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About Fendel, CSI: AbsalomFendel Meniska
Bot Me!:
Fendel will use Perception checks and Trapspotter to disable locks and traps as needed before the team goes through a door. Early in combat, Fendel will try to use the correct Knowledge skill to learn about the opponent (if appropriate). Fendel will then use a swift action to use Studied Combat, then either shoot or reposition to use his bow without provoking AoO's {Please see the matrix below for actual "to hit" & "damage" bonuses}. Ranged +1 Holy Merciful Darkwood composite longbow:
+1 Holy Merciful Darkwood composite longbow +17/+12 1d8+3 (+1d6 NL) {Point Blank} +18/+13 1d8+4 (+1d6 NL, +2d6 vs evil) {Deadly Aim} +14/+9 1d8+9 (+1d6 NL, +2d6 vs evil) {DA/PB} +15/+10 1d8+10 (+1d6 NL, +2d6 vs evil) {DA/PB/Studied Combat} +18/+13 1d8+10+3 (+1d6 NL, +2d6 vs evil) {DA/PB/Studied Combat/Gravity Bow} +18/+13 2d6+10+3 (+1d6 NL, +2d6 vs evil) {DA/PB/Studied Combat/BANE} +18/+13 1d8+10+3+2d6 (+1d6 NL, +2d6 vs evil) {DA/PB/Studied Combat/Gravity Bow/BANE} +18/+13 2d6+10+2+2d6 (+1d6 NL, +2d6 vs evil) Offense:
Speed 30 ft. Melee mwk cold iron rapier +13/+8 (1d6+2/18-20) or bomb +16 (1d6+9 Fire) Special Attacks bomb 13/day (1d6+6 fire, DC 17) Defense:
AC 25, touch 16, flat-footed 16 (+6 armor, +5 Dex, +3 Deflection, +1 dodge) hp 94 (14 HD; 10d8+4d10) Fort +14, Ref +16, Will +10; +2 bonus vs. poison Defensive Abilities: Trap Spotter (10'); trap sense +2 Magic & Extracts:
Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +11) 1st—Authenticating Gaze, Bomber's Eye, Crafter's Fortune, Endure Elements, Expeditious Retreat, Instant Clot, Invisibility Alarm, Jump, Monkey Fish, Petulengro's Validation, Polypurpose Panacea, Targeted Bomb Admixture (2) Investigator (Empiricist) Extracts Prepared (CL 7th; concentration +15)
Occultist
Implement Schools (6 generic focus)
Formula Books:
Alchemist Level 1 ~ Authenticating Gaze, Bomber's Eye, Crafter's Fortune, Endure Elements, Expeditious Retreat, Invisibility Alarm, Jump, Monkey Fish, Petulengro’s Validation, Polypurpose Panacea, Targeted Bomb Admixture Investigator Level 1 ~ Ant Haul, Anticipate Peril, Comprehend Languages, Cure Light Wounds, Enlarge Person, Heightened Awareness, Keen Senses, Reduce Person, Shield, True Strike Investigator Level 2 ~ Aid, Alchemical Allocation, Barkskin, Darkvision, Delay Poison, False Life, Invisibility, See Invisibility, Spider Climb, Tattoo Potion
Arrows:
Blunt (16) Cold Iron (30) Durable (40) Dye (5) Grappling hook (3) Holy Weapon balm (30) Incendiary (10) Raining (10) Silver (47) Smoke (5) Tangle shot (5) Weapon blanch ~ adamantine(30) Weapon blanch ~ ghost salt(30) Whistling (10) —————
Statistics:
————— Str 14, Dex 18, Con 12, Int 28, Wis 10, Cha 7 Base Atk +10; CMB +15; CMD 27/22FF Saves Shortcut:
[dice=Fortitude]1d20+14[/dice] [dice=Reflex]1d20+15[/dice] [dice=Will]1d20+10[/dice] Feats:
Alertness {bonus Human} Deadly Aim {3rd level} (-3/+6) Deific Obedience {11th level} Dodge {bonus Fighter 2nd level} Extra Bombs {bonus Alchemist} Extra Investigator Talent {5th level} Extra Investigator Talent {7th level} Point-Blank Shot {1st Level} Precise Shot {bonus Fighter 1st level} Ranged Study (longbow) {9th Level} Throw Anything {bonus Alchemist} Weapon Focus {bonus Fighter 4th level} Xenoglossy {13th level} Traits
Skills {+2 Luck bonus from Game of Passing Fortune NOT included}:
Acrobatics +16 Appraise +13 Bluff +18 {+11 to lie (Student of Philosophy)} (14 ranks {Headband of Vast Int}, +3 class skill, -2 CHA, +3 Pheromones<Alchemical Discovery>) +1d6 Climb +6 Craft (alchemy) +25 (+5 with Crafter's Fortune) Diplomacy +16 {+25 for gather information (Ceaseless Observation)/ +25 to persuade others (Student of Philosophy) (12 ranks, +3 class skill, -2 CHA, +3 Pheromones<Alchemical Discovery>)+1d6 Disable Device +36 +1d6 {includes Ring of Maniacal Devices} (+2 vs. magic traps, +24 to checks if more than five feet away from device) {14 ranks, +3 class skill, +9 INT, +2 masterwork tools, +5 competence bonus, +2 trapfinding} Disguise +2 +1d6 Escape Artist +21 (13 ranks, +3 Class skill, +5 DEX) Fly +13 Handle Animal +3 Heal +15 +1d6 Intimidate +5 +1d6 (1 rank, +3 class skill, -2 CHA, +3 Pheromones<Alchemical Discovery>) Knowledge (arcana) +30 +1d6 (+2 to understand the nature and ways of dragons) +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, +1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (dungeoneering) +30 +1d6 +2 with Clear Ear {4 ranks, +3 class skill, +9 INT, +9 mindchemist, +1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (engineering) +30 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (geography) +30 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (history) +30 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (local) +30 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (nature) +30 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (nobility) +30 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (planes) +31 +1d6 +2 with Clear Ear {3 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Knowledge (religion) +31 +1d6 +2 with Clear Ear {3 ranks, +3 class skill, +9 INT, +9 mindchemist, + 1 Research Specialist Boon, +4 Sacred} +2 circumstance bonus if able to use Pathfinder Chronicles Linguistics +25 +1d6 (13 ranks, +3 Class skill, +9 INT) Perception +38 +1d6 {includes Lenses of Detection} (+2 vs. magic traps) +2 with Clear Ear {14 ranks, +3 class skill, +9 INT, +5 competence bonus, +4 Alertness, +1 Archer archetype, +2 alchemical bonus} Ride +11 Sense Motive +30 +1d6 (+2 to distinguish between true statements and exaggeration regarding esoteric topics) (14 ranks, +3 class skill, +9 INT, +4 Alertness) Sleight of Hand +11 +1d6 Spellcraft +22 +1d6 (10 ranks, +3 class skill, +9 INT) Stealth +16 Survival +17 +5 to track ~ Lenses of Detection (14 ranks{Headband of Vast Intelligence}, +3 class skill) (+2 to notice and follow tracks in Arctic environments, +5 to avoid becoming lost) Swim +6 Use Magic Device +26 (14 ranks {Headband of Vast Intelligence}, +3 class skill, +9 INT) Skill Shortcuts:
[dice=Acrobatics]1d20+16[/dice] [dice=Appraise]1d20+13[/dice] [dice=Bluff]1d20+18+1d6[/dice] +11 to lie [dice=Climb]1d20+6[/dice] [dice=Craft Alchemy]1d20+25[/dice] [dice=Diplomacy]1d20+25+1d6[/dice] [dice=Disable Device]1d20+36+1d6[/dice] [dice=Disguise]1d20+2+1d6[/dice] [dice=Escape Artist]1d20+21[/dice] [dice=Fly]1d20+13[/dice] [dice=Handle Animal]1d20+3[/dice] [dice=Heal]1d20+15+1d6[/dice] [dice=Intimidate]1d20+5+1d6[/dice] [dice=Knowledge (arcana)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (dungeoneering)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (engineering)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (geography)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (history)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (local)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (nature)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (nobility)]1d20+28+1d6[/dice] +2 with Clear Ear [dice=Knowledge (planes)]1d20+29+1d6[/dice] +2 with Clear Ear [dice=Knowledge (religion)]1d20+29+1d6[/dice] +2 with Clear Ear [dice=Linguistics]1d20+25+1d6[/dice] [dice=Perception]1d20+38+1d6[/dice] +2 for traps [dice=Ride]1d20+11[/dice] [dice=Sense Motive]1d20+30+1d6[/dice] [dice=Slight of Hand]1d20+10+1d6[/dice] [dice=Spellcraft]1d20+22+1d6[/dice] [dice=Stealth]1d20+16[/dice] [dice=Survival]1d20+17[/dice] +5 to Track | +2 to avoid getting lost [dice=Swim]1d20+6[/dice] [dice=Use Magic Device]1d20+26[/dice] Languages:
Abyssal Alko Aquan Auran Azlanti Celestial Common Draconic Dwarven Elven Giant Hallit Ignan Infernal Osiriani Osiriani, Ancient Protean Skald Sylvan Terran Tien Varisian Special Qualities:
Alchemy (alchemy crafting +5) cognatogen, discovery <Pheromones> Inspiration (10/day) Investigator Talents (expanded inspiration, underworld inspiration) Keen Recollection Perfect Recall Quick Study Racial Modifiers Ceaseless Observation Stand Up May stand from prone without provoking as a SWIFT action, or provoking as a FREE action (Investigator Talent) Trapfinding Trap Spotter +2 Whenever you come within 10' of a trap, the GM secretly makes an immediate Perception check to notice the trap. Unfailing Logic (Ex) An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. Combat Gear (Magic):
cognatogen elixir of spirit sight oil of align weapon oil of daylight oil of invisibility oil of magic weapon (4) potion of aid potion of blur potion of cure moderate wounds (3) potion of darkvision potion of delay poison potion of feather step (2) potion of fly (2) potion of heroism potion of negate aroma (2) potion of remove sickness (2) potion of resist acid 10 potion of resist cold 10 potion of resist electricity 10 potion of resist fire 10 snapleaf Wand of Infernal Healing (32 charges) Wand of Longstrider (50 charges) Wand of Shield (33 charges) Alchemical Gear:
acid (5) {1d6 acid damage, splash} acid neutralizer (2) air crystal (3) alchemical glue alchemical grease (2) alkali flask (5) {1d6 acid damage, 2d6 vs oozes} antiplague (4) antivenom bloating solution (5) {various effects to oozes} blood-boiling pill (3) Book of Puzzles {9/10} cardice oil {flash freeze water} congealer spray (5) {can stagger oozes and plants, neutralizes "split" ability} deodorizing agent (3) durable arrow (40) holy water (4) holy weapon balm(3) ghast retch flask (3) impact foam liquid ice (10) {1d6 cold damage, splash} lyddric essence (4) {1d6 acid damage, 2d6 vs plants} silver arrows (50) smelling salts smoke pellet, smog (6) suffocating powder (5) tangleshot arrow (5) troll oil (3) ultimate solvent (2) vermin repellent (4) weapon blanch (adamantine) (3) weapon blanch (ghost salt) (3) wismuth salix (2) Other Gear:
+2 Mithral Chain Shirt +1 Holy Merciful Darkwood composite longbow (+2 Str) arrows (20) Boro bead(2nd level) Book of Puzzles {6/10} blunt arrows (20) incendiary arrow (10) masterwork cold iron rapier masterwork tool {Perception} smoke arrows (5) whistling arrow (20) Bead of Newt Prevention Ignore effects of a Baleful Polymorph if save is failed.
