A | B | C | D | |
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1 | Year | # | Name | Description |
2 | ||||
3 | 18-19 | 18 | Recalled Knowledge | |
4 | 18-19 | 17 | Daring Traveler | |
5 | 18-19 | 16 | Season Explorer (Seasons 8–9) | Without its diligent agents’ efforts, the Pathfinder Society could not have overcome so many threats to historical treasures, Golarion, and the Society itself. Your integral role in these exploits has earned the Pathfinders valuable experience and connections. Check the box below for each of the Pathfinder Society scenarios below that you have played with any character or run as a GM, earning 1 XP in the process. If you have checked at least 10 scenarios, the character which this boon is assigned gains the basic boon reward associated with that season. If you have checked at least 20 scenarios, they also gain the elite boon reward. |
6 | Stolen Storm Explorer (Basic) | You gain Climb, Fly, or Swim as a class skill. | ||
7 | Stolen Storm Explorer (Elite) | The good-aligned elemental lord Ranginori is free at last, due in no small part to your efforts. Once per adventure, you may call upon his power to protect yourself or to strike your enemies. You may activate this power as a swift action to gain an amount of electricity resistance equal to your character level for 1 minute. Alternatively, you can summon a bolt of electricity as a standard action. This bolt is a 30- foot vertical line that begins above a square within 30 feet of you and travels directly toward the ground. All creatures in the bolt’s path take 1d6 points of electricity damage per character level (Reflex half, DC 10+ 1/2 your character level + your Charisma modifier). ▫ #8-00 ▫ #8-01 ▫ #8-02 ▫ #8-03 ▫ #8-04 ▫ #8-05 ▫ #8-06 ▫ #8-07 ▫ #8-08 ▫ #8-09 ▫ #8-10 ▫ #8-11 ▫ #8-12 ▫ #8-13 ▫ #8-14 ▫ #8-15 ▫ #8-16 ▫ #8-17 ▫ #8-18 ▫ #8-19 ▫ #8-20 ▫ #8-21 ▫ #8-22 ▫ #8-23 ▫ #8-24 ▫ #8-25 ▫ #8-99A ▫ #8-99B ▫ #8-99C ▫ #8-99D ▫ Phantom Phenomena | ||
8 | Factions’ Favor Explorer (Basic) | You gain Knowledge Diplomacy as a class skill. | ||
9 | Factions’ Favor Explorer (Elite) | Your accomplishments have earned you the acclamation of the Society’s numerous factions, helping to bridge these once contentious groups. Choose a faction other than your own. You may select that faction’s Faction Journal Card and earn its benefits in addition to the card associated with your primary faction. You can still check only one box per adventure unless otherwise prompted. ▫ #9-00 ▫ #9-01 ▫ #9-02 ▫ #9-03 ▫ #9-04 ▫ #9-05 ▫ #9-06 ▫ #9-07 ▫ #9-08 ▫ #9-09 ▫ #9-18 ▫ #9-10 ▫ #9-11 ▫ #9-12 ▫ #9-13 ▫ #9-14 ▫ #9-15 ▫ #9-16 ▫ #9-17 ▫ #9-19 ▫ #9-20 ▫ #9-21 ▫ #9-22 ▫ #9-23 ▫ #9-24 ▫ #9-25 | ||
10 | 18-19 | 15 | Aeon Investigator | |
11 | 18-19 | 14 | Tapestry Vanguard (The Hao Jin Tapestry) | |
12 | 18-19 | 13 | Master Experimenter | |
13 | 18-19 | 12 | Debt to the Society | |
14 | 18-19 | 11 | Season Explorer (Seasons 6–7) | |
15 | 18-19 | 10 | Contemplative Traveler | |
16 | 18-19 | 9 | Inheritor of Ghol-Gan | |
17 | 18-19 | 8 | Mortic Transformation | ☐ ☐ ☐ ☐ The Whispering Tyrant grows restless in the depths of his Gallowspire prison, and negative energy has begun to infect the mortal beings who inhabit the Inner Sea region. While you have avoided the dreadful transformation into a mortic, living mortals infected with negative energy, you still have a small fragment of their necromantic power to draw on. You may check a box next to this boon as a swift action to gain one of the following special abilities for one minute: Death Gasp (Su): You can hold your breath to suspend the majority of your biological processes. While holding your breath, you gain a +3 bonus to saving throws to ability drain, energy drain, and sleep effects. While holding your breath you also suspend the effects of ongoing bleed damage, disease, and poison. This doesn't cure any damage that the bleed effect, disease, or poison has already done, but the suspended rounds count toward the effect's duration. If you speak, cast a spell with a verbal component, or otherwise stop holding your breath before 1 minute has passed, you lose the benefits of this ability at the beginning of your next turn. Negative Energy Affinity (Ex): You react to positive and negative energy as though you are undead--positive energy harms you, while negative energy heals you. Paralytic Saliva (Su): You gain paralytic saliva that paralyzes any creature you bite for 1 round unless it succeeds at a DC 13 Fortitude save. Elves are immune to this effect. If you do not currently possess a bite attack, you gain a bite attack as a secondary natural attack that deals 1d6 damage (1d4 for Small creatures) for the duration of this effect |
18 | 18-19 | 7 | Goblin Patronage | |
19 | 18-19 | 6 | Season Explorer (Seasons 4–5) | |
20 | 18-19 | 5 | Haven’t I Been Here Before? | Seasoned Pathfinders may find themselves experiencing deja vu, a nagging sense that they have seen an extremely similar rock formation or building before in a faraway pace. Choose one Paizo-published map—such as from the Pathfinder Flip-Mat or Pathfinder Map Pack lines—on which you have successfully concluded an encounter, and write the name of the product below. When you face future encounters that take place on this map (as specified in the adventure), you gain a +1 bonus on initiative checks and a +2 bonus on Perception checks to spot hidden dangers, such as traps, haunts, and hidden creatures. The Pathfinder Flip-Mat Classics line reprints maps published early in the Flip-Mat line. Treat any Pathfinder Flip-Mat Classic map as though it were identical to the original map for the purposes of this boon. Name of Map: _________________________________________________________ |
21 | 18-19 | 4 | Celestial Traveler | Between your missions for the Pathfinder Society, you seek opportunities to connect with the Upper Planes. You may spend your downtime and 4 PP to travel to either Nirvana or Elysium. If you do so, you may select one of the following benefits, crossing the other off your Chronicle sheet. ▫ Celestial Spark: You gain a +1 bonus on saving throws against the spells and spell-like abilities of outsiders with the evil subtype. Additionally, you may check the box that precedes this boon to send forth a surge of channeled energy that harms evil outsiders, as you were a cleric of your level with the Alignment Channel feat. If you already possess the Alignment Channel feat for evil outsiders, you may instead check the box to increase the damage you deal by 2d6. ▫ Planar Conduit: You have infused your body, mind, and soul with the plane’s essence. You gain access to the Planar Infusion, Improved Planar Infusion, and Greater Planar Infusion feats for Nirvana and Elysium (Pathfinder RPG Planar Adventures 31) as if the feats appeared on the Additional Resources page. |
22 | 18-19 | 3 | Traveler in an Unstable Timeline | Time itself has proven to be more malleable than you once believed. Whether it was exposure to the temporal tampering of the returning Runelords or some other force capable of bending the laws of time itself, you have temporarily traveled to a brief moment in your own past that allowed you to change a decision you once made. Choose one of the following benefits granted by this boon and cross the other option off of your Chronicle sheet. This boon must be applied between adventures, rather than during an adventure. A character can only ever benefit from one copy of this boon. ▫ Replay: Your experiences no longer conform to the true history of Golarion. You may replay a single scenario you have already completed, though you must use a different character than the one you first played the adventure with. ▫ Retrain: You may check the box next to this boon to instantly retrain one retrainable class feature or feat your character has already chosen without paying any retraining costs. This cannot be a class feature or feat that serves as a prerequisite for another class feature or feat your character possesses. You must keep a copy of this boon with the character that received this benefit. |
23 | 18-19 | 2 | Sapphire Guardian | You may gain a sapphire ooze (Pathfinder Roleplaying Game Planar Adventures 244) as an improved familiar. You must still have the Improved Familiar feat, an effective caster level of at least 7th level, and your alignment must be no more than one step away from chaotic good on each alignment axis (lawful through chaotic, good through evil). If you make this bond with a sapphire ooze, you must provide a copy of Pathfinder RPG planar Adventures as if the improved familiar appeared ont he Additional Resources page. This boon also bypasses the restriction that sapphire oozes are not normally available as familiars. If you do not sleect a sapphire ooze as a familiar, you may still call on the power of a sapphire ooze to cast magic vestment as a spell-like ability (CL 12th). After you use this spell-like ability, cross this boon off your Chronicle sheet. If you use this spell-like ability, you cannot later select the sapphire guardian as an improved familiar. |
24 | 18-19 | 1 | Season Explorer (Seasons 2–3) | Without its diligent agents’ efforts, the Pathfinder Society could not have overcome so many threats to historical treasures, Golarion, and the Society itself. Your integral role in these exploits has earned the Pathfinders valuable experience and connections. Check the box below for each of the Pathfinder Society scenarios below that you have played with any character or run as a GM, earning 1 XP in the process. If you have checked at least 10 scenarios, the character which this boon is assigned gains the basic boon reward associated with that season. If you have checked at least 20 scenarios, they also gain the elite boon reward. |
25 | Shadow Lodge Explorer (Basic) | You gain Disguise as a class skill. | ||
26 | Shadow Lodge Explorer (Elite) | You are now an expert in resisting those who would turn you against your allies. Once per scenario before rolling a saving throw against a charm or compulsion effect, you can grant yourself a +2 bonus on the saving throw. If you succeed, you can choose to pretend as if you had failed the saving throw. In this case, the effect’s creator believes that you failed until you act in a way that conclusively demonstrates that you succeeded. ▫ #2-00 ▫ #2-01 ▫ #2-02 ▫ #2-03 ▫ #2-04 ▫ #2-05 ▫ #2-06 ▫ #2-07 ▫ #2-08 ▫ #2-09 ▫ #2-19 ▫ #2-10 ▫ #2-11 ▫ #2-12 ▫ #2-13 ▫ #2-14 ▫ #2-15 ▫ #2-16 ▫ #2-17 ▫ #2-18 ▫ #2-19 ▫ #2-20 ▫ #2-21 ▫ #2-22 ▫ #2-23 ▫ #2-24 ▫ #2-25 ▫ #2-26 ▫ #2-EX | ||
27 | Ruby Phoenix Explorer (Basic) | You gain Acrobatics as a class skill | ||
