The Cinderlander

Ibid. Oxley Abel's page

795 posts. Organized Play character for Acre.

Full Name



| HP: 30/55 | AC: 20 (15 Tch, 15 Fl) | CMB: +9, CMD: 26 | F: +7 [+9 for hot/cold conditions], R: +12, W: +4 | Init: +6 | Perc: +9 [+10 find traps], SM: -1


| Speed 30ft | Inspiration: 3/3, Ranger’s Focus: 1/1, Inspired: 1/1, Boots of Speed: 10/10, Folio Re-roll: 1/1 | Spells: endure elements, shield | Active conditions:


Male NG Human Investigator 3/Ranger (guide) 2/Fighter (archer) 2 - PFS# 141231-2





Special Abilities

Inspiration (4/day), Ranger's Focus (1/day), Inspired (1/day)








Common, Dwarven, Elven, Orc



Strength 14
Dexterity 22
Constitution 10
Intelligence 16
Wisdom 12
Charisma 8

About Ibid. Oxley Abel


Human fighter (archer) 5/investigator 1/ranger (guide) 2 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 104, 125)
LN Medium humanoid (human)
Init +6; Senses Perception +9

AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 55 (8 HD; 1d8+7d10+5)
Fort +7 (+2 circumstance bonus vs. hot weather), Ref +12, Will +4

Speed 30 ft.

Melee longsword +9/+4 (1d8+2/19-20) or
. . sap +9/+4 (1d6+2 nonlethal)

Ranged +3 adaptive composite longbow +18/+13 (1d8+6/×3)

+3 adaptive composite longbow w/ vital strike +18 (2d8+6/×3)
+3 adaptive composite longbow w/ vital strike & within 30' +19 (2d8+7/×3)
+3 adaptive composite longbow w/ vital strike, within 30', and deadly aim +17 (2d8+11/×3)

+3 adaptive composite longbow +18/+13 (1d8+6/×3)

+3 adaptive composite longbow w/ manyshot
+18 (1d8+6 +1d8+6/x3)
+13 (1d8+6/×3)

+3 adaptive composite longbow within 30’ w/ manyshot
+19 (1d8+7 +1d8+7/x3)
+14 (1d8+7/×3)

+3 adaptive composite longbow w/ deadly aim w/ manyshot
+16 (1d8+10 +1d8+10/x3)
+11 (1d8+10/×3)

+3 adaptive composite longbow w/ deadly aim, within 30’, & manyshot
+17 (1d8+11 +1d8+11/x3)
+12 (1d8+11/×3)

+3 adaptive composite longbow w/ rapid shot, and manyshot
+16 (1d8+6 +1d8+6/x3)
+16 (1d8+6/x3)
+11 (1d8+6/×3)

+3 adaptive composite longbow w/ rapid shot, within 30’, & manyshot
+18 (1d8+7 +1d8+7/x3)
+18 (1d8+7/x3)
+12 (1d8+7/×3)

+3 adaptive composite longbow w/ rapid shot & deadly aim & within 30’ & manyshot
+15 (1d8+11 +1d8+11 /×3)
+15 (1d8+11/×3)
+10 (1d8+11/×3)

Special Attacks combat style (archery), ranger's focus
Investigator Extracts Prepared (CL 1st; concentration +4)
. . 1st—endure elements, shield

Str 14
Dex 22
Con 10
Int 16
Wis 12
Cha 8

Base Atk +7; CMB +9; CMD 26

Feats Deadly Aim, Dodge, Manyshot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Vital Strike, Weapon Focus (longbow)

Traits inspired, truth’s agent

Craft (alchemy) +7 (+8 to create alchemical items)
Diplomacy -1 (+0 to gather information)
Knowledge (arcana) +13 +1d6
Knowledge (dungeoneering) +13+1d6
Knowledge (engineering) +13 +1d6
Knowledge (geography) +13 +1d6
Knowledge (history) +12 +1d6
Knowledge (local) +17 +1d6
Knowledge (nature) +13 +1d6
Knowledge (nobility) +13 +1d6
Knowledge (planes) +13 +1d6
Knowledge (religion) +12 +1d6
Perception +9
Spellcraft +7 +1d6
Stealth +10
Survival +5 (+7 to avoid becoming lost)

Languages Common, Dwarven, Elven, Orc

SQ alchemy (alchemy crafting +1), inspiration (3/day), track +1, trapfinding +1, trick shot (trick shot: disarm[APG]), wild empathy +1

