Lassiviren

Fendel, CSI: Absalom's page

661 posts. Organized Play character for TriShadow.


Full Name

Fendel Eurathmus Meniska

Race

Buffs: Clear Ear, Bloodboil Pill, Longstrider, Darkvision, Life Bubble, Shield, False Life, Delay Poison, Expeditious Retreat, Gravity Bow

Classes/Levels

Perception +36 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +25 +1d6

Gender

HP: 73/74 | AC: Current:27 (15 T/20 FF) Normal:21 (15T/16FF) Fort +11, Ref +14, Will +8 | Initiative: +8 |

Size

Buffs: Clear Ear, Blood Boil Pill

Age

24

Alignment

Lawful Neutral

Deity

Athiest

Languages

Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Ignan, Infernal, Osiriani, Ancient Osirian, Skald, Sylvan, Terran, Tien, Varisian

Occupation

Alchemist

Strength 14
Dexterity 18
Constitution 12
Intelligence 26
Wisdom 9
Charisma 7

About Fendel, CSI: Absalom

Fendel Meniska
View Portrait
Male human alchemist (mindchemist) 2/fighter (archer) 4/investigator (empiricist) 4/ occultist 1
LN Medium humanoid (human)
Init +8; Senses Perception +34 (+2 with Clear Ear){+2 for traps}

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 a combat, Fendel will try to use the correct Knowledge skill to learn about the opponent (if appropriate).
Fendel will then use a move 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 Merciful Darkwood composite longbow +14/+9 1d8+3 (+1d6 NL)
{Point Blank} +15/+10 1d8+4 (+1d6 NL, +2d6 vs evil)
{Deadly Aim} +11/+6 1d8+9 (+1d6 NL, +2d6 vs evil)
{DA/PB} +12/+7 1d8+10 (+1d6 NL, +2d6 vs evil)
{DA/PB/Studied Combat} +14/+9 1d8+10+2 (+1d6 NL, +2d6 vs evil)

Offense:

Speed 30 ft.
Melee mwk cold iron rapier +11/+6 (1d6+2/18-20)
or
bomb +13 (1d6+8 Fire)
Special Attacks bomb 12/day (1d6+6 fire, DC 17)

Defense:

AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 dodge)
hp 74 (11 HD; 7d8+4d10)
Fort +13, Ref +14, Will +8; +2 bonus vs. poison
Defensive Abilities: Trap Spotter (10'); trap sense +1

Magic & Extracts:

Alchemist (Mindchemist) Extracts Prepared (CL 2nd; concentration +10)
1st—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 (2)

Investigator (Empiricist) Extracts Prepared (CL 4rd; concentration +12)
1st—Ant Haul, Anticipate Peril, Comprehend Languages, Cure Light Wounds, Enlarge Person, Heightened Awareness, Keen Senses, Reduce Person (DC17), Shield, True Strike
2nd-Aid, Alchemical Allocation, Barkskin, Darkvision, Delay Poison, False Life, Invisibility, See Invisibility, Tattoo Potion

Occultist
Occultist Spells Known (CL 1st; concentration +9)
0 (at will)— mage hand , resistance
1st (3/day)— gravity bow APG, shield

Implement Schools (6 generic focus)
Abjuration (+2 Mithril Chain Shirt, 0 points) Resonant—warding talisman; Focus—aegis +1, mind barrier
Transmutation (+1 Holy Merciful Longbow, 3 points) Resonant—physical enhancement (constitution);
Focus—Legacy Weapon

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, 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 26, Wis 9, Cha 7
Base Atk +8; CMB +12; CMD 25/20FF

Saves Shortcut:

[dice=Fortitude]1d20+13[/dice]
[dice=Reflex]1d20+14[/dice]
[dice=Will]1d20+8[/dice]

Feats:

