d20+8[/dice] 20/x2
[dice=B]1d4+3[/dice]
Range Increment: 50 feet

Spell-Like Abilities (CL 6th; Concentration +10)
1/day -- suggestion (DC 19)
Medium Spells Known (CL 6th; Concentration +10)
0 (at will) -- detect magic, detect psychic significance, read magic, stabilize
1 (2/day) -- calm spirit, oneiric horror
STATISTICS
Str 14 (16), Dex 14, Con 16, Int 12, Wis 10, Cha 16 (18)
Base Atk +5; CMB +8; CMD 20
SQ immortal, past-life knowledge, mind and soul (charisma), shattered soul

Feats:

Armor Proficiency (Light)
Armor Proficiency (Medium)
Armor Proficiency (Heavy)
Shield Proficiency
Weapon Proficiency (Simple)
Weapon Proficiency (Marital)
Iron Will (1st)
Spell Drinker (3rd)
Planar Infusion (Heaven) (5th)

Skills:

Charisma +4 (+6 Intimidation vs. natives of the Plane of Air; +6 Intimidation vs. evil creatures)
Constitution +2
Dexterity +2
Diplomacy +13*’ (+15 vs. fey, elementals (+17 vs. natives of the Plane of Air; +19 vs. good natives of the Plane of Air), outsiders (except native), undead creatures (+17 vs. good fey, elementals, outsiders, and undead), and as part of the wrangle condition ability; +15 vs. good creatures; +15 vs. reptilian humanoids)
Heal +5’’
Intelligence +1
Intimidation +8’ (+10 Intimidation vs. natives of the Plane of Air (+12 vs. evil natives of the Plane of Air); +10 Intimidation vs. evil creatures)
Knowledge (arcana) +5’ (+7 vs. dragons)
Knowledge (nature) +5’
Knowledge (planes) +9* (+11 vs. demons)
Knowledge (religion) +5’
Linguistics +6’’’ (Ancient Osiriani, Abyssal, Infernal)
Perception +5’’
Sense Motive +4’
Spellcraft +7’’’
Strength +2
Use Magical Device +12*
Wisdom +0

Occult Skill Unlocks
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Automatic Writing +8 (1/day)
Faith Healing +5 (1/day)
Hypnotism +12 (+14 vs. self for recalling knowledge) (1/day)
Read Aura +4 (time to perform reduced to 5 minutes) (1/day)
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Traits:

Magical Knack (Magic): +2 caster level in Medium class
Voices in Your Head (Social): 1/day - immediate - allows the creature to immediately reroll on the confused condition table on page 566 of the Pathfinder RPG Core Rulebook, and you can pick which of the two actions—the action of its initial roll or that of the reroll—the creature takes. Confused creatures do not need to understand you for this trait to take effect.