28 | Ruby Phoenix Explorer (Elite) | Once per scenario, you can spend a swift action to center yourself and focus your martial prowess. For the next three rounds, you gain the unarmed strike ability as a monk of your character level –3. If you already have the unarmed strike ability, you can instead treat your character level as 4 levels higher for the purposes of determining your unarmed strike damage. ▫ #3-00 ▫ #3-01 ▫ #3-02 ▫ #3-03 ▫ #3-04 ▫ #3-05 ▫ #3-06 ▫ #3-07 ▫ #3-08 ▫ #3-09 ▫ #3-10 ▫ #3-11 ▫ #3-12 ▫ #3-13 ▫ #3-14 ▫ #3-15 ▫ #3-16 ▫ #3-17 ▫ #3-18 ▫ #3-19 ▫ #3-20 ▫ #3-21 ▫ #3-22 ▫ #3-23 ▫ #3-24 ▫ #3-25 ▫ #3-26 ▫ #3-EX | ||
29 | 2017-18 | GM Boon 2 | Touched by Chaos | You may play a ganzi character (Pathfinder Campaign Setting: Distant Shores 22, Pathfinder RPG Planar Adventures 234), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. Ganzi characters created using Pathfinder RPG Planar Adventures as a resource gain quibble as their ganzi oddity ability. By combining this boon with another boon that allows you to create a ganzi PC, you may replace that PC’s quibble or ganzi oddity ability with any other ganzi oddity option. |
30 | 2017-18 | GM Boon 1 | ||
31 | 18-19 | Origins 2018 GM Boon | You gain the Explorer of Azlant boon for use in the Pathfinder Society Roleplaying Guild campaign. You also gain the Just What I Wanted! boon for use in the Pathfinder Society Adventure Card Guild Organized Play campaign. | |
32 | Explorer of Azlant | Whether you set off for Azlant in search of opportunity, hired on with a well-funded company, or see the shattered archipelago as a greatest challenge that remained to be conquered, you have everything it takes to uncover the secrets of Azlant and beyond. You gain an additional trait (except Resourceful) selected from those on pages 9-11 of Ruins of Azlant Player's Guide. Wrie the selected trait on the line below. Include this Chronicle sheet along with your records for the character who gains this boon. Character Number:_______________________ Trait Selected:__________________________ | ||
33 | Just What I Wanted! | While sorting through the spoils of your latest adventure, you find an object or contact you had completely overlooked earlier. You receive a free deck upgrade for one type of boon; the boon must have an Adventure Deck number at least 1 lower than your current Adventure Deck number (minimum B). Record your deck upgrade and the number of the character who received it below. Character Number:_______________________ Boon Selected:__________________________ | ||
34 | 2/1/18– 2/1/19 | RSP 4 | Extra Hours | You put in extra work, even when already overtaxed by existing duties. When you apply a Chronicle sheet earned through GM credit to this character, the character is allowed to make a Day Job check. If the character does not have a class or skill ranks due to receiving Chronicle sheets only through GM credit, you may default to rolling a Day Job check with a +5 bonus. Chronicle sheets applied to this PC that would not normally grant a Day Job check to any character (such as holiday boons, convention boons, and Pathfinder Tales boons) do not grant the PC a Day Job check. |
35 | 2/1/18– 2/1/19 | RSP 3 | Xenophile | You may add Race Boons to this boon to gain Skill Specialization in a particular skill associated with that race. Aasimar: Diplomacy Android, Dhampir, Nagaji or Tengu: Perception Catfolk: Survival Changeling: Knowledge (arcana) Fetchling or Oread: Knowledge (arcana) Goblin or Wayang: Stealth Grippli or Vanara: Climb Ifrit: Perform (any one) Kitsune: Acrobatics Ratfolk: Use Magic Device Samsaran: Knowledge (history or religion) Skinwalker: Handle Animal Suli: Sense Motive Sylph: Fly Tiefling: Bluff Undine: Swim Vishkanya: Escape Artist |
36 | 2/1/18– 2/1/19 | RSP 2 | Xenophobia | As the Pathfinder Society becomes increasingly diverse, instead of becoming more comfortable around rare creatures, you have developed a paranoid distrust of them. You may include with this boon any number of Chronicle sheets that enable you to play a character of a different race. Each such Chronicle sheet grants you a +2 bonus on Bluff, Knowledge (local or planes), Perception, Sense Motive, and Survival checks against the speciific creature subtype that it grants access to. Likewise you also recieve a +2 bonus on weapon attack and damage rolls against creatures of the selected race. This abilty works like and stacks with a ranger's favored enemy class ability. For Chronicle sheets that allow you to choose a race, you must make that selection when you include the sheet with this boon. You may gain no more than a +2 bonus from this boon against any single race, and can only select races to which you are xenophobic at the start of a scenario. Once you include a boon granting access to a new race with this Chronicle sheet, that boon can no longer be used to create a character of that race. Cross out the Chronicle sheet's text and write "Xenophobia" beneath it. Keep that Chronicle sheet along with this one in the associated character's records to indicate what races were selected for this boon. |
37 | 2/1/18– 2/1/19 | RSP 1 | Research Specialist | You are an expert researcher, but some of your greatest discoveries come from the first-hand accounts of your companions and not from musty tomes. At the beginning of a scenario, you may select a fellow party member. Up to once during that scenario, if that character tells you of his or her exploits in an earlier adventure that your character has not played, document the name of the scenario, the agent’s name, and that player’s Pathfinder Society number on a line below. For every three stories you collect in this way, you gain a permanent +1 bonus to one Knowledge skill of your choice; you may not choose the same Knowledge skill twice. If you successfully fill all 30 lines below, you gain a +1 inherent bonus to your Intelligence score. IMPORTANT: When sharing these stories, endeavor to avoid important spoilers. |
38 | 2/1/18– 2/1/19 | RSP GM #1 | Outsider Host Child of Outsiders Outsider Friend | Pathfinder Society Roleplaying Guild rewards Game Masters who volunteer their time at conventions, and the campaign now rewards Game Masters who provide similar time, energy, and enthusiasm to non-convention events directly organized by a venture-officer. If your location is participating in the program, the venture-officer should provide you a tracking card the first time you are the Game Master for an adventure. Each time you run an adventure at a participating location, you may have the venture-officer stamp, punch, initial, or otherwise mark the applicable number of boxes from the list below, regardless of how many sessions it takes to complete the adventure. • 1 box for 4 hours of quests, a scenario, or a 16-page module • 2 boxes for a 32-page module • 3 boxes for a sanctioned Adventure Path volume (run in any mode) • 4 boxes for an entire 64-page module Once you have earned 6 credits, you earn the Outsider Friend (Tier 3) boon below. You do not need to assign the boon to a character; your characters can use the boon by checking one of its boxes. Once you have earned 12 credits, you earn the Child of Outsiders (Tier 2) boon, allowing you to build a skinwalker character. Once you have earned 24 credits, you earn the Outsider Host (Tier 1) boon, allowing you to share your reward with someone else in your community. For the Tier 1 and 2 rewards, include a copy of this sheet with the new character. Outsider Host (Tier 1): You may record another person’s player name and player number in the space below, make a single copy of this Chronicle sheet, and give it to that player. That player also gains the benefit for the Child of Outsiders boon, allowing you to both play aasimar and/or tiefling characters. This copy can only be used by that player and cannot be traded. Player Name: ______________________________________________ Pathfinder Society Number: ____________________________ Child of Outsiders (Tier 2): You may play an aasimar character or tiefling character (Pathfinder Player Companion: Blood of Angels inside cover; Pathfinder Player Comapnion: Blood of Fiends inside cover; Pathfinder RPG Bestiary 7, 264; or Pathfinder Campaign Setting: Inner Sea Races 238, 251), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. ☐ ☐ ☐ Outsider Friend (Tier 3): You have earned the trust of a stalwart aasimar or tiefling ally who accompanies you on your adventures and helps you perform tasks at which they excel. You can check one of the boxes that precede this boon to add 1d6 to the result of any Bluff, Diplomacy, Perception, or Stealth check. Alternatively, you can add 1d6 on any of the following rolls against an outsider: a saving throw, an attack roll, or a caster level check to overcome spell resistance. When you check the last box, cross this boon off your Chronicle sheet. |
39 | 2017-18 | 18 | New Days, New Choices | Sometimes, as Pathfinder agents grow, they find that the choices they made in the past no longer fit with their vision of the future. You may cross this boon off your Chronicle sheet to perform one of the following exchanges. This boon must be applied between adventures, rather than during an adventure. A character can only ever benefit from one copy o fthis boon. If you wish to make a change because of an alteration to the game's rules, refer to the Playtests and Errata section in Chapter 2 of the Pathfinder Society Roleplaying Guild Guide before expending this boon. Sell back an item for 70% of the price you paid to purchase it, rather than the standard 50%. Reduce the number of days spent retraining an archetype, class feature, class level, feat, or skill ranks by 5 (see Pathfinder RPG Ultimate Campaign 188–191) Retrain one or both of your character's starting traits at no cost. |
40 | 2017-18 | 17 | Share the Wealth (Companion) | You may not have been the one to impress a prospective familiar or sentient relic, but your fellow agent who did can introduce you to make the most of the strange allies befriended during an adventure. As a player, choose one boon earned by one of your characters, and transfer it to another one of your characters. The recipient's level must be high enough that he could qualify to have played the adventure; he still qualifies if his level is above the adventure's level range. Once the boon is transferred, the original recipient is treated as though she no longer possessed the boon. You can only transfer a boon in this way if it opens up access to a new type of familiar, animal companion, or similar creature associated with a class feature. Record the boon's name, Chronicle sheet name, and the creature type below. Alternatively, you can transfer access to a unique intelligent item, which the recipient can now purchase. This follows the same restrictions as if you were transferring access to a new familiar type. If the original character had already purchased the intelligent item, she must sell it before the recipient can purchase it. |