Alertness {bonus Human}
Deadly Aim {3rd level}
Dodge {bonus Fighter 2nd level}
Extra Bombs {bonus Alchemist}
Extra Investigator Talent {5th level}
Extra Investigator Talent {7th level}
Ranged Study (longbow) {9th Level}
Precise Shot {bonus Fighter 1st level}
Throw Anything {bonus Alchemist}
Weapon Focus {bonus Fighter 4th level}
TraitsReactionary, Student of Philosophy

Skills:

Acrobatics +10
Appraise +12
Bluff +5 {+15 to lie (Student of Philosophy)} (1 rank, +3 class skill, -2 CHA, +3 Pheromones<Alchemical Discovery>) +1d6
Climb +6
Craft (alchemy) +22 (+5 with Crafter's Fortune)
Diplomacy +15 {+24 for gather information (Ceaseless Observation)/ +24 to persuade others (Student of Philosophy) (11 ranks, +3 class skill, -2 CHA, +3 Pheromones<Alchemical Discovery>)+1d6
Disable Device +31 +1d6 {includes Goggles of Minute Seeing} (+2 vs. magic traps, +24 to checks if more than five feet away from device) {11 ranks, +3 class skill, +8 INT, +2 masterwork tools, +5 competence bonus, +2 trapfinding}
Disguise +2 +1d6
Escape Artist +11 (4 ranks, +3 Class skill, +4 DEX)
Fly +10
Handle Animal +3
Heal +10 +1d6
Intimidate +5 +1d6 (1 rank, +3 class skill, -2 CHA, +3 Pheromones<Alchemical Discovery>)
Knowledge (arcana) +22 +1d6 (+2 to understand the nature and ways of dragons) +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (dungeoneering) +22 +1d6 +2 with Clear Ear {4 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (engineering) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (geography) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (history) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (local) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (nature) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (nobility) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (planes) +24 +1d6 +2 with Clear Ear {4 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Knowledge (religion) +22 +1d6 +2 with Clear Ear {2 ranks, +3 class skill, +8 INT, + 8 mindchemist, + 1 Research Specialist Boon} +2 circumstance bonus if able to use Pathfinder Chronicles
Linguistics +22 +1d6 (11 ranks, +3 Class skill, +8 INT)
Perception +34 +1d6 {includes Eyes of the Eagle} (+2 vs. magic traps) +2 with Clear Ear {11 ranks, +3 class skill, +8 INT, +5 competence bonus, +4 Alertness, +2 masterwork tool, +1 Archer archetype}
Ride +10
Sense Motive +25 +1d6 (+2 to distinguish between true statements and exaggeration regarding esoteric topics) (10 ranks, +3 class skill, +8 INT, +4 Alertness)
Sleight of Hand +10 +1d6
Spellcraft +16 +1d6 (5 ranks, +3 class skill, +8 INT)
Stealth +15
Survival +13 (11 ranks{Headband of Vast Intelligence}, +3 class skill, -1 WIS) (+2 to notice and follow tracks in Arctic environments, +5 to avoid becoming lost)
Swim +6
Use Magic Device +22 (11 ranks {Headband of Vast Intelligence}, +3 class skill, +8 INT)

Skill Shortcuts:

[dice=Acrobatics]1d20+10[/dice]
[dice=Appraise]1d20+12[/dice]
[dice=Bluff]1d20+15+1d6[/dice]
[dice=Climb]1d20+6[/dice]
[dice=Craft Alchemy]1d20+22[/dice]
[dice=Diplomacy]1d20+25+1d6[/dice]
[dice=Disable Device]1d20+31+1d6[/dice]
[dice=Disguise]1d20+2+1d6[/dice]
[dice=Escape Artist]1d20+11[/dice]
[dice=Fly]1d20+10[/dice]
[dice=Handle Animal]1d20+3[/dice]
[dice=Heal]1d20+10+1d6[/dice]
[dice=Intimidate]1d20+5+1d6[/dice]
[dice=Knowledge (arcana)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (dungeoneering)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (engineering)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (geography)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (history)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (local)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (nature)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (nobility)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (planes)]1d20+24+1d6[/dice] +2 with Clear Ear
[dice=Knowledge (religion)]1d20+22+1d6[/dice] +2 with Clear Ear
[dice=Linguistics]1d20+22+1d6[/dice]
[dice=Perception]1d20+34+1d6[/dice] +2 with Clear Ear
[dice=Ride]1d20+10[/dice]
[dice=Sense Motive]1d20+25+1d6[/dice]
[dice=Slight of Hand]1d20+10+1d6[/dice]
[dice=Spellcraft]1d20+16+1d6[/dice]
[dice=Stealth]1d20+15[/dice]
[dice=Survival]1d20+13[/dice] +2 to avoid getting lost
[dice=Swim]1d20+6[/dice]
[dice=Use Magic Device]1d20+22[/dice]