Languages: Taldane (common), Celestial, Ancient Osirani*, Abyssal*, Infernal*

EQUIPMENT
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Combat Gear +1 mithral breastplate, +1 heavy shield (darkwood), +1 longsword, dagger (cold iron), kunai (cold iron), net, sling, (10) sling bullets (cold iron), holy symbol of Irori (wooden), spell component pouch
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Magical Gear belt of giant strength (+2), headband of alluring charisma (+2), cloak of resistance +1, jade wayfinder, sleeves of many garments, wand of cure light wounds CL 1 (8/12), wand of bless weapon CL 1 (10/10), scroll of endure elements (CL 1), potion of cure light wounds (CL 1), scroll of lesser restoration (4/5), wand of comprehend languages (3/6), token of koboldfriend (+2 diplomacy vs. reptilian humanoids)
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Other Gear backpack (masterwork), bedroll, belt pouch, blanket, blue book (Absalom), book of war prayers, chalk, courtier’s outfit, earplugs, flint and steel, fishhook, healer’s kit (10/10), journal, noble’s outfit, pathfinder’s chronicle (history), pathfinder’s chronicle (nobility), powder, prismatic crystal, scroll box, sewing needle, string (50 feet), talking board, waterproof bag, Pathfinder Chronicle (Vol. 11)
Caravan (5 PP) (Diplomacy)
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Carry Capacity: Light 0-66 lbs Medium 67-133 lbs Heavy 133-200 lbs
Lift over Head 200 lbs
Lift off of Ground 400 lbs
Push or Drag 1000 lbs
Current Load: 40 lbs Light
Coins: 1931.04
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SPECIAL ABILITIES
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Spirit Bonus: +2
Resist Level Drain (Ex):A shabti takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.
Suggestion (Sp): (1/day) Shabti can use suggestion once per day as a spell-like ability with the caster level equal to his level.
Aura of Good (Ex): The power of his aura of good (see the detect good spell) is equal to his paladin level [2].
Detect Evil (Sp): At will, he can use detect evil, as the spell. He can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, he does not detect evil in any other object or individual within range.
Smite Evil (Su): (1/day) He can call out to the powers of good to aid him in his struggle against evil. As a swift action, he chooses one target within sight to smite. If this target is evil, he adds his Charisma bonus [+4] to his attack rolls and adds his paladin level [+2] to all damage rolls made against the target of his smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level [+4]. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, he gains a deflection bonus equal to his Charisma modifier [+4] to his AC against attacks made by the target of the smite.
If the paladin targets a creature that is not evil, the smite is wasted with no effect.
Divine Grace (Su): He gains a bonus equal to her Charisma bonus [+4] on all saving throws.
Lay On Hands (Su): (5/day) He can heal wounds (her own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level [1] plus his Charisma modifier [4]. With one use of this ability, he can heal 1d6 hit points of damage. Using this ability is a standard action, unless he targets himself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, he can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Spiritual Invocation (Su): (10/day) Rather than channel a single spirit for 24 hours, a rivethun spirit channeler can invite a nearby local spirit into her body for 24 hours. This functions exactly like the spirit dance ability of the spirit dancer medium archetype (Occult Adventures 94), except he doesn’t need to find an appropriate location to channel her spirits since he invites nearby spirits into his body instead of channeling a legend.
Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, he can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round.
Shared Seance (Su): He can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channel spirit’s seance boon for 24 hours.
Spiritual Parley (Ex): He adds 1/2 his medium level [+2] to Diplomacy checks attempted against fey, elementals, outsiders (except native outsiders), and undead, as well as on Diplomacy checks attempted as part of the wrangle condition ability.

Wrangle Condition (Su):
He can attempt a Diplomacy check to persuade the condition’s spirit to leave. Conditions he can affect are ranked from minor to dire, with each category having an accompanying Diplomacy DC (see below). He cannot take 10 or 20 on the check or receive aid from any creature except a shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to him for the rest of the duration or until cured; this happens only if he is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but he is as well (whether or not he is willing) for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed and staggered.
Severe Conditions (DC 25): Exhausted, frightened, and nauseated.
Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

He can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom Charisma modifier [5]. Using this ability is a standard action that requires no contact or shared language with the target, but it relies on audible components and the target must be within 30 feet. If a target is afflicted with multiple conditions, he targets one condition at a time (of his choosing). He cannot use this ability on himself.

At 5th level, he can use this ability to exorcize minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.


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CHRONICLES
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1. PSF RPG Gen Con 2017 Auction Boon #1:

Eternal Afterlife: You are the creation of a wealthy individual hoping to escape the afterlife’s judgement, though you’ve been freed from this fate and allowed to wander the cosmos as you please. You may play a shabti character (Pathfinder #84 90, Pathfinder RPG Bestiary 5 227), beginning at level 1 as normal.

2. Pathfinder Module: Gallows of Madness (A Foul Breed) (GM, Slow):

Dependable Drummandy’s: Drummandy Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 100 gp. When you would purchase a magic item that occupies the feet slot, you may apply the enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
Gunty’s Hearty Breads: You begin each adventure with 4 trail rations.
Petrello’s Haberdashery: He gives you a courtier’s outfit and a noble’s outfit.
[_] Pricknettle’s Potions and Poultices: You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 30% discount.[/s]
Temple of Erastil: The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 12 charges remaining.
Witch’s End Tavern: Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%.

3. Pathfinder Module: Gallows of Madness (The Festering Blot) (GM, Slow):

Antidotes and Remedies:
[_] Heal 1d4+1 points of damage
[_] +2 alchemical bonus on Fortitude saves against disease for 1 hour
[_] +2 alchemical bonus on Fortitude saves against poison for 1 hour
[_] +2 alchemical bonus on Fortitude saves against nauseated or sickened condition for 1 hour
Bringing the Truth to Light: [_] [_] Treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, grant a devil you have summoned or called a +2 resistance bonus on saving throws and +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action.

