Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. Str +3 Dex +1 Con +0 Int +1 Wis +1 Cha +3 16 Str 12 Dex 10 Con 12 Int 12 Wis 16 Cha +8 Base +1 Wis +0 Misc = PERCEPTION +9 E * * +6 Base +0 Con +0 Misc = FORTITUDE +6 T * * +8 Base +1 Dex +0 Misc = REFLEX +9 E * * +8 Base +1 Wis +0 Misc = WILL +9 E * * +16 Base +1 Dex +5 Misc = AC 22 T * * AC: +5, Max Dex: +1, Armor Check: –, Speed: -5 Half plate (Trained) Traits: forceful, deadly (1d8), reach (2d8+3 Slsh / 2d8+5 Slsh / 2d8+7 Slsh Slsh, Crit 2d8x2+6 Slsh+1d8 Slsh / 2d8x2+10 Slsh+1d8 Slsh / 2d8x2+14 Slsh+1d8 Slsh Slsh) Melee : +10/+5/+0 +1 striking glaive (Trained) Traits: versatile Slsh, thrown 10 ft., agile, finesse (1d4+3 Pier Pier, Crit 1d4x2+6 Pier Pier) Melee : +9/+5/+1 Dagger (Trained) (1d4+3 Pier Pier, Crit 1d4x2+6 Pier Pier) Ranged (10 ft.) : +7/+3/-1 Traits: thrown 30 ft. Javelin (Trained) (1d6+3 Pier Pier, Crit 1d6x2+6 Pier Pier) Ranged (30 ft.) : +7/+2/-3 Special Abilities When you slot this boon, you apply its benefits to one wayfinder in your possession, granting a reaction of Resist Harm. Adamant Wayfinder (1/adventure) Must follow a code or else lose class abilities. Champions's Code When you GM an adventure that grants at least 4 XP, you earn 2 additional Fame and Reputation with the Vigilant Seal faction. Leader by Example See in dim light as if it were normal light. Low-Light Vision While this boon is slotted, you and any adjacent allies gain resistance to evil damage equal to your Reputation Tier with the Vigilant Seal faction. Resist Corruption Deity: Shelyn ; Age: 25 Speed: 30 ft. , Languages: Common, Elven, Skald NG Male elf bounty hunter bard 4 Elf, Good, Humanoid, Medium, Neutral Resistances : evil 2 Defenses Focus Points 1 Thanatos 1 3 Hero Points 51 Hit Points Player: Mark Character Number: 186428 - 2001 Skills U * * Acrobatics Dex +1 U * * Arcana Int +1 T * * Athletics Str +9 T * * Crafting Int +7 T * * Curse Lore Int +7 U * * Deception Cha +3 T * * Diplomacy Cha +9 U * * Intimidation Cha +3 T * * Legal Lore Int +7 T * * Medicine Wis +7 U * * Nature Wis +1 T * * Occultism Int +7 E * * Performance Cha +11 T * * Religion Wis +7 U * * Society Int +1 T * * Stealth Dex +7 T * * Survival Wis +7 U * * Thievery Dex +1 T * * Warfare Lore Int +7 Trained : All Light Armor, All Medium Armor, All Heavy Armor, Unarmored defense Armor Proficiencies Trained : All Simple Weapons, All Martial Weapons, All Unarmed Attacks, Glaive, Longsword, Rapier, Sap, Shortbow, Shortsword, Whip Weapon Proficiencies Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. Feats Speed increases by 5 feet. Nimble Elf [Ancestry Feats] Gain a cause as a champion does. Champion Dedication [Ancient Elf] Gain 3 additional Hit Points for each champion archetype class feat you have. Champion Resiliency [Class Feats] You gain the appropriate devotion spell for your cause ( lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity. (For more on devotion spells, see page 107.) Healing Touch [Class Feats] The DC of recovery checks is equal to 9 + your dying condition value. Toughness [General Feats] When you use the Impression activity you can affect 2 targets. Group Impression [Skill Feats] Make an Impression using Performance instead of Diplomacy. Impressive Performance [Skill Feats] Track while moving at full Speed by taking a –5 penalty. Experienced Tracker You become trained with all martial weapons Martial Performance Focus Spells ☐ Counter Performance (2nd*) ☐ Inspire Courage (At Will) (2nd*) ☐ Lay on Hands (2nd*) Innate Spells Light (At Will) (2nd*) Spells Bard Occult spells known (DC 19, attack +9) 2nd (3/day) — calm emotions , silence , sound burst 1st (3/day) — fear , magic missile , magic weapon , soothe Cantrip (at will) — detect magic , light , read aura , shield , telekinetic projectile Tracked Resources ☐ Adamant Wayfinder (1/adventure) ☐ Dagger ☐☐☐☐ Javelin ☐☐☐☐☐ Torch Total Bulk Carried: 7, Unencumbered Gear (Encum: 8 bulk, Over: 13 bulk) +1 striking glaive 2 Backpack (empty) L Bedroll L Belt pouch (empty) - Belt pouch (empty) - Chalk x10 - Crowbar L Dagger L Flint and steel - Grappling hook L Half plate 3 Javelin x4 0.4 Money 0.2 Rations (1 week) x2 0.2 Rope (foot) x50 L Experience & Wealth Career Experience Points: 44 (8/12 to 5th) Current Cash: 218 gp; 2 sp Gear Sheath (empty) - Soap - Torch x5 0.5 Waterskin L Wayfinder, adamant - Factions Horizon Hunters Tier 0 ; Reputation 0 Vigilant Seal Tier 2 ; Reputation 32 Pathfinder