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Katharan Al-Zawree al-Pasha, Trade Princess





Female Half-Elf Sorceress (Fire Elemental Bloodline, Kelishite human origin) 18
CN Medium humanoid(elf, human)
PFS Number 8846-1
Homeland Khatheer, Qadira; Faction Qadira; Deity Sarenrae
Init +7 Senses Perception +6, low-light vision, keen senses (included)
Languages Common, Elven, Kelish

Defense

AC 13, touch 13, flat-footed 10
   (+3 Dex)
hp 146 (18d8+54)
Fort +14, Ref +14, Will +17
Defensive Abilities Elven Immunities; Immune critical hits, fire, sneak attack

Offense

Speed 60ft
Melee Lesser rod of extend +7 (1d8+-2) or
Ranged Light Crossbow +12 (1d8 / 19-20)
Ranged Ray +12 (per spell or 1d6 + 9 fire damage 13/day / 19-20)
Base Atk +9 CMB +7 CMD 20
Sorcerer Spells Known (CL 19th; Base DC 20+spell level; concentration +29, +33 defensively)
   9th (5/day) - time stop
   8th (7/day) - discern location, maze, summon monster VIII (elementals only)B
   7th (7/day) - delayed blast fireball, elemental body IVB, greater arcane sight, power word blind
   6th (7/day) - disintegrate, elemental body IIIB, greater heroism, mass suggestion
   5th (8/day) - break enchantment, elemental body IIB, feeblemind, teleport, wall of force
   4th (8/day) - acid pit, black tentacles (CMB +23, CMD 33), charm monster, elemental body IB, phantasmal killer
   3rd (8/day) - dispel magic, fly, haste, lightning bolt, protection from energyB
   2nd (8/day) - blur, command undead, false life, invisibility, scorching rayB, web
   1st (8/day) - burning handsB, comprehend languages, magic missile, protection from evil, ray of enfeeblement, unseen servant
   0 - acid splash, detect magic, detect poison, disrupt undead, ghost sound, mage hand, open/close, prestidigitation, read magic

Statistics

Abilities Str 7, Dex 16(+2), Con 16(+2), Int 14(+2), Wis 12, Cha 30+2,(+6)
Feats Bouncing Spell*, Combat Casting, Empower SpellB, Eschew MaterialsB, Improved Critical (ray), Improved InitiativeB, Point Blank Shot, Precise Shot, Spell Penetration, Piercing Spell*, Quicken Spell, Skill Focus (Use Magic Device), Toughness
Skills Appraise +6, Bluff +22, Diplomacy, +31, Fly +12*, Intimidate +17**, Knowledge (arcana) +18, Knowledge (local) +6, Knowledge (planes) +13, Perception +6, Profession (Merchant) +8, Spellcraft +18, Use Magic Device +28
*: using flyspell +13 due to caster level and maneuverability.
   using elemental body I +8 maneuverability, +2 size. **: +3 vs. Kelish and Qadiran citizens (Pasha).

Class Abilities

Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers Fire infuses your being, and you can draw upon its power in times of need.
Elemental Blast (Sp) 2/day, may cause 20'-radius burst w/in 60' that deals 22d6 fire dmg, Ref save (DC 29) for half dmg and those that fail gain vulnerability to fire until end of your next turn.
Elemental Ray (Sp) Target any foe within 30 feet as a ranged touch attack. This ray deals 1d6+10 points of fire damage. You can use this ability 13 times per day.

Traits

Ease of Faith Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Keleshite Princess (Qadiran Keleshite female) You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want. You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you. (Chose Intimidate)

Magical Items

belt of con+2, cloak of resistance +4, circlet of persuasion, crocodile tooth necklace (ring of sustenance), goblet of quenching, handy haversack, headband of allure +6, lesser rod of extend, luckstone, ring of counterspell, ring of spell turning, robe of arcane heritage
ioun stone of Dex+2, ioun stone of Int+2, orange prism ioun stone (+1 caster level)
Read Tome of leadership and influence +2
Page of spell knowledge: blur, blink, dismissal, passwall
Consummables
   brooch of shielding O O O O O O O O O O O O O O O O O O O O
   scroll of breath of life O O O
   scroll of contingency O
   scroll of darkvision O O
   scroll of invisibility sphere O
   scroll of mage's sanctum O
   scroll of planar adaptation O O
   scroll of tongues O O O O
   wand of cure light wounds O O O O O   O O O O O   O O O O O   O
   wand of glitterdust O O O O O   O O O O O   O O O O O   O O O O O   O O O O O
      O O O O O   O O O O O   O O O O O   O O O O O   O O O O

Non Core Feats

Bouncing Spell (Metamagic)

You can direct a failed spell against a different target.

Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner. A bouncing spell uses up a spell slot one level higher than the spell's actual level.

Source

Advanced Players' Guide, p. 151

Piercing Spell (Metamagic)

Your studies have helped you develop methods to overcome spell resistance.
Benefit When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell's actual level.

Source

Ultimate Magic p. XX

Non Core Spells

Acid Pit
Shool conjuration (creation) [Acid]; Level sorcerer/wizard 4, summoner 4
Casting Time 1 standard action
Components V, S, M (drop of acid), F (fine shovel worth 10gp)
Range medium (280ft.)
Target 10ft-by-10ft hole, 90 ft. deep
Duration 19 rnds
Saving Throw Reflex negates; see text Spell Resistance no

Description

This spell functions as create pit, except that it places a 5-foot deep pool of acid at the bottom of the pit. The pit has a maximum depth of 100 feet. Creatures who fall into the pit take falling damage as normal (the acid counts as a yielding surface), plus 2d6 points of acid damage per round spent in contact with the acid. In addition, exposed items carried by a creature in the pit may be harmed. Refer to Table 9-2: Items Affected by Magical Attacks (Core Rulebook 216). Items are affected one at a time in the order listed on the table, and must make Fortitude saves after 3 consecutive rounds in the acid or gain the broken condition. Objects with the broken condition (regardless of how they became broken) must make a Fortitude saving throw each round spent within the acid or be destroyed. The walls of the pit are quite slippery and have a Climb DC of 30.

Source

Advanced Player's Guide, p. 213

Create Pit
Shool conjuration (creation); Level sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (fine shovel worth 10gp)
Range medium (280ft.)
Target 10ft-by-10ft hole, 30 ft. deep
Duration 19 rnds
Saving Throw Reflex negates Spell Resistance no

Description

You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured thepit must make a Reflex saving throw to avoid falling into it.

In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it.

Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. Creatures who fall into the pit take falling damage as normal. The pit’s coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Source

Advanced Player's Guide, p. 201

Elemental Body I
Shool transmutation (polymorph); Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (element to assume)
Range personal
Target you
Duration 18 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

When you cast this spell, you can assume the form of a Small air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

Air elemental If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a whirlwind.

Earth elemental If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, the push ability, and the ability to earth glide.

Fire elemental If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the burn ability.

Water elemental If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a vortex, and the ability to breathe water.

Source

Pathfinder Core Rule Book

Elemental Body II
Shool transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (element to assume)
Range personal
Target you
Duration 18 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

This spell functions as elemental body I, except that it also allows you to assume the form of a Medium air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.

Air elemental As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Earth elemental As elemental body I except that you gain a +4 size bonus to your Strength and a +5 natural armor bonus.

Fire elemental As elemental body I except that you gain a +4 size bonus to your Dexterity and a +3 natural armor bonus.

Water elemental As elemental body I except that you gain a +4 size bonus to your Constitution and a +5 natural armor bonus.

Source

Pathfinder Core Rule Book

Elemental Body III
Shool transmutation (polymorph); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (element to assume)
Range personal
Target you
Duration 18 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

This spell functions as elemental body II, except that it also allows you to assume the form of a Large air, earth, fire, or water elemental. The abilities you gain depend upon the elemental.

Air elemental As elemental body I except that you gain a +2 size bonus to your strenght, +4 size bonus to your Dexterity and a +4 natural armor bonus.

Earth elemental As elemental body I except that you gain a +6 size bonus to your Strength, a -2 penalty to your Dexterity, a +2 size bonus to your Constitution and a +6 natural armor bonus.

Fire elemental As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution and a +4 natural armor bonus.

Water elemental As elemental body I except that you gain a +2 size bonus to your Strength, a -2 penalty to your Dexterity, a +6 size bonus to your Constitution and a +6 natural armor bonus.

Source

Pathfinder Core Rule Book

Elemental Body IV
Shool transmutation (polymorph); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (element to assume)
Range personal
Target you
Duration 18 mins (D)
Saving Throw n/a Spell Resistance n/a

Description

This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air, earth, fire, or water elemental. The abilities you gain depend upon the type of elemental into which you change. You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form and gain DR 5/—.

Air elemental: As elemental body I except that you gain a +4 size bonus to your Strength, +6 size bonus to your Dexterity, and a +4 natural armor bonus. You also gain fly 120 feet (perfect).