4. Pathfinder Module: Gallows of Madness (What Lurks in the Woods) (GM, Slow):

Courageous Recruit: N/A
[_] Goblin Slayer: You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. Activating this boon is a free action, and these benefits last for 1 minute.
[_][_] Repurposed Trap: So long as you carry a jar of bottled brown mold with you, you gain the benefits of endure elements in hot environments and take a -2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands. When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of non-lethal cold damage per round to anyone in its square. Unlike typical brown mold, it does not expand when fire is nearby. After you check the second box, cross this entire boon off your Chronicle sheet.

5. Pathfinder Module: Gallows of Madness (Bonus Chronicle Sheet) (GM):

Savior of Saringallow: +2 Prestige Points
[X][_][_] Friends in Saringallow: You may use the favors listed below in any combination, checking off a box each time you ask for help. You must spend the same actions as performing the task yourself.
Ask Nixa to share her expertise (Knowledge [planes] +5)
Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
Ask Nolaria to cast bless (CL 3rd, concentration +5)
Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19-20), light shield +3 (1d3+3)
Pushing Back the Abyss: You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.

6. GM Star Reward: Student of Scrolls:

[X]: Diverse Training (1st-Level, 1 Star): Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to 3 plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
[X]: Oft-Lectured (3rd-Level, 2 Stars): When you roll a Knowledge check at the beginning of an adventure (such as immediately after receiving a mission), you gain a bonus on the check equal to your number of GM stars.

7. 5-08: The Confirmation:

Confirmed Field Agent: You may acquire a wayfinder for 1 Prestige Point.
Explore, Report, Cooperate: 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. Once you use this boon, cross it off your chronicle sheet.
Friend of Janira Gavix: She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

8. 7-05: School of Spirits:

New Recruit (J. Dacilane): You can direct J. to cast a spell from the spiritualist list as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J’s caster level is equal to your character level - 3 (minimum 2), and her Wisdom score is 17. J is considered to be in your square for the purpose of determining the origin of the spell. When you use this boon, cross it off yoru Chronicle Sheet.

9. 8-16: House of Harmonious Wisdom:

Impressive Find: The Pathfinder Society is impressed with your discoveries in Tian Xia. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your Chronicle sheet.
Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of Imperial Lung Wa. You may call upon Song Rui’s dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle sheet.
[_] [_] [_] Sun Shogun Talismans: The Sun Shogun makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900 gp), talisman of good fortune (1,680 gp), or talisman of warrior’s courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.

10. 8-99D: The Solstice Scar (Version D) (GM Credit - Subtier 3-4):

[_] [_] [_] Blood and Courage: As long as your current hit point total is less than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.
[_] Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you either remove 8 points of that ability damage or remove enough ability drain to return that ability score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
At the end of the adventure, your relentless grip on life fails, your body collapses, and you die; this death is not the result of hit point loss and cannot be reversed by effects such as breath of life. The cost of any spellcasting service to restore you to life at the end of that adventure is reduced by 3 Prestige Points. If a PC casts a spell to restore you to life at the end of the adventure, instead reduce the material component cost by 1,000 gp.
[_] Martyr’s Shard 4: As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses), and it grants you a +1 bonus on caster level checks to overcome the spell resistance of evil creatures for 1 minute. During this time, attacks with this weapon also ignore the first 5 points of undead creatures’ damage reduction.
Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but a dagger rather than a longsword) as though her effective Fame score were 10 higher.

10. 9-12: Shrine of the Sacred Tempest:

Zepha’s Blessing: You can cross this boon off of your Chronicle sheet to grant an ally that you can see a +2 sacred bonus on any d20 roll before she rolls it.

11. 9-06: The Shores of Heaven:

[X] Heaven’s Redemption: Change your alignment to lawful good/lawful neutral/neutral good and change your patron deity to any lawful good deity (Tsukiyo). Retrain invalid features for free.
[_][_] Heavenly Scholar: If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling but before learning the results of your roll.

12. 9-04: The Unseen Inclusion:

Debt to the Scarred Sage: Unknown effect in future scenario.

13. 3-02: Sewer Dragons of Absalom:

[X] Contraband Dividends
Koboldfriend: +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype.

14. 7-02: Six Seconds to Midnight:

Embeth Hound: Gift of an Embeth hound (riding dog with +4 racial bonus on Climb and Swim in place of Acrobatics) from the Embeth Travelers.
Henbane’s Token: Step out of time for 1 round as a mental Move action. Cross off when used.
Touched by Time: Cast haste or slow as a spell-like ability. Cross off when used.

