About Ilyaleh Kajij
As a result, when Ilyaleh escaped, the store she'd been held captive in was burned to the ground. At least one of her tormenters was in the mess, but she didn't know or care. She ran back to her parents and they packed up their things and moved on. They were clearly not welcome here - and they didn't want to deal with the locals, enraged at the damages and unaware of why it had happened.
This incident caused Ilya to stay away from people. Her friends were the animals she encountered here and there. Her fox familiar, Ara, is one such creature. Although she eventually recovered from her traumatic experience and mostly handles interactions with others well - potentially better than the other, more hot-headed members of her race - she still doesn't actually like people. As such, she doesn't have any friends. She doesn't really, um. Talk to people, per se, but Ara has begun encouraging her to actually give them a try, if only for the novelty of the experience.
After all, if the worse thing that comes out of trying to work with people is that she gets to tell her familiar that she'd told him people were bad news... Well, that wasn't so bad. She'd at least try. And who knew? Maybe he was right - maybe she'd find people that weren't selfish and caught up in their own goals.
People who wanted to be free.
Male fox (Pathfinder RPG Ultimate Magic 112)
CN Tiny magical beast (animal)
Init +1; Senses low-light vision, scent; Perception +7
AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Str 9, Dex 13, Con 11, Int 6, Wis 11, Cha 6
Base Atk +0; CMB -1; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +1 (+13 to jump), Heal +1, Perception +7, Spellcraft -1, Survival +0 (+4 to to track by scent), Use Magic Device -1; Racial Modifiers +4 Survival to to track by scent
SQ hunting, improved evasion
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Season 8 Rewards:
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 spell-like 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 x3 or x4, 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.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
0/3 Liberate one or more slaves, captives, or hostages during an adventure.
0/1 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.
0/1 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).
0/2 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.
0/2 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).
0/2 Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.
0/1 Possess a CMD against a 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.
0/3 – 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes count as one goal for earning faction rewards; checking all 5 counts as two goals.