Earth elemental: As elemental body I except that you gain a +8 size bonus to your Strength, a –2 penalty on your Dexterity, a +4 size bonus to your Constitution, and a +6 natural armor bonus.

Fire elemental: As elemental body I except that you gain a +6 size bonus to your Dexterity, a +4 size bonus to your Constitution, and a +4 natural armor bonus.

Water elemental: As elemental body I except that you gain a +4 size bonus to your Strength, a –2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. You also gain swim 120 feet.

Source

Pathfinder Core Rule Book

Non Core Items

Dawnflower Sash
Aura Faint abjuration; CL 5th
Slot belt or hat; Price 2,500gp; Weight -lb.

Description

This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.

If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to -1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.

Construction

Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall; Cost 1,250gp, 100XP

Source

Gods and Magic, p. 56

Goblet of Quenching
Aura Faint conjuration (creation); CL 1st
Slot none; Price 180gp; Weight 1lb.

Description

At your command, this simple clay goblet fills itself with cool, fresh drinking water. The goblet can create up to 2 gallons of water per day. The water evaporates normally if left exposed, and is completely normal water; you can store it, use it to create holy water, and so on.

Construction

Requirements Craft Wondrous Item, create water; Cost 90gp, 7XP

Source

Legacy of Fire - Players' Guide, p. 27

Alchemical Components
Spells following by an (M) consume the alchemical component. Those followed by an (F) used the item as a focus and do not expend it. Adventurer's Armory, p. 26+

Acid

Acid arrow (M) The spell's acid lasts 1 round longer than normal.
Acid splash (F) The spell deals +1 point of damage.
   (M) The spell lasts 1 round longer than normal.

Alchemist's Fire

Burning hands (M) One target that fails its Reflex saving throw (your choice) catches fire as it if has been struck by alchemist's fire.
Protection from energy (M) If cast to ward against cold, increase the amount of fire damage absorbed by 5.
Scorching Ray (F) Add a +1 circumstance bonus on your attack roll with all rays from the spell.    (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist’s fire.

Liquid Ice

Protection from energy (M) If cast to ward against fire, increase the amount of cold damage absorbed by 5.

Robe of Arcane Heritage
Aura Moderate necromancy; CL 9th
Slot body; Price 16,000gp; Weight 1lb.

Description

These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Construction

Requirements Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000gp

Source

Pathfinder RPG Core Book

Page of Spell Knowledge
Aura strong transmutation; CL 17th
Slot -; Price 1000, 4000, 9000, 16000, 25000, ...gp; Weight -lb.

Description

This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.

Construction

Requirements Craft Wondrous Item, creator must be able to cast the spell contained in the page; Cost 1st-level 500 gp; 2nd-level 2,000 gp; 3rd-level 4,500 gp; 4th-level 8,000 gp; 5th-level 12,500 gp; 6th-level 18,000 gp; 7th-level 24,500 gp; 8th-level 32,000 gp; 9th-level 40,500 gp

Source

Ultimate Magic

Titles and Faction Bonuses

Expert Entrepreneur

Faction Qadira
Prerequisite Fame 10, 5pp
Through your many connections with the merchants and traders of Katheer, you learn how to better earn money with your own entrepreneurial endeavors. Whenever you make a Day Job check (see pages 2-3), you may reroll any result of 10 or less. You must take the second result, even if it is lower. This ability may not be combined with any other ability granting a reroll.
Source Pathfinder Society Field Guide, p. 19

Master of Trade

Faction Qadira
Prerequisite Fame 20, 4pp
Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
Source Pathfinder Society Field Guide, p. 19

Pasha

Faction Qadira
Prerequisite Fame 40, 2pp
You have distinguished yourself as a military leader in Qadira, and have earned the title of pasha, which you may add as an honorif ic before your name. You gain a +3 bonus on all Intimidate checks made against humans of the Keleshite ethnicity and natives of Qadira.
Source Pathfinder Society Field Guide, p. 19

Trade Prince

Faction Qadira
Prerequisite Fame 20, 1pp
You gain the honorific title of “trade prince” or “trade princess,” and become specialized in Appraise.
Source Pathfinder Society Field Guide, p. 19

Validated Appraiser

Faction Qadira
Prerequisite 5pp
You are an official appraiser for the faction, and can use Appraise checks for your Day Job checks.
Source Pathfinder Society Field Guide, p. 19

Seneschal

Cost 2pp
This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While present, your seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on your duties as a Pathfinder instead of the day to day business of keeping your property. When you rest at home, you automatically heal as if under long-term care using the Heal skill.
Source Pathfinder Society Field Guide, p. 61