Training You are associated with the Scrolls school Scrolls (1) You are associated with the Swords school Swords (2) Boons (25 Fame) Champion the faction Vigilant Seal Champion [Faction] ☐ Champion the faction Vigilant Seal Champion, Improved [Faction] ☐ You gain a wayfinder. Wayfinder [Slotless] ☐ When you slot this boon, you apply its benefits to one wayfinder in your possession, granting a reaction of Resist Harm. Adamant Wayfinder (1/adventure) ☐ For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls and spell attack rolls to 2. Combat Mentor ☐ When you GM an adventure that grants at least 4 XP, you earn 2 additional Fame and Reputation with the Vigilant Seal faction. Leader by Example ☐ While this boon is slotted, you and any adjacent allies gain resistance to evil damage equal to your Reputation Tier with the Vigilant Seal faction. Resist Corruption ☐ Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. Traits: General, Skill Prerequisites trained in Survival Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you’re a master in Survival, you don’t take the –5 penalty. If you’re legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. Experienced Tracker (Background, Feat) Traits: General, Skill Prerequisites trained in Diplomacy When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary. Group Impression (Feat, Skill Feats) Traits: General, Skill Prerequisites trained in Performance Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. Impressive Performance (Feat, Skill Feats) Traits: Bard Prerequisites warrior muse Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons. If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert. Appears In : Advanced Player's Guide Martial Performance (Feat, Muses) Traits: General You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459). Toughness (Feat, General Feats) Prerequisites Vigilant Seal Tier 2, you have a wayfinder Cost 2 Fame You have specially reinforced your wayfinder , determining a way for the device to absorb harmful energies. When you slot this boon, you apply its benefits to one wayfinder in your possession, granting you a special reaction ability when the wayfinder is invested and in your possession. You gain the following reaction. Resist Harm (reaction) ; Trigger You would take damage; Effect You gain resistance to acid, cold, electricity, fire, force, negative, positive, and sonic damage equal to 1 plus your reputation tier against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard). You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit. Appears In : Pathfinder Society Adamant Wayfinder (1/adventure) (Boon) Thanatos – Abilities & Gear Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. You follow a code of conduct, beginning with tenets shared by all champions of an alignment (such as good), and continuing with tenets of your cause. Deities often add additional strictures (for instance, Torag’s champions can’t show mercy to enemies of their people, making it almost impossible for them to follow the redeemer cause). Only rules for good champions appear in this book. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if an evil king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code. If you stray from your alignment or violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual (page 409), but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity. The Tenets of Good All champions of good alignment follow these tenets. • You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. • You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them. Redeemer's Tenents • You must first try to redeem those who commit evil acts, rather than killing them or meting out punishment. If they then continue on a wicked path, you might need to take more extreme measures. • You must show compassion for others, regardless of their authority or station. Shelyn's Anathema: destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender Champions's Code (Ancient Elf) Prerequisites Vigilant Seal Tier 1 Cost 0 Fame Pathfinders don’t always find adventure on their own; they often need someone to lead them to where the danger lies. As their guide on perilous treks, your renown grows. When you GM an adventure that grants at least 4 XP, you earn 2 additional Fame and Reputation with the Vigilant Seal faction. You can qualify for the benefit when you run multiple adventures that grant fewer XP so long as