Combat Gear boots of speed (x10 rounds of haste) (50), oil of align weapon, oil of align weapon, pathfinder pouch[i], [i]potion of fly, potion of invigorate, potion of negate aroma, potion of remove sickness, potion of touch of the sea, scroll of resist energy, resist energy, wand of cure light wounds (30 charges), wand of gravity bow (50 charges), air crystal (2), alchemist's fire (5), antitoxin (2), bladeguard[APG], holy water (4), smelling salts[APG], vermin repellent[UE] (2), x20 arrows w/ weapon blanch (adamantine), x20 blunt arrows w/ weapon blanch (adamantine), x10 arrows w/ weapon blanch (cold iron), x10 blunt arrows w/ weapon blanch (cold iron), x10 arrows w/ weapon blanch (ghost salt), x10 arrows w/ weapon blanch (ghost salt), x10 arrows w/ weapon blanch (silver), x10 arrows w/ weapon blanch (silver), x10 seeking arrows

Other Gear +1 chain shirt, +3 adaptive composite longbow (+2 Str), arrows (80), blunt arrows[APG] (60), longsword, sap, belt of incredible dexterity +4, wayfinder[ISWG], backpack, bedroll, canteen[UE], hot weather outfit[APG], journal[UE], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, silk rope (50 ft.), smoked goggles[APG], (x1) sunrod, trail rations (6), weapon cord[APG], 30 gp

Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired (1/day) Roll twice and take the better result on a skill or ability check.
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Truth’s Agent +1 to Diplomacy to gather information.
Vital Strike Standard action: x2 weapon damage dice.
Dayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Can cast daylight.

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Custom Order (Boon): You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.
Custom Order Boon Selected: +2 Enhancement Bonus (1,660.5gp for 10x +2 enhancement arrows)

The old man's tale...:

Ibid isn’t a real name, it is a reminder of failed potential. A poor attempt at humor and a tribute to an older sibling, who was the measure and reference for everything Ibid tried to live up to. He’d given the name to himself, after washing ashore on an unfamiliar beach, hundreds of miles from home, nearly burned to death. He’d always been compared to his elder brother, they were the same but only years apart, and after surviving a harrowing wreck at sea, Ibid’s new goal in life was to live up to this comparison.

Born to a family of privilege and learning, on the island nation of Hermea. The red sandstone walls of Promise and the resolute will of Mengkare protected his childhood, leaving sixteen years of structured, regimented study, pondering countless curriculums and intellectual musings. His mother and father were scholars of no small note, each targeted from separate, far-flung corners of the Inner Sea and recruited for citizenship by agents of Hermea. His elder brother seemed greater than the sum of their individual parents, delivering astonishing breakthroughs within the fields of alchemy, natural science, engineering, and the arcane arts; recognized for his unlimited potential and as one who could be the long awaited realization of Mengkare’s Glourious Endeavor.

And yet, when it was Ibid’s time to shine, he failed spectacularly. At the age of 16 he was unable to secure his citizenship by passing the trial set before him, required of all citizens of Hermea. And in one night, found himself no longer apart of his family- not by their choosing, but by his own. The unforgivable shame and dishonor he felt, drove him to skulk beyond the red sandstone walls of Promise and barter passage off the island of Hermea on a departing Sargavan vessel. He knew he did not deserve to be a part of this Glorious Endeavor, and chose a lonely, desolate exile warranted by his failures.

But the Sargavan vessel never reached its destination, and days after setting out from Promise, the half-charred and nearly drowned body of Ibid washed ashore on the western coast of Cheliax. He could not remember what happened in detail, and found only vague effigies in sleep of the agonizing sear of fire and the dread of slipping beneath dark, ravenous waves.

With the help of the local chelish that found his pitifully burned and charred body, clearly on the verge of death, he was introduced to someone who could help him mend. He was introduced to a devil by the name of Auxziauk and after some time spent listening to the honeyed words and perfectly structured logic of the creature, Ibid sold his soul. The first of his three wishes was used to repair the ravages of fire which had crippled his body but left his mind unscathed, though he wanted a portion of the scars to remain as a reminder.

Then he fled the cruel land of devils with haste and began to travel the world, eventually joining the Pathfinder Society to sustain his wanderlust and the unyeilding urge to perpetually keep moving. A childhood spent in stuffy, ordered lectures left Ibid with a desire to explore the world and to keep others from the monotony and torture of strictly regimented life, which is perhaps why the Pathfinder Society appealed to him so much. But beyond that, there was fearful drive pushing Ibid, as if he were afraid to stay in one place for too long and an unshakeable feeling that something unstoppable was hiding just behind his sight, lying in wait beyond the darkening horizon, ever creeping and drawing near.

Along these travels he met a keleshite man who was beyond clever, but was sadly the father to a dying son. This man, had fate been different, was beyond smart enough to have schooled Promise itself, having the capacity of mind to do great and seemingly limitless things. If fate had been different, and far less cruel, this father should have watched his son grow. But such a fate was not to be found for the man, nor his son.