41 | 2017-18 | 16 | Master Herbalist | You may use your Downtime between adventures to collect herbs, using either Knowledge (nature) or Profession (herbalist). When you do so, instead of gaining gp as you would for a Day Job check, you gain herbs with a total value equal to 1.5 times the amount you would have earned from a Day Job check with the same result. Select the herbs from the lists on Pathfinder Player Companion: Heroes of the Wild page 10 and Pathfinder Roleplaying Game: Ultimate Wilderness 152-155, choosing from among herbs whose listed DC to collect is not greater than your skill check result. If the herb requires a second check to process, such as Craft (alchemy) check, roll this check for each herb you collect as well-on a failed check, the herb is destroyed. If you have unspent value left over, record it on your Chronicle sheet; you can save up over the course of multiple adventures. The sale value of these herbs is 50% of their price. |
42 | 2017-18 | 15 | Trophy Hunter | ☐ ☐ You have learned how to take valuable trophies from your foes. You can use these trophies to help crafters produce appropriate magic items more cheaply. This boon allows you to harvest trophies from primeval creatures, such as dinosaurs, megafauna, and dire animals, which reduce the price of magic items that have bear's endurance, bull's strength, or cat's grace as a requirement. This discount is equal to 50 x the creature's CR (or 100 x the creature's CR for creatures of CR 10 or above) not including any CR gained from class levels. When you harvest such a trophy, record the creature and trophy below, and have your GM initial the record. When you expend a trophy in this way, check off a box that precedes this boon. To take a trophy from a defeated foe, you must succeed at a Knowledge check of the same type required to identify the creature in order to identify a suitable trophy (such as a horn or claw). Next, attempt a Survival or Heal check to successfully harvest the part over the course of an hour. Finally use a Craft (alchemy, jewelry, leather, or taxidermy) check to preserve the trophy. The DC of all these skill checks is 15 + the creature's CR (not including any CR from class levels). If you own Pathfinder RPG: Ultimate Wilderness, you may also harvest trophies from any of the types of creatures listed on pages 163–164 to gain the same cost reductions above when purchasing magic items of the trophies' corresponding types. |
43 | 2017-18 | 14 | Expedition Manager | In addition to your more dangerous duties as a Pathfinder, ou also have undertaken an arcaeological excavation at a minor site. Your venture-captain expects you to fund the expedition yourself, but so long as you report on your findings, you may keep any physical goods uncovered for yourself. When rolling your Day Job check at the end of a scenario, you may spend between 2 and 6 Prestige Points to pay for supplies, expenses, and personnel. The next time you roll a Day Job check, the expedition returns with research and relics depending on how many Prestige Points you spent. You can acquire any single item of the listed price or less at no cost. An item acquired in this way is worth 0 gp and cannot be sold. In addition, your arcaeological findings may contain clues about historical events, arcane enigmas, or other mysteries. As a free action, you gain a bonus on a Knowledge (arcana, history, planes, or religion) check equal to the number of Prestige Points that you spent. When you use the skill bonus, cross this boon off your Chronicle sheet. 2 PP: The item acquired costs 1,000 gp or less 4 PP: The item acquired costs 2,000 gp or less 6 PP: The item acquired costs 3,500 gp or less |
44 | 2017-18 | 13 | Choose one of the following boons and cross off the other ones. These boons represent your having a particularly strong connection to one of the Pathfinder Society's allies. | |
45 | Blakros Agent (Blakros Museum) | The Blakros Museum has seen its fair share of troubles over the past decade, and curator Nigel Aldain is constantly looking for ways to step up its security. He has hired you to search for flaws and hidden threats. This experience gives you familiarity with the museum's evolving layout and wards. You gain the benefits of the ranger's favored terrain (+2) ability while in the Blakros Museum. If you already have favored terrain (urban), these benefits stack. | ||
46 | Elemental Charm (Concordance of Elements) | The newly forged alliance between the Pathfinder Society and the Concordance of Elements has been profitable, and the Concordance has decided to recruit you and a few other promising Pathfinder agents to join its ranks. To thank you for agreeing to work with the Concordance, high-ranking Concordance member Ashasar has granted you a token made of braided strands of elemental energy to help guard you against elemental dangers. When you would take acid, cold, electricity, or fire damage, this protective talisman activates, absorbing up to 10 points of damage. After it absorbs damage of a particular type, the corresponding elemental strand crumbles into dust. Check the box that precedes each element below after its strand is expended. ☐ Acid ☐ Cold ☐ Electricity ☐ Fire | ||
47 | Follower of the Way (Way of the Kirin) | You have sworn the oaths of the Way of the Kirin, pledging to safeguard economic fair play and combat political corruption. You gain the ability to replicate minor miracles of the wondrous kirin. Once per adventure while you are in Tian Xia, you can cast either levitate or water walk (CL 9th) on yourself. Alternatively, you can cross this boon off your Chronicle sheet to cast fly on yourself (CL 9th). | ||
48 | 2017-18 | 12 | Metamagical Access | ☐ ☐ ☐ The Pathfinder Society's most powerful crafters are taking commissions for a limited batch of scrolls that include their metamagic feats. To commission a scroll, choose a spell that is available to you as per Additional Resources and a metamagic feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximize Spell and Widen Spell. When you purchase the scroll check one of the boxes that precedes this boon, then record the name of the spell and the metamagic feat applied on one of the three lines below. These scrolls are intended to be a limited-use item, and cannot be used with mnemonic vestments or any other feature that prevents scrolls from being consumed upon use. The spell counts as a spell of its modified level for all purposes, including price. The spell level cannot exceed 9th, and a character must be 13th level to qualify for purchasing scrolls of 7th level or higher. |
49 | 2017-18 | 11 | Recalled Knowledge | |
50 | 2017-18 | 10 | Skillful Merchant (Exchange) | Your work with the Exchange has increased your profits in business ventures. You gain a +1 bonus on Day Job checks. In addition, you may select one of the following boons. Cross the other off your Chronicle sheet. Business Partner: Aaqir al'Hakam respects your business acumen. If you have at least 20 Fame, you may spend 1 Prestige Point to become one of Aaqir al'Hakam's official business partners. In addition to lending you the weight of his own credibility, he provides you with some of his closely guarded secrets for finding good deals. You may use Appraise or Profession (merchant) in place of Spellcraft to identify magic items. The DC of this check is 20 + the item's caster level. Renowned Sczarni: You know that rising to the top of the business world sometimes requires playing dirty. You have made a name for yourself as someone who is unwise to cross, and in so doing earned the respect of notable Sczarni leader Guaril Karela. If you have earned at least 20 Fame, you may spend 1 Prestige Point to be formally inducted into the Karela family. Intimidate becomes a class skill for you. If Intimidate is already one of your class skills (or later become one), you gain a +1 competence bonus on all Intimidate checks. |
51 | 2017-18 | 9 | Haven't I Been Here Before? | Seasoned Pathfinders may find themselves experiencing deja vu, a nagging sense that they have seen an extremely similar rock formation or building before in a faraway pace. Choose one Paizo-published map—such as from the Pathfinder Flip-Mat or Pathfinder Map Pack lines—on which you have successfully concluded an encounter, and write the name of the product below. When you face future encounters that take place on this map (as specified in the adventure), you gain a +1 bonus on initiative checks and a +2 bonus on Perception checks to spot hidden dangers, such as traps, haunts, and hidden creatures. The Pathfinder Flip-Mat Classics line reprints maps published early in the Flip-Mat line. Treat any Pathfinder Flip-Mat Classic map as though it were identical to the original map for the purposes of this boon. Name of Map: _________________________________________________________ |
52 | 2017-18 | 8 | Niche Specialist | You are exceptionally talented at overcoming an uncommon type of challenge. Choose one of the following benefits, and cross the other two off your Chronicle sheet. Darkness Specialist: You gain a +2 bonus on Acrobatics checks made to move at your full speed while blind. You also reduce the miss chance due to concealment imposed by dim light to 15%, and you reduce the miss chance due to total concealment imposed by darkness to 40%. You may cross this boon off the Chronicle sheet to gain darkvision 10 feet for 1 round; if you already have darkvision, you instead gain the see in darkness ability (Pathfinder RPG Bestiary 2 301) for 1 round, though you can only use it to see 5 feet. Haunt Specialist: You gain a +2 bonus on all saving throws to resist effects created by a haunt. You also gain a +2 bonus on skill checks made to notice a haunt and on initiative checks made to act in the surprise round when a haunt manifests. You may cross this boon off your Chronicle sheet to reroll such an initiative check, saving throw, or skill check with an additional +2 bonus. Swarm Specialist: You gain a +2 bonus on saving throws against a swarm's distraction ability, and you deal 2 additional points of damage when using splash weapons against swarms. You may cross this boon off the Chronicle sheet before rolling damage for a purchased splash weapon (not an alchemist bomb) to triple the damage it deals to one swarm. |
53 | 2017-18 | 7 | Seasoned Archivist (Dark Archive) | ☐ ☐ ☐ ☐ ☐ ☐ Your experience in the Grand Lodge's Vault makes you a skilled researcher of magic or other esoterica. You gain a +2 bonus on Research checks as well as skill checks made to gain access to libraries and research facilities. If you have at least 20 Fame, you may spend 1PP to become a Senior Archivist, gaining research assistants to help in your personal experiments. You may work with your assistants and forgo your Downtime between adventures to check a box that precedes this boon. Once you have checked all 6 boxes, select one of the benefits below, crossing off the other one. ☐ ☐ 1. Alchemical Breakthrough: Your body has become resistant to alchemical substances. When you take damage from a splash weapon, reduce the damage you take by 3 (minimum 0). Also, you have produced two doses of an alchemical catalyst that can enhance a potion you drink. Check one of the boxes that precede this boon when you drink a potion to use your character level in place of the potion's caster level for determining its effects. ☐ ☐ 2. Magical Marvel: You gain a +2 bonus on Spellcraft and Knowledge (arcana) checks to identify ongoing magical effects, such as rituals and lingering magic auras (but not magic items). Additionally, you have produced two vials of magical ink that can enhance a scroll that you activate. Check a box that precedes this boon to use your character level in place of the scroll's caster level for determining the spell's effects. |