the total XP at least equals 4. Special You can benefit from this boon only a number of times equal to your current Reputation Tier with the Vigilant Seal faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. You can only earn additional Fame and Reputation with this boon for one character per adventure you run, even if you have multiple characters who could benefit from this boon. Appears In : Pathfinder Society Leader by Example (Boon) The monster can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. Low-Light Vision (Elf, Race) Prerequisites Vigilant Seal Tier 1 Cost 2 Fame No matter whether you’re a shining beacon of good or a jaded pragmatist with a mission, you must be prepared to shield yourself and your allies against unholy energy. While this boon is slotted, you and any adjacent allies gain resistance to evil damage equal to your Reputation Tier with the Vigilant Seal faction. Appears In : Pathfinder Society Resist Corruption (Boon) A creature with resistance reduces damage dealt to it by the amount listed in its resistance entry (to a minimum of 0 damage). Resistance can specify damage types or certain other properties of attacks. For instance, a creature might be resistant to nonmagical bludgeoning damage, meaning it would take less damage from bludgeoning attacks that weren’t magical, but would take normal damage from a +1 mace or a nonmagical spear. A resistance might have an exception. For example, resistance 10 to physical damage (except silver) would reduce any physical damage by 10 unless that damage was dealt by a silver weapon. If the creature has more than one type of resistance that would apply to the same instance of damage, use only the highest applicable resistance value. It’s possible to have resistance to all damage. If you have resistance to all damage, apply the resistance to each source separately. If an attack would deal 7 slashing damage and 4 fire damage, resistance 5 to all damage would reduce the slashing damage to 2 and negate the fire damage. Resistance to evil 2 (Boon) Prerequisites Vigilant Seal Tier 1 Cost 2 Fame While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls and spell attack rolls to 2. Normal A Level Bump increases a PC’s attack roll and spell attack roll modifiers by 1. Special A PC can only benefit from two mentor boons. Appears In : Pathfinder Society Combat Mentor (Boon) Prerequisites Vigilant Seal Tier 1 Cost 2 Fame No matter whether you’re a shining beacon of good or a jaded pragmatist with a mission, you must be prepared to shield yourself and your allies against unholy energy. While this boon is slotted, you and any adjacent allies gain resistance to evil damage equal to your Reputation Tier with the Vigilant Seal faction. Appears In : Pathfinder Society Resist Corruption (Boon) Thanatos – Abilities & Gear Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. Prerequisites Vigilant Seal Tier 0 Cost 4 Fame This faction boon represents your developing initial contacts with the Vigilant Seal faction, allowing you to gain Reputation with the faction. While you have this boon slotted, you gain Reputation with the faction after a successfully completed adventure, as detailed in its Primary and Secondary Objectives. Normal A character gains no Reputation unless they have a faction boon slotted. Appears In : Pathfinder Society Vigilant Seal Champion (Boon, Faction) Prerequisites Vigilant Seal Tier 2, Vigilant Seal Champion Cost 0 Fame This faction boon represents your expanding connections in the Vigilant Seal faction. While you have this boon slotted, you gain Reputation with the faction after a successfully completed adventure, as detailed in its Primary and Secondary Objectives. In addition, when you slot this boon, you gain one additional boon slot during the adventure. You can use this additional boon slot only for a boon whose prerequisite includes an Vigilant Seal faction tier of 1, 2, or 3. Normal A character gains no Reputation unless they have a faction boon slotted. Appears In : Pathfinder Society Vigilant Seal Champion, Improved (Boon) Prerequisites All Factions Tier 0 Cost 2 Fame To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp. Appears In : Pathfinder Society Wayfinder (Boon) Since the Pathfinder Society’s first day, when adventurers gathered in Absalom to share drinks and swap stories, the Society has been an organization of explorers. The Horizon Hunters is home to those who carry on the