————— Special Abilities:
Abjuration (+2 Mithril Chain Shirt) Abjuration implements are objects associated with protection and wards. Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield. Aegis +1 (Su) 1 focus: Grant armor or shield enhancement bonus and special ability. Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+8 (12/day, DC 19) (Su) Thrown Splash Weapon deals 1d6+7 fire damage. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+8) Cognatogen (DC 17) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Deific Obedience Perform daily obedience to gain +4 sacred bonus to all knowledge checks Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Implements (Su) Gain a series of items which grant access to schools and powers. Inspiration (+1d6, 10/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability. Mental Focus (9/day) (Su) You have a pool of points that activate your focus powers. Mind Barrier (-2 damage) (Sp) 1 focus (wift action) / 2 focus (Immediate action): Reduce next damage taken before next turn as an Immediate action. Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Pheromones (Su) +3 competence bonus on Bluff, Diplomacy, and Intimidate checks. Physical Enhancement +2 (Constitution) (Su) Implement grants bearer enhancement to one physical attribute. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Quick Study Can use his Studied Combat as a swift action instead of a move action. Ranged Study (Longbow) Gain bonuses and can use studied combat and studied strike with chosen weapon. Studied Combat As a swift action, an Investigator can select a target. Against this target, he gains 1/2 his level as an insight bonus to attacks and damage in rounds equal to his Intelligence modifier. (8 rounds) Studied Strike As a free action, an Investigator may end his Studied Combat to deal 1d6 precision damage to his target. (Cannot be use against targets with concealment) Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Transmutation (+1 Holy Merciful Longbow) Transmutation implements can alter the properties of both objects and creatures.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Trick Shot: Sunder - You can perform the sunder combat maneuver with a bow against any target within 30', with a -4 penalty to CMB. Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained). Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects. Warding Talisman (Su) Implement grants Resistance bonus to saves. Boons:
Season 5 Player Boon #14 Research Specialist The Confirmation #5-08 Explore, Report, Cooperate The Confirmation #5-08 Friend of Janira Gavix (+1 bonus on Knowledge check while in the Grand Lodge) Legacy of the Stonelords #6-00 Sky Citidel Reclaimer-Secrets of Creation. Once per day you can cast Magic Weapon as a spell like ability. Dragon'd Demand (1) Scalefriend- You may call on the kobold Nighttail for aid. The Segang Expedition #6-08 Ragdya's Blessing - Gain a climb speed of 20' for 1d4 rounds. (1 time use). The Dragon's Demand (3) Dragon Slayer ~ The next time you encounter a dragon, gain a permanent +2 on Reflex saves against breath weapons of dragons of that type, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC against that type of dragon. Dragon type: TBD The Dragon's Demand (3) Friend of the Green ~ Call on Azmur Kell for assistance (3 times) Fires of Karamoss #6-17 Outstanding Bounty ~ In City of Brass, collect bounty. Alternately can be used with native to Plane of Fire to gain +10 to a diplomacy check (1 time use). Fires of Karamoss #6-17 Redoubt's Repairs ~ Forgo Day Job check to recharge item. Test of Tar Kuata #6-19 Enlightened Ambassador ~ Enter a trance for one hour to gain one of the following benefits: +4 insight bonus to a saving throw against mind-affecting effect, increase speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. (1 time use). From Under Ice #6-18 Warm Friend in a Cold Land ~ In Irrisen, apply a +2 circumstance bonus on all Diplomacy checks. You may do this outside Irrisen once (cross off chronicle sheet). Valley of Veiled Flame #6-07 Crystalcrag Liberator ~ At the beginning of an encounter with hostages or other captives who have a starting attitude of at least indifferent toward you, you can cross this boon off your chronicle sheet to increase your base speed by 10 feet, gain a +3 dodge bonus against AoO's, and a +2 morale bonus on combat maneuver checks for the duration of the encounter. Serpent's Rise #6-98 Trusted Pathfinder ~ Elven Rune-Cloak. Acts as a Cloak of Elvenkind and a Cloak of Resistance (+2). The Golden Serpent #3-24 Raktavarna Improved Familiar The Golden Serpent #3-24 Sendeli Foxglove's Favor The Silver Mount Collection #6-02 Friend of the Family ~ Gain a permanent +1 bonus on Diplomacy and Knowledge (Nobility) checks made within Absalom. To Judge a Soul, Part 2: Karma Reclaimed #7-08 Spirits of the Past Siege of Serpents #6-97 Pathfinder's Excellence (Combat) Siege of Serpents #6-97 Pathfinder's Excellence (Resilience) The Slave Master's Mirror #6-11 Daring Rescue ~ Reduce body and gear recovery by 3 PP. The Slave Master's Mirror #6-11 Gnoll Tactics ~ Adds feats and archetypes to all my PFS Organized Play characters. Captive in Crystal #7-13 Elemental Saturation ~ Captive in Crystal #7-13 Expert Negotiator ~ Add +4 bonus on one Bluff, Diplomacy or Intimidate check. If using that check to influence a genie or any creature with the air, earth, fire, or water subtype, roll the check twice and take the better result (1 time use) Orders from the Gate Hellknight's Respect ~ Allows for entry/selection into Prestige Classes Orders from the Gate Reinforcing Alliances ~ +2 bonus on all Diplomacy, Bluff and Intimidation checks against members of a Hellknight Order. Libertys Edge S7:
FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the
Libertys Blade S8:
FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the
Completed Scenarios:
PSF#: 151777-2
# 1 - 5-19 The Horn of Aroden
38 XP / 71 Fame / 52 PP / 11683 GP
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