Ibid never really knew where the man, his wife, and child had come from. They certainly seemed born of the desert sands of Casmaron, but would never truly confirm if this were true. Ibid only knew that many other children from where they had fled, all precious and fragile in their youth, were similarly afflicted and doomed just like the keleshite' son. What made matters worse, the ailment the boy was stricken with appeared all but impossible to cure by most means magical and medical. Even the merciful spells of the devoutly faithful had been too late to save the children of their homeland before its deadly effects were felt. Yet, Ibid knew of one treatment that in all probability had not yet been tried, though its cost could not be measured in gold, its worth was simply one-third of his soul.

Looking back later, he could never quite remember how long he and the family debated using a wish to save the boy. It felt like years of circling discussions, each never ending with an agreement. Ibid pushed to use a wish, the family felt they could never ask such a request of him. In the end, Ibid only realized how unnessissary the debates truly were after Darius let slip that he and his wife had no way to stop Ibid. If Ibid chose to use a wish, there were no means by which they could prevent him. He did not need their permission, after all. Though the father had always made it clear that he could never repay Ibid for a gesture so grand, and so, by the same fact, could not ask Ibid to do such a thing. But the price was Ibid's to pay and he thought he was willing to pay it. What haunted him later, and haunts him still, was the lingering question- was he so willing to give up a wish to save the boy because he was truly a good man, or was it a foolhardy, desperate attempt to buy his way out of a damned fate by currying favor with merciful, forgiving gods? Later, when Auxziauk was summoned at a cross-roads and Ibid spent his second wish, the devil questioned the man's motives as well, though all the while relished the questioning with a devious sense of enjoyment.

When Ibid's doomed fate became more than he could withstand, the boy's father stepped in and proposed a plan. The specifics seemed outlandish and far fetched, but Ibid was willing to grasp at any chance of avoided the terrible fate had he condemned himself to. In the end their plan utterly failed, just as Ibid feared it would, and what made it worse, the boy's father had taken his own place in hell. Selfishly, it always seemed to Ibid, he had to use his third wish to save himself yet again, just as his first had been used. Three wishes spurned and only one use to help anyone other than himself.

For twenty-eight long years since we washed up, half-dead on the shores of Cheliax, the looming failures of his past drove Ibid to a continued escalation of greater and more perilous undertakings as a pathfinder, as if to redeem his past misgivings. Fueled by a drive to prove his worth and perhaps gain some knowledge to correct the grievous mistakes he had made. He endeavored to prove his worth, and maybe one day earn the citizenship he failed to secure in Promise, but first he had the impossible task of freeing a father from serving a sentence for a crime he did not commit.

PFS# 141231-2
Current Prestige Points: 4
Current Fame: 6

Spending of Prestige Points:
Game 01, 05-08: None
Game 02, 00-06: 2 PP spent for a one time purchase of less than 750 gold, buying a wand of cure light wounds.
Game 03, 04-15: None
Game 04, 06-05: None
Game 05, 02-03: None
Game 06, 06-06: None
Game 07, 06-08: None
Game 08, 05-99: None
Game 09, 06-09: None
Game 10, 06-12: 2 PP spent for a one time purchase of less than 750 gold, buying a wand of gravity bow.
Game 11, 06-14: 10PP spent for a Dayfinder. 6PP spent for the Vanity: Information Broker.
Game 12, 06-15:
Game 13, 06-19:
Game 14, 06-17:
Game 15, 06-18:
Game 16, 03-06:
Game 17, 07-00:
Game 18, 07-02:
Game 19, 06-98:
Game 20, 03-15:
Game 21, 06-11:
Game 22, 06-03:

Completed Scenarios:
01. PFS 05-08: The Confirmation
02. PFS 00-06: Black Water
03. PFS 04-15: The Cyphermage Dilemma
04. PFS 06-05: Slave Ships of Absolom
05. PFS 02-03: Murder on the Throaty Mermaid
06. PFS 06-06: Halls of the Flesheaters
07. PFS 06-08: Segang Expedition
08. PFS 05-99: The Paths We Choose
09. PFS 06-09: By Way of Bloodcove
10. PFS 06-12: Scions of the Sky Key, Pt1
11. PFS 06-14:Scions of the Sky Key, Pt2
12. PFS 06-15: Scions of the Sky Key, Pt3
13. PFS 06-19: Test of Tar Kuata
14. PFS 06-17: Fires of Karamoss
15. PFS 06-18: From Under Ice
16. PFS 03-06: Song of the Sea Witch
17. PFS 07-00: The Sky Key Solution (GenCon Special)
18. PFS 07-02: Six Seconds to Midnight (GenCon)
19. PFS 06-98: Serpents Rise (GenCon Pregen Special)
20. PFS 03-15: Haunting of Hinojai (Pregen)
21. PFS 06-11: Slave Master's Mirror
22. PFS 06-03: The Technic Siege
23. PFS 02-06: Heres of Man Pt1

24. PFS 07-09: The Blakros Connection