Porter

Cost 5pp
You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at an encumbered speed. The porter may not assis with any other Strength-based checks.
Source Pathfinder Society Field Guide, p. 61

Herald

(1pp) Egos tend to run strong in the Pathfinder Society, and some members want everyone to know when they have arrived. You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
Source Pathfinder Society Field Guide, p. 61

Coastal Island

(30pp) A manor in the country isn't isolated enough for you, and you have instead procured a small island a short distance off the coast of Absalom. Too small and insignificant to show up on most maps, the island is nevertheless your have of solitude, or serves as an out-of-the-way location where you can throw scandalous parties, conduct research, or simply meditate in silence without raising an eyebrow. Increases number of followers by +2 (total of 12)
Source Pathfinder Society Field Guide, p. 62

Katharan's Slave

Male Human Commoner 1
CN Medium humanoid(human)
Homeland Asmodeus' Mirage, Kattapesh
Init +0 Senses Perception +4
Languages Common, Gnoll

Defense

AC 10, touch 10, flat-footed 10
hp 10 (1HD)
Fort +1, Ref +2, Will +0

Offense

Speed 30ft (6 squares)
Melee Club +0 (1d6) or
Base Atk +0 CMB +0 CMD 10

Statistics

Abilities Str 10, Dex 10, Con 12, Int 10, Wis 10, Cha 10
Feats Lightning Reflexes, Simple Weapon Proficiency (club), Toughness
Skills Climb +4, Craft (cook) +4, Linguistics +1, Perception +4, Swim +4



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Adventure Record for Katharan al-Zawree