proud tradition of ascending the highest peaks, plumbing the darkest depths, and seeing what lies over the next hill. And as sweet as it is to discover a lost ruin or unknown vista, it’s all the better to tell wild tales about the experience and revel in the admiration of peers—particularly if an agent’s deeds might be immortalized in the Pathfinder Chronicles, a widely distributed record of the greatest Pathfinders’ achievements and discoveries. Faction Leader: Hailing from the Sodden Lands, Calisro Benarry (N female half-orc corsair) is a pirate-turned-Pathfinder who made her name as venture-captain of the Arcadian Mariner’s Lodge, a ship- borne Pathfinder lodge aboard the Grinning Pixie, whose command passed between venture-captains every few years. Bucking tradition, Benarry commanded the wheel for a decade, oversaw exploration of the dreaded Gloomspires, and traveled widely before recently being ordered to surrender the ship. She considers that no excuse to settle down, though, and has poured her energy into inspiring curiosity, tenacity, and wanderlust in the Society as a whole, spearheading the Horizon Hunters faction. Motto: Glory Lies Over the Horizon Objectives: The more untouched, unfamiliar, or unknown a site or treasure, the more exhilarating it is to reach it. The Horizon Hunters encourage exploration for its own sake, yet it’s also dedicated to enhancing the reputation of its members—anything from publication in the Pathfinder Chronicles to being the subject of the latest tall tale to circulate the taverns. Iconic objectives include uncovering mythical lost cities, blazing the trail through uncharted territory, and reaching foreboding realms. And if the Pathfinders can look good while doing so, that’s all the better. Year 1 Goal: Calisro Benarry longs to rekindle the public’s wonder and admiration of the Society through daring and inspiring adventures, focusing on two goals. First, she encourages Pathfinders to seek out and overcome public challenges, from beating previous records to blazing trails at the behest of influential patrons. Second, because she believes the Society has stuck to the Inner Sea for too long, she is pushing for a major mission to document a distant land—an endeavor that the people of Absalom will be talking about for years to come. Appears In : Pathfinder Society Horizon Hunters (Faction) Thanatos – Abilities & Gear Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. Weapon Traits The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn. Agile Rune-sealed doors, buried temples, warded vaults, and ancient keeps...these are among the most tantalizing sites for explorers to delve, yet all too often these ruins were abandoned for a good reason: their contents were too dangerous to leave unfettered yet too enduring to destroy outright. The Pathfinder Society has a long track record of unleashing forgotten horrors while in the pursuit of glory and lore. Yet for every imprisoned fiend accidentally released while Pathfinders explore overgrown shrines, the explorers have also uncovered and defeated slumbering evils that would have otherwise emerged to plague the world unforeseen and uncontested. As far as the Vigilant Seal’s concerned, this tradition of cavalier recklessness must change. Faction Leader: Among the most famous Pathfinders of the previous decade, Eando Kline (CG male human explorer) famously explored Varisia, infiltrated the Hold of Belkzen, and plumbed the Darklands’ depths to uncover a lost serpentfolk city. Knowing that further publicity would encourage exploration and goad the serpentine villains to attack the surface, Kline returned to the Grand Lodge ahead of his rival Arnois Belzig, urging the Decemvirate not to publish either of their findings about the site. The Decemvirate dismissed his concerns, and in disgust, Eando Kline resigned from the Society. For the past decade he’s led his own expeditions, always endeavoring to explore more responsibly than the organization he left behind. Yet with news of a change in the Decemvirate and respected colleagues rising to positions of power, Eando Kline has returned to the Society at last, accepting his old wayfinder so long as he can lead in the organization’s reform. Motto: Protect, Contain, Destroy Objectives: Just as the Pathfinder Society decrees that its agents must “Explore, report, and cooperate,” the Vigilant Seal expects its agents to “Protect, contain, and