Languages:

Abyssal
Alko
Aquan
Auran
Celestial
Common
Draconic
Dwarven
Elven
Hallit
Ignan
Infernal
Osiriani
Osiriani, Ancient
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
Racial Modifiers Ceaseless Observation
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 bless weapon (4)
oil of daylight (2) (1)
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 (2) (1)
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)
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 Merciful Darkwood composite longbow (+2 Str)
arrows (20)
Boro bead(2nd level)
blunt arrows (20)
incendiary arrow (10)
masterwork cold iron rapier
masterwork tool {Perception}
smoke arrows (5)
whistling arrow (20)
Belt of Physical Perfection +2
Cracked Mulberry Pentacle Ioun Stone
Efficient Quiver
Elven-Rune Cloak {6-98 Serpent's Rise ~ Cloak of Elvenkind and Cloak of Ressistance +2}
Eyes of the Eagle
Goggles of Minute Seeing (swapped in for Disable Device checks)
Handy Haversack
Headband of Vast Intelligence +2
Scroll Deja Vu {CL 1 wizard} (x2) Life Bubble {CL 7 cleric}
Scroll Divine Favor {CL 1 cleric} (x2) Life Bubble {CL 7 cleric}
Talisman of Freedom, lesser
Talisman of Life's Breath, lesser Expended on Chronicle #33
Talisman of Life's Breath, lesser
Triskelion Talisman, lesser
Wayfinder {Discerning Vanity ~ Detect Magic at will}
alchemist's kit
chalk (10)
clear ear (5)
cleats
cold weather outfit
masterwork thieves' tools
pathfinder chronicle (10 ~ one for each Knowledge)
pathfinder chronicles, volume 11,
pathfinder chronicles, volume 27
purification pellet (2)
rogue's kit
smoked goggles
snowshoes
sunrod (5)
thieves' tool extenders, common
whetstone (5)
wrist sheath, spring loaded, Wand of Infernal Healing
wrist sheath, spring loaded, Wand of Shield

—————
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.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).

Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.

Empty Quiver Style (Longbow) Make melee atk with chosen weapon as if heavy or light mace.

Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).

Focused Shot +6 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.

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, swift action: Reduce next damage taken before next turn. 2 for
Imm.

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.

Ranged Study (Longbow) Gain bonuses and can use studied combat and studied strike with chosen weapon.

Studied Combat As a move 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. (6 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.
Implements: Belt, boots, sandals, vest, weapon.