54 | Taldan Courtier (Sovereign Court) | Taldor's Princess Eutropis has support the Sovereign Court behind the scenes, and you have supported her rise to power. You are experienced at maneuvering at noble gatherings and assessing rumors. You gain a +1 bonus on Diplomacy checks to gather information during high-society social evets. If you have at least 20 Fame, you may spend 1PP to become one of Eutropia's trusted courtiers, gaining a minor noble title in her court should she ascend Taldor's throne. Knowledge (nobility) becomes a class skill for you. If Knowledge (nobility) is already one of your class skills (or later becomes one), you gain a +1 competence bonus on all Knowledge (nobility) checks. If you already had a noble title in Taldor or later gain one, she promises to increase your rank and help shield you from the risks of opposing Prince Stavian. In this case, you may use Knowledge (nobility) to make Day Job rolls, representing the proceeds of your estate. | ||
55 | 2017-18 | 6 | Share the Wealth (Equipment) | In your generosity, you have decided to share your access to rare or unusual items with another Pathfinder agent. To apply this boon, choose a Chronicle sheet that you have applied to one of your characters, then choose one of your other characters. This second character gains access to purchase all non-intelligent items that the first character earned on that Chronicle sheet, as long as the second character's level is not lower than the minimum level of the Subtier that grants access to the item. As the character gains levels, she may gain access to more items. For exmaple, if the first character played Subtier 8–9 in a tier 5–9 scenario and grants item access from that Chronicle sheet to a 5th-level character, the second character may purchase items found in Subtier 5–6, When the second character reaches 8th level, she may also purchase items from Subtier 8–9. Record the character numbers of both characters below, as well as the name of the adventure for which you are sharing item access. Be sure you have access to either the original Chronicle sheet with the shared items or a copy of it when you play the second character. Giving Character: ___________________________ Receiving Character: _________________________ Shared Chronicle Sheet's Adventure Name: _____________________________________ |
56 | 2017-18 | 5 | Against the Grain | You do not always agree with the decisions of your fellow Pathfinders; while you are willing to go along with the majority to avoid stalling the mission, you sometimes seek to promote a different outcome after th fact. This boon an apply both when your character did not agree with the decision that the group made, and when the Chronicle sheet reflects that decision in the form of idfferent possible boons or Prestige Point rewards. Before the end of the adventure, you may declare that you are using this boon in order to receive any boon or different number of Prestige Points that corresponds to your character's decision insted of the group's decision. If using this boon would alter your rewards, cross the boon off your Chronicle sheet; do not cross it off if your choice would non result in different rewards. This could represent time spent shoring up a personal alliance with your favored NPC or promoting your desired cause. This boon does not allow you to gain boons or prestige that you didn't receive due to the group's failure to complete an objective, such as when alternate boons represent different levels of success, even if you disagreed with how the group handled the objected. |
57 | 2017-18 | 4 | Freedom's Champion (Liberty's Edge) | Recent turmoil has spurred the Liberty's Edge faction to take decisive action to protect against tyranny from within and reduce its reliance upon a single leader. To that end, the Liberty's Edge is establishing an elected body, the Review Concil. This body is tasked with evaluationg the faction's completed operations and holding agents and leaders alike accountable for unethical behavior You have started working with the Review Concil's office, gaining insight into Liberty's Edge operations around the world. You gain a +1 bonus on Knowledge (local) checks regarding bastions of freedom such as Andoran, Nirmathas, and the River Kingdoms, and a +4 bonus on Knowledge (local) checks to recall information about prominent members of the Liberty's Edge. If you have at least 20 Fame, you may spend 1 Prestige Point to run a successful campaign for a seat on the Review Council. Members of the Review Council strive to be skillful judges of truth and fairness, able to consider the nuances of a situation rather than letting rules and bureaucracy make decisions for them. Sense Motive becomes a class skill for you. If Sese Motive is already one of your class skills (or later becomes one), you gain a +1 competence bonus on all Sense Motive checks. |
58 | Argent Knight (Silver Crusade) | To give junior members of the Silver Crusade role models and expand the reach of the Silver Crusade, Ollysta Zadrian has founded a new knightly order. This group, the Order of the Argent Scale, includes those who have distinguished themselves through acts of bravery, charity, and selflessness. You have helped Zadrian build this order, and in so doing, you have found inspiration in matters of faith. You gain a +1 bonus on Knowledge (religion) checks pertaining to non-evil divinities. If you have at least 20 Fame and are good aligned, you may spend 1 Prestige Point to be inducted into the order. You gain [a] +1 bonus on saving throws against magical sleep effects and paralysis effects. Additionally, you may cast cure moderate wounds once per day on an innocent bystander or other NPC in distress, using your character level as your caster level. If you have at least 35 Fame, this instead functions as cure critical wounds. If you have at least 50 Fame, you may instead choose to cast mass cure light wounds targeting such NPCs in distress. | ||
59 | 2017-18 | 3 | Hang In There | Your soul tenaciously clings to life in the most dire or circumstances. You may cross this boon to allow yourself to be targeted by breath of life as long as you died within the last 3 rounds, rather than in the last round as typical for this spell. Alternatively, if two PCs a the table possess this boon, they may both cross off this boon to allowone of the PCs at the table to cast breath of life once as a standard action in the next 24 hours; this is a spell-like ability with a caster level equal to the casting PC's character level. This ability functions even if her character level is less than the normal minimum caster level to cast the spell. |
60 | 2017-18 | 2 | Mounted Tradition | You spurn commonplace mounts for a creature better suited to your personality and your culture's traditions. If you have the divine bond or mount class feature, instead of choosing an animal companion from the list provided in the class description, you may instead call a mount from the list below so long as you are a member of the listed race. You must actually be a member of the listed race; the adopted trait or similar abilities do not grant you access to another race's traditional mount. If the animal companion statistics for your race's mount are not foiund in the Pathfinder RPG Core Rulebook, the source is listed below. You must bring a copy of the listed book to all games in which you use the selected animal companion as though access to the animal companion came from the Additional Resources list. Catfolk: big cat (must be level 7) Dhampir: wolf (must be level 7) Goblin: goblin dog (must be level 4; Pathfinder RPG Bestiary) Tengu: axe beak (must be level 4; Pathfinder RPG Bestiary 3) Grippli: giant frog (must be level 4; Pathfinder RPG Bestiary) Kitsune: wolf (must be level 7) Kobold: giant gecko (must be level 4; Pathfinder RPG Bestiary 3) Nagagi: giant chameleon (must be level 4; Pathfinder RPG Bestiary 3) Ratfolk: riding rat (Pathfinder RPG Monster Codex 177) Rougarou: wolf (must be level 7) Vishkanya: megalania (must be level 7; Pathfinder RPG Bestiary 3) |
61 | 2017-18 | 1 | Scholar of the Sages (Scarab Sages) | ☐ ☐ ☐ Your studies of the sage's wisdom have given you insight into the past. You gain a +1 bonus on Knowledge (history) checks pertaining to ancient sites (that is, sites that are at least 1,000 years old), and you may roll such checks untrained. This bonus increases to +2 for checks pertaining to sites from Ancient Osirion. In response to rising concerns about the possibility of archaeology to useal evil forces that threaten nearby people or leave unstable areas prone to collapse, Amenopheus is founding a new organization, within the Scarab Sages: The Scarab Sentinels. If you have at least 20 Fame, you may spend 1 Prestige Point to become a founding member of this experimental group. Each time you complete a scenario in which you neutralize a threat in an ancient site (as defined above), ask your GM to check a box before this boon. After you check the last box, Amenopheus personally recognizes your accomplishments and touts you as an example of the value of his new initiative. Once per adventure, when you are in an ancient site, you may roll a Knowledge (history) check in place of any other Knowledge check or in place of a Perception check pertaining to the site's structure. |
62 | Model Pathfinder Agent (Grand Lodge) | ☐ ☐ ☐ One of the Society's in-world venture-captains sees great potential in you. Write the name of that venture-captain after this boon. This venture-captain greets you by name whenever you meet. When you participate in an adventure in which that venture-captain provides the mission briefing, you may check off a box before this boon to gain additional supplies of your choice with a value of at most 50 gp per character level. You must return any unspent supplies at the end of the of the adventure. If you have at least 20 Fame, the venture-captain invites you to take a direct hand in teaching the next generation of Pathfinders. You may spend 1 Prestige Point to become a part-time instructor at the Grand Lodge. You can use your educational skills to respectfully help your fellow agents thrive when they find themselves in challenging situations. If you are playing an adventure in the higher subtier, you may confer one of the following benefits upon each of the PCs who are 3 or more levels lower than you for the duration of the scenario: a +1 bonus to AC, a +1 bonus on all saving throws, or +1 hit point per level. | ||