15. GenCon 2016 GM Boon:

Character Rebuild: You may completely rebuild one character, changing the character’s race, class, skills, factions, spells known, other class features, and other purchases. The only aspects of the character that you cannot change are XP, Fame, gold spent on spellcasting services, expended limited-use items, and Prestige Points spent on non-permanent boons and services.

16. 5-02: The Wardstone Patrol:

to be transcribed
+650 gp

17. 8-08: Tyranny of Winds Part I: the Sandstone Prophecy:

to be transcribed
Air Affinity
+958 gp

18. 8-10: Tyranny of the Winds Part II: Secrets of the Endless Sky:

To be transcribed
+1917 gp
-4000 gp; add Headband of Alluring Charisma

19. 8-12: Tyranny of the Winds Part III: Caught in the Eclipse:

Air Affinity
[_][_][_] Foe of All Winds: Striking into the depths of the Plane of Air, you’ve defeated the resurrected champion of Hshurha, the Duchess of All Winds. Word spreads of how you defied the will of a demigod, and as a result, you gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air.
In addition, your time on the Plane of Air has granted you some means of control over its natural powers. Once per adventure, you can check a box that precedes this boon to cast gust of wind as a spell-like ability (CL 6th). If you have two or more Air Affinity boons, you can instead cast wind wall (CL 8th). If you have three or more Air Affinity boons, you can instead choose to cast wind walk (CL 10th).
+1332 gp
-1000 gp; add Cloak of Resistance +1

20. 10-98: Siege of Gallowspire (GM, Slow):

…to be transcribed, it’s a lot.
+1350 gp

21. 2-25: You Only Die Twice (Slow):

+1342.5 gp

22. 9-19: Clash in Kaimuko Wood:

[_] Adaptable Blakes: Check box to purchase a unique bladed weapon as a different kind of base bladed weapon.
+2565 gp
Sellback: +1 agile breastplate (+775 gp)
Purchase +1 mithral breastplate (-5200 gp)

23. 9-24: Beneath Unbroken Waves:

[_][_][_][_] Wavemaster: Your experience beneath the waves has greatly strengthened your ability to function underwater. You can check a box next to this boon as a swift action to gain a 30-foot swim speed and the ability to use bludgeoning and slashing weapons underwater without penalty for 1 minute. Whenever you would need to attempt a Constitution check to continue holding your breath, you can instead check a box next to this boon as an immediate action to automatically hold your breath for an additional 4 rounds.
+2516 gp

24. 9-15: Burden in Bloodcove:

[_][_] Malika’s Aid: Check a box in order to roll twice and take better of Heal, Knowledge (geography), Knowledge (nature), or Survival. Also treat as trained with a minimum bonus of +5.
+2370 gp

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Dark Archive’s Faction Journal Card(s)

Faction Cards:

Season 9: 8 goals
Season 10: 3 goals
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Enduring Scholar: Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed (+5).
Magical Tinkerer: Use Magic Device is a class skill for you. Once per adventure, you can add a bonus equal to 5 + twice the number of goals you have completed to a Use Magic Device check (+21). If your own skill bonus is higher, you instead gain a +2 bonus on that check.
Master Librarian: Before the start of an adventure, you can requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 x your character level (500 gp). You and your allies can use these items freely, but Zarta expects you to return any unused items at the end of the adventure.
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[X][X]: Recover a named text found during the course of an adventure. (8-16: Jade Scrolls; 9-06: Slates of Klador)
[X][X]: Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. (7-05: Junia Dacilane; 7-02: Allseasons Henbane)
[X]: Participate in a magical or occult ritual during the course of an adventure (cleansing ritual at the Shrine of the Sacred Tempest).
[X]: Recover a named minor artifact or major artifact during the course of an adventure (Obsidian Jewel - 9-04: The Unseen Inclusion).
[X][X]: Identify a potion or other magic item whose caster level equals or exceeds your character level (3-02) (8-08).
[X]: Have a number of ranks equal to your character level (minimum 4) in (Use Magic Device).
[X][X][X] | [X][X]: 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.
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[X]: Recover a named text found during the course of an adventure (8-10).
[X][X]: During the course of an adventure, acquire a unique magic item and deliver it safely to the Pathfinder Society (8-12, 2-25).
[X]: Have a number of ranks equal to your character level (minimum 4) in (Use Magic Device).