destroy.” Dangerous artifacts are often best kept deep within the Grand Lodge or other secure sites, rather than left where they might cause harm. Where slumbering evils lie chained, agents are expected to ensure every link remains strong. And where those goals are impossible, those agents must be ready to neutralize the threat. The Vigilant Seal encourages its agents to be educated enough to identify and understand hazards, and Eando Kline believes that individual Pathfinders must exercise their own discretion in assessing the danger and knowing when to intervene. Year 1 Goal: The Pathfinder Society’s past is replete with buried dangers, both in sites of expeditions that were never completed and in the vaults below the Grand Lodge. Now that the Society’s leadership has become enamored with unearthing the exploits of the earliest Pathfinders, it’s only a matter of time before agents inadvertently unleash a devastating curse or threat that the likes of Pathfinder Society cofounders Durvin Gest or Selmius Foster thought it wiser not to disturb—Vigilant Seal members must be ready to avert such dangers whenever possible, and to quickly neutralize them if not. Appears In : Pathfinder Society Vigilant Seal (Faction) Weapon Traits On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die. Deadly (1d8) You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. Finesse This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice. Forceful Attacks with this weapon are nonlethal (page 453), and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty. Nonlethal This weapon is long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures. For creatures that already have reach with the limb or limbs that wield the weapon, the weapon increases their reach by 5 feet. Reach You can throw this weapon as a ranged attack. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment specified in the weapon’s Range entry. Thrown 10 ft. An unarmed attack uses your body rather than a manufactured weapon. An unarmed attack isn’t a weapon, though it’s categorized with weapons for weapon groups, and it might have weapon traits. Since it’s part of your body, an unarmed attack can’t be Disarmed. It also doesn’t take up a hand, though a fist or other grasping appendage follows the same rules as a free-hand weapon. Unarmed A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack. Versatile Slsh Gear When Forcing Open an object that doesn’t have an easy grip, a crowbar makes it easier to gain the necessary leverage. Without a crowbar, prying something open takes a –2 item penalty to the Athletics check to Force Open (similar to using a shoddy item). Crowbar Thanatos – Abilities & Gear Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. Gear Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer. Flint and steel You can throw a grappling hook with a rope tied to it to make a climb easier. To anchor a grappling hook, make an attack roll with the secret trait against a DC depending on the target, typically at least DC 20. On a success, your hook has a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway up. Grappling hook A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet). It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage. Torch Traits: Evocation, Invested, Magical Rarity: Uncommon One Action This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones . It serves as a badge of offce for agents of the Pathfinder Society and as a status symbol among adventurers of any stripe. A wayfinder functions as a compass. An indentation in the middle of the wayfinder can hold a single aeon stone (page 604). Placing an aeon stone in this indentation provides you all the benefits of having the aeon stone orbiting your head, but it protects the stone from being noticed or stolen as easily. You invest a wayfinder and the aeon stone within it simultaneously, and they count as only one item toward your investiture limit. An invested aeon stone slotted in a wayfinder also grants its resonant power. If you have more than one wayfinder with an invested aeon stone on your person at a given time, destructive interference from their resonance prevents you from gaining benefits from any of them. You can still benefit from additional aeon stones orbiting your head, just not in wayfinders Activate [one-action] command; Effect The wayfinder is targeted by a 1st-level light spell. Wayfinder, adamant Thanatos – Abilities & Gear