# Adventure XP Final PA Final GP Notes & Special Rewards
1 PFS 01-29 Devil we know pt1: Shipyard rats 1 2 / 2 333 Set in Cassomir Taldor
2 PFS 01-30 Devil we know pt2: Cassomir's Locker 2 4 / 4 853 Set in Cassomir Taldor
3 PFS 00-05 Mists of Mwangi 3 5 / 5 1233 Set in Blackros Museum Absalom
4 PFS 00-08 Slave Pits of Absalom 4 6 / 6 1590 Set in Absalom
Obtained Slave-trading licence
5 PFS 00-09 Eye of the Crocodile King 5 8 / 8 1970 Set in Absalom
Dealt with Arcanamirium
Favor of Master Fuln
6 PFS 00-04 The Frozen Fingers of Midnight 6 9 / 9 2457 Set in Absalom
Favor of the Yagevna Family
Travelled to Irrisen
7 PFS 01-35 Voice in the Void 7 11 / 11 1499 Set in Absalom
Return to the Blackros Museum
8 PFS 00-01 Silent Tide 8 12 / 12 1399 Set in Absalom
Bought "Inward-facing circle"
9 PFS 01-33 Assault on the Kingdom of the Impossible 9 14 / 14 952 Set in Jalmeray
Sold fellow PC into slavery
10 PFS 01-37 The Beggar's Pearl 10 16 / 16 2203 Set in Andoran
Hero of the Five Kings
11 PFS 00-15 The Asmodeus Mirage 11 17 / 17 1832 Set in Katapesh
Bought slave from gnolls for a mwk longspear
12 PFS 00-12 Stay of Execution 12 19 / 19 2890 Set in Taldor
13 PFS 01-45 Delirium's Tangle 13 21 / 21 1777 Set in Absalom
Rescued the Minotaur prince
14 PFS 00-06 Black Waters 14 22 / 22 2793 Set in Absalom
Went to a lost Necropolis
15 PFS 00-21 The Eternal Obelisk 15 22 / 24 4626 Set in Katheer Qadira
Bought advertisement space from Zebulon
Was turned to stone
16 PFS 00-18 The Trouble with Secrets 16 23 / 25 2259 Set in Sophis Osirion
Bought headband of Allure +2
Commanded a vampire
17 PFS 01-49 Among the dead 17 25 / 27 5461 Set in Oppara Taldor
Commanded a horde of undead
18 PFS 01-50 Fortune's Blight 18 27 / 29 15 Set in Sevenarches River Kingdoms
Bought Ioun Stone of Dex +2
19 PFS 01-51 The City of Strangers, pt1: The Shadow Gambit 19 29 / 31 3281 Set in Kaer Maga Varisia
Faced the Shadow Lodge
20 PFS 01-52 The City of Strangers, pt2: The Twofold Demise 20 31 / 33 6537 Set in Kaer Maga Varisia
Faced the Shadow Lodge
21 PFS 00-27 Our Lady of Silver 21 33 / 35 2260 Set in Katheer Qadira
Took part in a wedding
Bought Ioun stone of Int +2
22 PFS 01-31 Sniper in the deep 22 35 / 37 4080 Set in Absalom
Failed miserably
Bought Dawnflower sash
23 PFS 00-26 Lost at Bitter End 23 37 / 39 7962 Set in Mana Wastes Geb
Do not go back there
24 Special 02-01 Year of the Shadow Lodge 24 39 / 41 1296 Set in Absalom
Upgraded headband of Cha to +4
Gained Combat Boon O O
25 PFS 01-32 Drow of the Darklands pyramids 25 41 / 43 6598 Set in Darklands
Interesting place to go
Met Drow
Bought two scrolls of darkvision and brooch of shielding (20)
26 PFS 01-34 Encounter at Drowning Stones 26 41 / 43 11744 Set in Mwangi Expanse
Warm place, full of hot-looking barbarians
Bought Crocodile Tooth Bracelet(ring of sustenance)
27 PFS 02-08 The Sarkorian Prophecy 27 43 / 45 16078 Set in Worldwound
Unique place full of demons and other interesting places
Glimpse into the future
28 PFS 01-40 Hall of Drunken Heroes 28 45 / 47 476 Set in Worldwound
Bunch of funny drunks
Honored Guest of the Hall
Upgraded headband of Cha to +6
29 PFS 00-22 Fingerprints of the Fiend 29 46 / 48 3532 Set in Cheliax
Searched for some lost city, or something
30 PFS 02-10 Fury of the Fiend 30 46 / 50 11222 Set in Cheliax
Returned to lost city
Spent 2 PAs to get book decyphered
31 PFS 02-16 The Flesh Collector 31 48 / 52 19002 Set in Nex
Found bust of myself
Evil plot by Naadhira to kill me
32 PFS 02-26 The Mantis' Prey 32 50 / 54 11911 Set in Absalom
Gained Jayorass’s Ire and Word Gets around (-2 Bluff, Diplomacy, Intimidate vs
Red Mantis)
Upgraded Cloak to +4
33 PFS 03-04 The Kortos Envoy 33 35 / 56 1591 Set in Kortos
Hoofsister: +2 Diplomacy with centaurs
Spearmind +1 dodge bonus against spears
Bought Luckstone
Received faction titles and rewards
34 PFS 01-46 Eyes of the Ten: Requiem for the Red Raven 35 39 / 60 3653 Set in Woodsedge Galt
Ran after a bunch of people
Bought: wind fan, ring of counterspell, wand of glitterdust, wand of see invisibility, scroll of invisibility sphere, scroll of mage sanctum, scroll of passwall, 4x scrolls of knock
35 PFS 01-54 Eyes of the Ten: Maze of the Open Road 36 41 / 62 10399 Set in Cheliax and M'wangi Expanse Maze of the Open Road
Still running
Bought: circlet of persuasion,
36 PFS 02-05 Eyes of the Ten: Red Revolution 37 43 / 64 2491 Set in Other planet Maze of the Open Road
Sold wind fan
Bought tome of leadership and influence +1
37 PFS 02-22 Eyes of the Ten: Nothing Ventured, Nothing Gained 38 47 / 68 26620 Set in Skyreach Absalom
Favored of the Ten (+2 Fame)

38 Special 05-01 Siege of the Diamond City 39 49 / 70 36750 Set in Nerosyan Mendev
Siege Hardened: May trade favor for +3 caster level vs demons (cross off once used)
Defender of Nerosyan (Overwhelming): While in Mendev or Worldwound, reduce cost of Prestige Award by 4
Gain a 10% discount on magical items that require a spell with the good descriptor, does not stack with other discounts
Bought scroll of breath of life x3, scroll of contingency, 2 wrist sheaths
39 Runelords 01-04 Fortress of the stone giants 42 53 / 74 76650 Set in Storval Plateau Varisia
Bought 4x scrolls of tongues, belt of con +2
40 Runelords 01-05 Sins of the Saviors 45 57 / 78 110900 Set in Demi-plane Runeforge
Bought robe of arcane heritage
Updated Tome of Leadership to +2
41 MOD 05-01 The Moonscar 48 53 / 82 83650 Set in Absalom
Worldwide travel
Bought ring of spell turning, two scrolls of planar adaptation, ioun stone: orange prism,
Hired a porter, seneshal and squire
42 MOD 05-02 The Witchwar Legacy 49 53 / 82 81650 Set in Whitethrone Irrisen
Bought page of spell knowledge (endure element)
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