63 | 2017-18 | Season 9 GM Boon 4 | ||
64 | 2017-18 | Season 9 GM Boon 3 | Grown to Explore | You may play a vine leshy character (Pathfinder RPG Ultimate Wilderness 21), beginning at level 1 as normal. Other than access to this additional race, all character creation rule are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebook slisted above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. A creature can affect a slain leshy with spells like breath of life by targeting or touching the square the leshy occupied when it died. For the purpose of casting spells like raise dead, a creature can target the square where the leshy died within 24 hours. Alternatively, a creature can harvest 20 pounds of vines (a process that takes 1d4+1 rounds or a full-round action for a PC with at least 1 ranks [sic] of Knowledge [nature], Profession [herbalist], or Survival) from the verdant burst within 24 hours and treat those as an intact corpse for the purpose of such spells. These vines remain a viable target for an amount of time noted by the respective spell (e.g. 1 day per caster level for raise dead). A leshy whose body is destroyed entirely by an effect (e.g. disintegrate) does not create a verdant burst. |
65 | 2017-18 | Season 9 GM Boon 2 | Born to the Sea Inheritor of Azlant Aquatic Agent | Born to the Sea: You may play an aquatic elf character (Pathfinder Campaign Setting: The Inner Sea World Guide 25, Pathfinder Campaign Setting: Inner Sea Races 242), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. Inheritor of Azlant: Azlant may have fallen 10,000 years ago, but your ancestors survived that cataclysm by adapting to life beneath the waves. By combining this boon with a boon that enables you to play an aasimar or tiefling, you may play a gillman character (Pathfinder Campaign Setting: The Inner Sea World Guide 310, Pathfinder Campaign Setting: Inner Sea Races 243). Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. Aquatic Agent: Most merfolk are xenophobic and unwilling to travel beyond the easy reach of the waves. You are a very rare exception, having braved life on the surface long enough to secure membership in the Pathfinder Society. You can combine this boon with three boons that enable you to play any combination of the following races: dhampir, grippli, ratfolk, samsaran, or vanara. If you do so, you may play a merfolk character (Pathfinder RPG Bestiary 204, Pathfinder Campaign Setting: Inner Sea Races 246). Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. |
66 | 2017-18 | Season 9 GM Boon 1 | Reincarnated Heritage | You may play a samsaran character (Pathfinder Campaign Setting: Dragon Empires Gazetteer 11, Pathfinder Campaign Setting: Inner Sea Races 247, Pathfinder Player Companion: Dragon Empires Primer 5, Pathfinder RPG Advanced Race Guide 198, or Pathfinder Bestiary 4 230), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. |
67 | 2017-18 | Gen Con 2017 GM Boon | Character Rebuild | You may completely rebuild one character, changing the character's race, class, feats, skills, faction, spells known, and 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 on non-permanent boons and services. All changes to the character must be applied b the time the character next plays a scenario; once the scenario begins, no further changes may be made. |
68 | Exotic Heritage | You may play a character of an uncommon race, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed below to all sessions in which you play this character as if access to this race selection were granted by the Additional Resources list. The races available depend on your GM Tier at Gen Con 2016: you may access any race in your tier and any lower tier. Cross out any options for which you do not qualify. Tier 1 rougarou (Pathfinder RPG Bestiary 6 242) Tier 2–3 catfolk (Pathfinder RPG Advanced Race Guide 90, Pathfinder RPG Bestiary 3 47) Tier 4–5 naiad (Pathfinder RPG Bestiary 6 200) | ||
69 | 2016-17 | Online Survey | An Exchange of Secrets | Thank you for participating in the Pathfinder Society Roleplaying Guild Survey! By contributing, you have earned this boon. For each additional character you chronicle in the survey (maximum six), check one of the boxes that precede the boon below. You can then select one of the two rewards below. If you check all six boxes, you can apply two of the reward (or the same reward twice). If you have only five or fewer PCs, you may check the remaining boxes after completing the survey for all of your characters. However many times you complete the survey, you can only earn a single copy of this Chronicle sheet. ☐ ☐ ☐ ☐ ☐ ☐ Nearly 3,000 years ago, Norgorber infiltrated the Starstone Cathedral and unlocked his own path to divinity, and the 2nd day of Desnus marks the anniversary of his ascension. Although his cultists tend to celebrate this date by perpetuating his evils, it’s said that anyone can appeal to Norgorber at this time to secure a precious secret in exchange for knowledge of their own. Perhaps you have made your own quiet deal with the Reaper of Reputation, or one of Norgorber’s agents has left behind a dangerous hint for clandestine reasons. Either way, you have found a hidden prize among your notes. Forgotten Lead: In studying your notes, you find an overlooked clue that suggests there’s more to learn at a site you explored. You regain the ability to replay (or earn full credit as a GM) one Tier 1–5 Pathfinder Society Scenario for which you have already earned a chronicle. This does not allow you to replay an adventure you have already replayed using the replay opportunity granted by GM stars (or similar additional replay rewards), and this does not allow a character to earn credit from the same adventure more than once; you need to use a different PC to replay the adventure. If you have checked two boxes above, expand the range of adventures you can replay with Forgotten Lead to include Tier 3–7 adventures. This expands further with three boxes (Tier 5–9) and four boxes (Tier 7–11). Precious Vindication: At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below. |
70 | 2/1/17– 2/1/18 | RSP 5 | Spirit of the Shadow Lodge | Although the Shadow Lodge has officially dissolved, you firmly believe that its core principles are an ongoing project that requires continued attention and dedication. Having banded together with a few like-minded individuals, you have formed an informal coalition that embraces the true spirit of the Shadow Lodge as you have always understood it. You gain a 20% discount on all spellcasting services (round up the final price) you purchase in their entirety to heal a fellow Pathfinder or restore a Pathfinder to life. If you instead contribute gold to assist a fellow Pathfinder in purchasing such a spellcasting service, treat your contribution as though it were 20% greater. In addition, so long as you have earned at least 6 Prestige Points as a member of the Shadow Lodge, you may continue to purchase Shadow Lodge prestige awards and boons from Pathfinder Campaign Setting: Pathfinder Society Field Guide. |
71 | 2/1/17– 2/1/18 | RSP 4 | Seen it Once | Even if your formal education in creature lore is limited, you have a good memory and can quickly recall experiential trivia about common creatures when you encounter them a second time. Whenever you encounter one of the creature types listed below, and either you or an ally identifies the creature, you may check the box next to that creature’s name below. When you do so, record the name of one of the creature’s special abilities (breath weapon, damage reduction, resistances, etc.) next to the name. Whenever you encounter and positively identify this creature type in the future, you automatically recall this piece of information; remembering this fact is in addition to any other facts you may remember with a successful Knowledge check. ☐ Basilisk ___________________ ☐ Ghoul ______________________ ☐ Dark naga __________________ ☐ Golem, flesh _______________ ☐ Demon, babau _______________ ☐ Golem, stone _______________ ☐ Demon, succubus ____________ ☐ Gray ooze __________________ ☐ Demon, vrock _______________ ☐ Harpy ______________________ ☐ Derro ______________________ ☐ Hill giant _________________ ☐ Devil, bearded _____________ ☐ Mummy ______________________ ☐ Devil, bone ________________ ☐ Otyugh _____________________ ☐ Devil, imp _________________ ☐ Rakshasa ___________________ ☐ Doppelganger _______________ ☐ Rust monster _______________ ☐ Elemental, air _____________ ☐ Shadow _____________________ ☐ Elemental, earth ___________ ☐ Skeleton ___________________ ☐ Elemental, fire ____________ ☐ Sphinx _____________________ ☐ Elemental, water ___________ ☐ Vampire ____________________ ☐ Ghost ______________________ ☐ Zombie _____________________ |
72 | 2/1/17– 2/1/18 | RSP 3 | On-the-Job Training | Despite spending 3 years in training, a Pathfinder learns many of her best tricks and skills from her companions while in the field. Choose one skill. Once per scenario when you succeed at a skill check of DC 15 or higher with this skill while benefiting from the Aid Another action of an ally who has at least one rank in the skill, you may check one of the boxes below. Once you have checked all 10 boxes, you become specialized in that skill. ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ |
73 | 2/1/17– 2/1/18 | RSP 2 | Lingering Resonance | A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time that you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. Choose one of the following benefits, and cross the other off your Chronicle sheet. • When you cast the listed spell, you may increase the DC of the saving throw by 2. • When you roll a saving throw against the listed spell, you gain a +4 bonus on the save. You may use this bonus once for free, after which you should check the box below; each additional use of the selected benefit costs 1 Prestige Point. |
74 | 2/1/17– 2/1/18 | RSP 1 | Debt to Society | Your constant dedication and service to the Pathfinder Society has earned you considerable recognition and trust. If you have at least 20 Fame and have at least 4 Prestige Points, you may spend all of your remaining Prestige Points to pay for a single casting of raise dead on any ally’s remains including your own while in a settlement with a population of at least 5,000 residents. In each successive scenario you must spend all Prestige Points earned to repay your debt to the society until you spend a total 20 Prestige Points, including those you initially spent for the spell. Record the scenario name, date, and initial Prestige Points spent on the first line below. Document future Prestige Point payments on this Chronicle sheet and on each individual Chronicle sheet where the Prestige Points were earned. Once the total Prestige Points recorded below equal 20, your debt is considered paid in full. |