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
purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to
control a creature for at least one day, or is explicitly cited as trafficking slaves.
ABOLITIONIST (4+ goals): Once per scenario as a standard action, you can rally a freed slave (pig farmer, NPC Codex 256) for an encounter. At level 5, you can call two pig farmers or a tavern champion (NPC Codex 268). At level 7, you can call three pig
farmers, two tavern champions, or a ruffian (NPC Codex 258). They appear adjacent to you and do not possess their combat gear.
LIBERATOR (6+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice
and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.
--------------------------------------------------------------------
[X][X][X]Liberate one or more slaves, captives, or hostages during an adventure.
[X][]Adventure in two of the following locations: Andoran, Cheliax, Okeno, Numeria, or the River Kingdoms.
[]Serve as a mentor to a named NPC slave whom you freed, effectively raining him or her to join your faction. Doing so requires you to purchase a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 or Pathfinder Player Companion: Pathfinder Society Primer 28 for options) and have your protégé serve as the follower. As an additional follower option, the freed slave can be an Assistant who can automatically succeed at the aid another action once per game session to assist you in combat or on a skill check; this follower type costs 2 Prestige Points.
[X]Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.
[X]After being grappled or physically bound by an opponent, escape with an Escape Artist, Strength, or combat maneuever check. Alternatively, after failing a save against a spell or effect with the compulsion descriptor, end the effect with a subsequent save.
[X]In a region where slavery is legal, deliver a speech against yranny, slavery, or corruption to a crowd of at least 20 participants. Succeed at a Diplomacy or Perform (acting, comedy, or oratory) check with a DC equal to 15 plus your character level.
[][][][][]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Libertys Blade S8:

FREEDOM FIGHTER (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the
purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to
control a creature for at least one day, or is explicitly cited as trafficking slaves.
BOND BREAKER (4+ goals): Once per adventure, you may perform one of two liberating acts. You may cast shatter as a spelllike
ability, with a DC equal to 12 plus half the number of goals you have completed (rounded down). Alternatively, you may
deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapon’s critical
multiplier is ×3 or ×4, you deal 2d10 or 3d10 additional points of damage, respectively.
LIBERATOR (7+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.
----------------------------------------------
[x][x][x]Liberate one or more slaves, captives, or hostages during an adventure.
[x]Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use
the definition of slaver from the Freedom Fighter reward.
[]In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20
participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your
character level).
[x][x]Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental,
fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
[][]Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves,
or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check
(DC = 15 + your character level).
[x][]Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening
innocent lives.
[]Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or
break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not.
[][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character.
Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

Completed Scenarios:

PSF#: 151777-2
Faction: Dark Archive

# 1 - 5-19 The Horn of Aroden
# 2 - 5-08 The Confirmation
# 3 - 6-00 Legacy of the Stonelords
# 4 - 6-01 Trial by Machine
# 5 - 5-23 Carin of Shadows
# 6 - The Dragon's Demand, Part 1 (Module)
# 7 - 6-08 The Segang Expedition
# 8 - The Dragon's Demand, Part 3 (Module)
# 9 - 4-21 Way of the Kirin
#10 - 6-03 The Technic Siege
#11 - 6-17 Fires of Karamoss
#12 - 6-19 Test of Tar Kuata
#13 - 6-12 Scions of the Sky Key, Part 1: On Sharrowsmith's Trail
#14 - 6-18 From Under Ice
#15 - 6-07 Valley of Veiled Flame
#16 - 6-98 Serpent's Rise
#17 - 3-24 The Golden Serpent
#18 - 6-2 The Silver Mount Collection
#19 - 7-06 To Judge a Soul Part 1: The Lost Legacy
#20 - 7-08 To Judge a Soul Part 2: Karma Reclaimed
#21 - 6-97 Siege of Serpents
#22 - 6-11 The Slave Master's Mirror
#23 - 7-13 Captive in Crystal
#24 - 7-25 Orders from the Gate
#25 - 6-21 Tapestry's Toil
#26 - 8-03 Captives in Toil
#27 - 8-09 Forged in Flame, Part 1: The Cindersworn Pact
#27 - 8-11 Forged in Flame, Part 2: Cleansed with Fire
#28 - 3-26 Portal of the Sacred Rune
#29 - 5-05 The Elven Entanglement
#30 - 5-10 Where Mammoths Dare not Tread
#31 - 9-07 Salvation of the Sages
#32 - 6-04 Beacon Below
#33 - 6-23 The Darkest Abduction
#34 - 7-28 Ageless Ambition

30 XP / 59 Fame / 40 PP / 143 GP