75 | 2/1/17– 2/1/18 | RSP GM #1 | Pack Leader Beast-Blooded Beast Friend | Pathfinder Society Roleplaying Guild rewards Game Masters who volunteer their time at conventions, and the campaign now rewards Game Masters who provide similar time, energy, and enthusiasm to non-convention events directly organized by a venture-officer. If your location is participating in the program, the venture-officer should provide you a tracking card the first time you are the Game Master for an adventure. Each time you run an adventure at a participating location, you may have the venture-officer stamp, punch, initial, or otherwise mark the applicable number of boxes from the list below, regardless of how many sessions it takes to complete the adventure. • 1 box for 4 hours of quests, a scenario, or a 16-page module • 2 boxes for a 32-page module • 3 boxes for a sanctioned Adventure Path volume (run in any mode) • 4 boxes for an entire 64-page module Once you have earned 6 credits, you earn the Beast Friend (Tier 3) boon below. You do not need to assign the boon to a character; your characters can use the boon by checking one of its boxes. Once you have earned 12 credits, you earn the Beast-Blooded (Tier 2) boon, allowing you to build a skinwalker character. Once you have earned 24 credits, you earn the Pack Leader (Tier 1) boon, allowing you to share your reward with someone else in your community. For the Tier 1 and 2 rewards, include a copy of this sheet with the new character. Pack Leader (Tier 1): You may record another person’s player name and player number in the space below, make a single copy of this Chronicle sheet, and give it to that player. That player also gains the benefit for the Beast-Blooded boon, allowing you to both play skinwalker characters. This copy can only be used by that player and cannot be traded. Player Name: ______________________________________________ Pathfinder Society Number: ____________________________ Beast-Blooded (Tier 2): You may play a skinwalker character (Pathfinder Player Companion: Blood of the Moon 7, Pathfinder RPG Bestiary 5 233, or Pathfinder Campaign Setting: Inner Sea Races 248), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions n which this character appears as if access to this race selection were granted by the Additional Resources list. ☐ ☐ ☐ Beast Friend (Tier 3): You have earned the trust of a stalwart skinwalker ally who accompanies you on your adventures and helps you perform tasks at which skinwalkers excel. You can check one of the boxes that precede this boon to add 1d6 to the result of any Climb, Handle Animal, Perception, Stealth, Swim, or wild empathy check. Alternatively, you can add 1d6 to a saving throw against disease, an attack roll with a natural weapon, or any Charisma-based skill check made to influence skinwalkers or lycanthropes. When you check the last box, cross this boon off your Chronicle sheet. |
76 | 2016-17 | 18 | Subtle Reputation | You have developed a reputation for solving problems with subtlety and finesse - not among the public at large, but among employers and other professionals who have taken notice of your skill. Once per adventure, when you succeed at a Disguise, Sleight of Hand, or Stealth check that is written into a scenario or use one of those skills to circumvent a combat encounter, ask your GM to record the adventure's name and her Pathfinder Society number on a line below. Scenario Name GM Number _____________ _________ _____________ _________ _____________ _________ _____________ _________ _____________ _________ _____________ _________ _____________ _________ _____________ _________ _____________ _________ _____________ _________ Once you have successfully built your reputation in 10 adventures, word of your deeds provide with an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet. You have developed a reputation as one who can be trusted with secrets. You gain a +1 bonus on Diplomacy checks to gather information. This bonus increases to +3 if the information pertains to illegal activity. Your underworld contacts pave the way for your smuggling operations. You gain a +3 bonus on skill checks pertaining to smuggling contraband into a settlement. You can also purchase items that are illegal in a settlement without extra cost, such as divine items in Rahadoum. Conflicting tales of your exploits shrouds your identity in mystery. You gain a +1 bonus on Disguise checks to pretend to be a specific person. If you are disguising yourself as a generic individual, this bonus increases to +2. |
77 | 2016-17 | 17 | Extended Travels | You declare a long hiatus from the venture-captains' requests and the Society's business in order to travel the world and investigate whatever strikes your fancy. You can use this boon between adventures by recording the date on the line below. For six months after you activate this boon, you cannot play this character or apply credit to her. When the character returns after this period, she immediately gains 1 XP, 2 Prestige Points, and an amount of gold based on her level when she began this journey (see below). If you extend the character's journey to nine months, you may double these rewards. If you extend the character's journey to 12 months, you may instead triple these rewards. Record these rewards on this sheet, and have the next GM after the character's return write her initials on the line below. 1: 400 gp 11: 7,858 gp 2: 518 gp 12: 10,933 gp 3: 1,237 gp 13: 15,000 gp 4: 1,800 gp 14: 18,333 gp 5: 2,252 gp 15: 22,500 gp 6: 2,904 gp 16: 31,667 gp 7: 3,929 gp 17: 40,000 gp 8: 4,954 gp 18: 51,667 gp 9: 5,922 gp 19: 65,000 gp 10: 7,858 gp 20: 82,000 gp Date Activated:______________________ GM Initials (activated):____________ GM Initials (fulfilled):____________ |
78 | 2016-17 | 16 | Ley Line Access 2 | ☐ ☐ ☐ You have located and accessed a ley line somewhere on Golarion. Typically a ley line can only grant power to a nearby spellcaster, but you have stored a fragment of its energy that you can use anywhere. Choose one of the ley lines listed below, each of which affects a particular type of magic and a location (a country or a large geographic feature). When casting a spell that has at least one of the listed descriptors, you can check one of the boxes above to increase your effective caster level for that spell by 1. When participating in an adventure where the ley line is located, you can use this ability once during the adventure without checking a box. Derroshriek (pain and sonic; Darklands and Taldor): Unlike many ley lines that primarily travel horizontally, the sickly line Derroshriek spirals its way up from the Darklands and dissipates nearly a mile aboveground near Cassomir. Those who tap intoit sometimes babble in Aklo and experience haunting dreams afterward, many similar to the nightmares of the unfortunates who survive Derro experimaents. Jatembe's Trail (force and good; Mwangi Expanse and Sargava): The Mwangi legend Old Mage Jatembe traveled widely during the Age of Anguish, reinventing magical theory and vanquishing evil wherever he went. Although few records remain of his actual routes, Nantambu's sun-mage initiates sometimes walk portions of the line to symbolically relive their hero's deeds. Rebellion Rift (chaotic and emotion; Andoran, Galt, and the River KIngdoms): Occult scholars theorize that ley lines can psychically influence the regions they traverse. These sages often cite the Rebellion Rift, which passes through the parts of Avistan most affected by revolutionary thinking and free spirits. The Shimmering Coils (mind-affecting and poison; Dtang Ma, Minata, Nagajor, Xa Hoi): Unlike most ley lines, which have a consistent color, the Shimmering Coils slowly vacillates within a range of greens, blues, and purples. The nagas of Nagajor sometimes use this ley line as support for their claim over southern Tian Xia, but in all likelihood, the phenomenon predates even these ancient creatures. |
79 | 2016-17 | 15 | Alchemical Versatility | ☐ ☐ ☐ ☐ You can apply an alchemical weapon to one manufactored weapon or a set of up to 10 projectiles, temporarily granting them extra abiliiies. Drawing and apply the alchemical substance is a move action - unless you spend two uses to apply the substance as a swift action. • Acid: Corrosive property for 2 rounds • Alchemist Fire: Flaming property for 3 rounds • Bottled Lightning: Shock property for 3 rounds • Liquid Ice: Frost property for 3 rounds • Holy Water: The weapon deals 1d6 extra damage to undead and evil outsides for 3 rounds. This damage is untyped and bypasses any damage reduction. • Itching Powder: Covers the weapon it itching powder for 3 rounds. Creatures hit by a weapon coated in itching powder must succeed at a DC12 Fortitude save or take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round. • Shard Gel: The weapon counts as a piercing weapon for 3 rounds, in addition to it's normal types. • Tanglefoot Bag: Grants the weapon the Grappling property for 1 minutes. This property can only be placed on melee weapons. |
80 | 2016-17 | 14 | Alchemical Efficiency | Life in the field with minimal supplies makes it critical to make maximal use of what you have. When you apply, consume, throw, or otherwise use a single-use alchemical object, you can activate it without having to remove the item from your inventory—either because you only needed half the normal dose or realized that you packed a replacement. To do so, check one of the boxes below for every 25 gp of the item's market price, rounded up. For example, using a thunderstone (30 gp) or antitoxin (50 gp) in this way requires checking two boxes. You cannot use this boon on an alchemical item if not enough boxes remain to offset its cost. ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ |
81 | 2016-17 | 13 | Fighting Off Corruption (Lycanthropy) | Golarion’s history is rife with both loathsome evil and the heroic forces that keep villainy in check. Whether you suffer from an ancestral curse that is only now manifesting, a terrible affliction you acquired on an adventure, or a similar malady, your body and soul now struggle against corruption. You may apply this boon at the beginning of a scenario, at which point you immediately gain its penalty. Once per scenario, you can attempt to fulfill one of the associated tasks in any order, though the final task must be performed last. Once you have completed all of the associated tasks, you have cleansed yourself of the corruption, no longer suffer its penalty, and gain the listed benefit. A PC may only benefit from one Fighting Off Corruption boon. Lycanthropy: Your blood courses with bestial power and feral rage. Penalty: You take a –2 penalty on Intelligence- and Charisma-based skill checks. Weapons that can overcome DR/silver deal 1d4 additional damage to you. ☐ Task: Convince a named druid, shaman, or witch NPC in an adventure to aid you in a purification ceremony. Earning this NPC’s cooperation requires a successful DC 18 Diplomacy or Knowledge (nature) check. You may let another PC attempt this check for you, but the DC increases to 23. ☐ Task: Defeat a lycanthrope or creature with the shapechanger subtype whose CR is higher than your character level. ☐ Final Task: Consume a tincture of wolfsbane (costs 50 gp), and succeed at two consecutive DC 15 Fortitude saves. Completion Benefit: You may automatically succeed at any saving throw to resist contracting lycanthropy. Against creatures with DR/silver or the shapechanger subtype, you gain a +1 sacred bonus to your Armor Class and +1 sacred bonus on all saving throws. You can cross this completed boon off your Chronicle sheet to permanently change your hunter’s bond from a companions bond to an animal companion, or you can change your nature bond from a domain to an animal companion. |
82 | 2016-17 | 12 | Professional Reputation | You have developed a reputation for solving problems with honeyed words. Once per adventure, when you succeed at a Bluff of Diplomacy check that is written into a scenario or use one of those skills to circumvent a combat encounter, ask your GM to record the scenario’s name and her Pathfinder Society number on a line below. You do not gain credit toward this boon for Diplomacy checks used to gather information or Bluff checks to conceal lies that are not specifically called out in the adventure. Scenario Name GM Number ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ ____________________________________________________ ___________ Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet. • Your reputation as a reasonable negotiator makes others more likely to trust you. You gain a +1 bonus on Diplomacy checks to improve a creature’s attitude. You gain a +2 bonus on Diplomacy checks to make requests of creatures whose attitude is friendly or better. • Your false reputation of trustworthiness bolsters your future lies. You gain a +1 bonus on Bluff checks to deceive others. If the lie is unlikely, your bonus increases to +2. If it is far-fetched or impossible, your bonus increases to +3. • You are skilled at gaining access to places and avoiding the typical fees. You gain a +2 bonus on all skill checks to negotiate permission to enter a location and to all skill checks to lower fees, fines, or tolls. |
83 | 2016-17 | 11 | Elemental Slayer | You have a practiced eye for defeating denizens of the elemental planes. When you defeat a creature with the air, earth, elemental, fire, or water subtype—but no more than twice per adventure—have your GM initial one of the corresponding entries below. You do not need to deal the killing blow to such an opponent, but you must contribute to its defeat. When you have filled all three entries for a subtype, you gain its corresponding benefit below. Several of the entries below allow you to smite a creature with a melee attack, ranged attack, or damaging spell. When smiting acreature in this way, you add your Charisma modifier (minimum +1) to the attack roll and add your character level to the damage roll. If you cast a spell that deals hit point damage, you can instead use your smite to give a qualifying target a –2 penalty on the saving throw. If the creature fails its saving throw by 2 or less, it takes full damage but otherwise is treated as if it had succeeded at the saving throw (potentially negating secondary effects). Finally, if you use the aid another action to increase an ally’s attack bonus, you can use this smite ability—using your Charisma bonus—to affect that ally’s attack instead of your own. If you have an animal companion, familiar, eidolon, or similar creature granted by a class feature or feat, you can expend uses of this boon to benefit that creature as well. Air: _________ _________ _________ ☐ ☐ ☐ You ignore all penalties from the air mastery creature ability. You can check one of the boxes that precede this boon to smite a creature with the air subtype. Earth: _________ _________ _________ ☐ ☐ ☐ Creatures with the earth mastery ability gain no benefit from the ability when attacking you. You can check one of the boxes that precede this boon to smite a creature with the earth subtype. Elemental: _________ _________ _________ ☐ ☐ ☐ You have a knack for inventing weak points in elemental creatures. You treat an elemental creature’s damage reduction as 3 lower. When you would confirm a critical hit or hit with an attack that deals additional precision damage against a creature with the elemental subtype, you can check one of the boxes that precede this boon to deal 50% of the attack’s additional damage (rather than none). Fire: _________ _________ _________ ☐ ☐ ☐ You gain a +2 bonus on Reflex saving throws against the burn universal monster rule. You can check one of the boxes that precede this boon to smite a creature with the fire subtype. Water: _________ _________ _________ ☐ ☐ ☐ Creatures with the water mastery ability gain no benefit from the ability when attacking you. You can check one of the boxes that precede this boon to smite a creature with the water subtype. |
84 | 2016-17 | 10 | Horror Resistance | Whether due to your natural mental resilience or a tolerance built up over the course of many disturbing events, your mind is especially resistant to fear. You gain a +1 bonus on Will saving throws against spells and spell-like abilities with the fear descriptor. You gain a +2 bonus on all saving throws against haunts. If you succeed at a saving throw against a haunt, you may choose to suffer its effects as if you had failed at the saving throw. If you do so, you receive a clue about how to put the haunt to rest. If you have a familiar, animal companion, or eidolon, it also gains these benefits, though an animal companion never choses to suffer the effects of a haunt despite succeeding on a saving throw. |
85 | 2016-17 | 9 | Arcane Ammunition | You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. You may purchase +1 corrosiveUE, +1 flaming, +1 frost, and +1 shock ammunition in sets of 10 instead of sets of 50. You can cross this boon off the Chronicle sheet at the beginning of an adventure to gain 5 pieces of this ammunition in any combination for free; this free ammunition has a sell value of 0 gp. |
86 | 2016-17 | 8 | Elemental Voyager | ☐ ☐ ☐ ☐ ☐ ☐ As the Pathfinder Society turns its attention to the elemental planes, you have an opportunity to immerse yourself in a culture from beyond the Material Plane. You can spend your Downtime to check one of the boxes that precede this boon; if you succeed at a DC 15 Knowledge (planes) check, your Downtime instead allows you to check two boxes. Once you have checked all of the boxes, choose one of the benefits below; cross the other options off your Chronicle sheet. • You learn one of the following languages for free: Aquan, Auran, Ignan, or Terran. • You gain Knowledge (planes) as a class skill. • When using Downtime to attempt a Day Job check after an adventure that takes place on one of the elemental planes, you increase your gold earned from the Day Job check by 50%. This bonus does not stack with other effects that increase the result of your Day Job check. • You treat your effective Fame as 3 higher, but only for the purpose of purchasing weapons and armor with the following special abilities: bane (outsider [air, earth, fire, or water]), corrosiveUE, defiantUE (outsider [air, earth, fire, or water]), energy resistance, flaming, flaming burst, frost, groundingUE, icy burst, planarUE, quenchingUE, seaborneUE, shocking, or shocking burst. |
87 | 2016-17 | 7 | Fighting Off Corruption (Hellbound) | Golarion’s history is rife with both loathsome evil and the heroic forces that keep villainy in check. Whether you suffer from an ancestral curse that is only now manifesting, a terrible affliction you acquired on an adventure, or a similar malady, your body and soul now struggle against corruption. You may apply this boon at the beginning of a scenario, at which point you immediately gain its penalty. Once per scenario, you can attempt to fulfill one of the associated tasks in any order, though the final task must be performed last. Once you have completed all of the associated tasks, you have cleansed yourself of the corruption, no longer suffer its penalty, and gain the listed benefit. A PC may only benefit from one Fighting Off Corruption boon. Hellbound: Your soul is bound to Hell, perhaps through an infernal contract or a fiendish liaison by one of your ancestors. Penalty: Increase the gp and Prestige Point cost of spells and effects that restore you to life (e.g. raise dead) by 25%. You always have at least a faint aura of evil, and spells and effects that harm evil creatures affect you as though your alignment were one step closer to evil. ☐ Task: Defeat a devil whose CR is equal to or higher than your character level. ☐ Task: Spend an adventure with a strand of silver charms (cost 50 gp) bound to your skin. For the entire adventure, you have the sickened condition as the charms burn against your tainted flesh. Partway through the adventure at a time determined by the GM, you must attempt a DC 20 Fortitude or Will save. If you succeed, you endure the pain. If you fail, you compulsively tear away the medallions, causing you to fail this task during this adventure. ☐ Final Task: Receieve an atonement spell by a chaotic- or good-aligned spellcaster. Completion Benefit: You gain fire resistance 5 (or your existing fire resistance increases by 2), and you gain a +1 sacred bonus on saving throws against creatures with the evil or lawful subtype (+2 against devils). You can cross this completed boon off your Chronicle sheet to change any bloodrager or sorcerer bloodlines you possess to the infernal bloodline. |
88 | 2016-17 | 6 | Brutal Reputation | You have developed a reputation as an intimidating figure and fierce combatant. Once per adventure, you can enhance your reputation. Your reputation grows if you succeed at an Intimidate check that is written in to an adventure or successfully demoralize two or more foes during one combat. Your reputation also grows when you confirm a critical hit against an opponent whose CR is greater than your character level or suffer (and survive) a critical hit that deals an amount of damage equal to at least 5 times your character level, leaving you with a permanent, visible scar. When you achieve any of these goals during an adventure, ask your GM to record the adventure’s name and her Pathfinder Society number on the blanks below. Once you have successfully built your reputation in 10 adventures, word of your deeds provides you with an enduring benefit. Choose one of the following boons, and cross the other two off the Chronicle sheet. • Your reputation gives weight to your threats. You gain a +1 bonus on Intimidate checks to demoralize creatures. This bonus increases to +2 if you have dealt damage to them within the last minute. • Your thick scars partially deflect blows. You gain DR 3/— that applies only against critical hits and stacks with other forms of damage reduction. • Your fearsome reputation inspires your opponents to flee from battle sooner. Show this boon to your GM at the beginning of the adventure. When you are fighting a foe whose morale condition indicates that they flee or surrender when reduced to a specific number of hit points, this number increases by 10% of their maximum hit points. For example, if a foe with 90 hit points has a morale condition that he flees when reduced to 10 hit points or fewer, he instead flees when reduced to 19 hit points or fewer. |
89 | 2016-17 | 5 | ||
90 | 2016-17 | 4 | Genie Grudge | ☐ ☐ ☐ Genies may wield wondrous powers, but they are also merciless bargainers and powerful combatants. Whether you've been on the receiving end of a djinni's blade, a marid's magic, or an efreeti's unfair deal, you have steeled yourself against any future tricks they might play on you. Choose one of the following descriptors or subtypes: air, cold, earth, fire, or water. As an immediate action, you can check one of the boxes before attempting a saving throw against a spell with the chosen descriptor or against an ability created by a creature with that subtype. You gain a +4 bonus on your furst saving throw against the effect. As an immediate action when a creature with the chosen subtype attacks you, you can check one of the boxes above to gain a +4 bonus to your AC against that creature's attacks until the beginning of your next turn. As a free action, you gain a +4 bonus on an Intelligence, Wisdom, or Charisma-based skill check made to identify, influence, or study creatures with the chosen subtype. If the check involves a genie of the chosen subtype, the bonus increases to +6. If you have an animal companion, familiar, eidolon, or similar creature gratned by a class feature or feat, you can expend uses of this boon to benefit that creature as well. |
91 | 2016-17 | 3 | Niche Specialist 2 | You are exceptionally talented at overcoming an uncommon type of challenge. Choose one of the following benefits, and cross the other two off your Chronicle sheet. Influence Specialist: You gain a +2 bonus on all discovery and influence checks made when using the influence subsystem (Pathfinder RPG Ultimate Intrigue 102). You may cross this boon off the Chronicle sheet to attempt a discovery check and an influence check against an NPC during the same phase. Alternatively, you can cross out this boon to re-roll a failed discovery or influence check with an additional +2 bonus. Research Specialist: You gain a +2 bonus on all Research checks, and when reducing a library's knowledge points, you always roll at least 1d8 + your Intelligence modifier. You can cross this boon off the Chronicle sheet after succeeding at a Research check to reduce the library's knowledge points as though you had rolled the maximum on the die. At the GM's discretion, this boon's bonus on Research checks might also apply to similar research challenges that do not use the research subsystem (Pathfinder RPG Ultimate Ingrigue 148) Swarm Specialist: You gain a +2 bonus on saving throws against a swarm's distraction ability, and you deal 2 additional points of damage when using splash weapons against swarms. You may cross this boon off the Chronicle sheet before rolling damage for a purchased splash weapon (not an alchemist bomb) to triple the damage it deals to one swarm. |
92 | 2016-17 | 2 | Fighting Off Corruption (Ghoul) | Golarion's history is rife with both loathsome evil and the heroic forces that keep villainy in check. Whether you suffer from an ancestral curse that is only now manifesting, a terrible affliction you acquired on an adventure, or a similar malady, your body and soul now struggle against corruption. You may apply this boon at the beginning of a scenario, at which point you immediately gain its penalty. Once per scenario, you can attempt to fulfill one of the associated tasks in any order, though the final task must be performed last. Once you have completed all of the associated tasks, you have cleansed yourself of the corruption, no longer suffer its penalty, and gain the listed benefit. A PC may only benefit from one Fighting Off Corruption boon. Ghoul: You engaged in cannibalism or barely survived a case of ghoul fever. Penalty: Reduce the amount of healing you receive from spells and effects by 1 per die. ☐ Task: Spend an adventure fasting, eating only infrequently enough to stay aive. For the entire adventure, you have the sickened condition. Partway through the adventure at a time determined by the GM, you must attempt a DC 10 Constitution check or DC 20 Will save. If you succeed, you stave off hunger and the urge to eat. If you fail, you compulsively begin eating anything at hand, causing you to fail this task during this adventure. ☐ Task: Defeat an undead creature whose CR is at least 2 higher than your character level. ☐ Final Task: Receive an atonement spell by a good-aligned spellcaster or one whose deity especially reviles the undead. Completion Benefit: When you take negative energy damage, you reduce the damage taken by 1 point per damage die. You gain a +2 sacred bonus on saving throws to resist the extraordinary and supernatural abilities of undead creatures (+4 against ghoul paralysis). You can cross this completed boon off your Chronicle sheet to change any bloodrager or sorcerer bloodlines you possess to the ghoul bloodline (Pathfinder RPG Monster Codex 60) or undead bloodline. |
93 | 2016-17 | 1 | Martial Tradition | You have located and trained with a famous practitioner of a region's martial art, and even if you have not mastered the forms, you can incorporate a few techniques into your fighting style. Choose one of the fighting styles blow, each of which focuses on aparticular feat and a location (a group of countriees or a large geographic feature). As a free action on your turn, you can check one of the boxes that precede this boon to gain one of the listed feats for 3 rounds; you do not need to meet the feat's prerequisites. When adventuring in an area associated with the fighting style, you can use this boon once during the adventure without checking a box. Aldori Dueling (Combat Expertise, Dodge, or Exotic Weapon Proficiency [aldori dueling sword ISG] Brevoy and the River Kingdoms): Sirian Aldori was a master of the curved blade that now bears his name. Although the style rarely travels beyond the River Kingdoms, the Aldori duelists' reputation for agile swordplay has spread far and wide. Ironstock Sharpshooting (Deadly Aim, Exotic Weapon Proficiency [firearms UC], or Quck Draw; Geb, Katapesh, Mana Wastes, and Nex): The Grand Duchy of Alkenstar is the origin of most of the world's firearms, and Ironstock Hall is the primary training ground for black pwoder enthusiasts. Its teachers know that a firearm can only achieve its potential if a student can draw the weapon quickly and aim it effectively. Northern Fury (Cleave, Improved Overrun, or Power Attack; Hold of Belkzen, Irrisen, Land of the Linnorm Kings, and Realm of the Mammoth Lords): Giants, megafauna, and more stalk the northern frontier, where only a show of strength can stave off hungry beasts. In battle, these warriors favor bold, staggering strikes intended to fell mighty foes in one swing. Shackled Soldier (Catch Off-Guard, Improved Unarmed Strike, Throw Anything; Andoran, Cheliax, Isger, and Nidal): Whether it's the Bellflower Network freeing halfling slaves or Desna's faithful working against Nidal's Umbral Court, covert operatives have learned to wield unlikely weapons against unsuspecting tyrants. |
94 | 2016-17 | 0 | Glutton for Punishment | You gain a pool of replay (or "re-GM") credit that you can allocate to yourself or any participant at your table. If someone earns credit for an adventure in this way, simply check one of the boxes below, make a note of having used this boon on his or her Chronicle sheet, and have fun. After all, you dedicated your free time to help the campaign, so use this to make the most of your next chance to play. ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ ☐ |
95 | 2016-17 | Season 8 GM Boon 4 | Simian Heritage | You may play a vanara character (Pathfinder RPG Bestiary 3 280, Pathfinder RPG Advanced Race Guide 206, or Pathfinder Campaign Setting: Inner Sea Races 253), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. |
96 | 2016-17 | Season 8 GM Boon 3 | Rodent Heritage | You may play a ratfolk character (Pathfinder RPG Bestiary 3 231, Pathfinder RPG Advanced Race Guide 150, or Pathfinder Campaign Setting: Inner Sea Races 247), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. |
97 | 2016-17 | Season 8 GM Boon 2 | Grave-Blooded | The blood of a vile undead flows through your veins. You may play a dhampir character (Pathfinder RPG Bestiary 2 89), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle must be the first Chronicle for the given character, and you must bring a copy of the Pathfinder RPG Bestiary 2 to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. |
98 | 2016-17 | Season 8 GM Boon 1 | Batrachian Hero | Your ancestors are the gripplis, a race of frog-like humanoids that hail from the Mwangi Expanse and the Valashmai Jungle. You may play a grippli character (Pathfinder RPG Bestiary 2 149, Pathfinder RPG Advanced Race Guide 190, or Pathfinder Campaign Setting: Inner Sea Races 244), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list. |
99 | 2016-17 | Gen Con 2016 GM Boon | Character Rebuild | You may completely rebuild one character, changing the character's race, class, feats, skills, faction, spells known, and 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 on non-permanent boons and services. All changes to the character must be applied b the time the character next plays a scenario; once the scenario begins, no further changes may be made. |
100 | Exotic Heritage | You may play a character of an uncommon race, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Guide to Pathfinder Society Organized Play. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed below to all sessions in which you play this character as if access to this race selection were granted by the Additional Resources list. The races available depend on your GM Tier at Gen Con 2016: you may access any race in your tier and any lower tier. Cross out any options for which you do not qualify. Tier 1 vanara Tier 2–3 skinwalker Tier 4–6 changeling |