Combat Gear+1 ghost touch longsword, adamantine longsword, light mace, dagger, light crossbow, 20 crossbow bolts, +3 heavy wooden shield, +2 breastplate, amulet of natural armor +1, ring of protection +2, belt of physical perfectionOther Gearhandy haversack, pathfinder's kit, soldier's uniform, tabard, wand of cure light wounds (CL 1, 39 charges), wayfinder, 3,316 gp
Special Abilities Heart of the Streets You gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for you. This racial trait replaces skilled.
Dedicated Defender: You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.
Influence: You gain a +1 trait bonus on Diplomacy, and it is always a class skill for you.
Bravery +1: You gain a +1 bonus on Will saves against fear.
Active Defense: You gain a +1 dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. This bonus increases by +1 for every four levels beyond 3rd. As a swift action, you may share this bonus with one adjacent ally, or half of the bonus (minimum +0) with all adjacent allies, until the beginning of your next turn.
Shield Fighter: You gain a +1 bonus on attack and damage rolls when making a shield bash. With a full attack action, you may alternate between using your weapon or your shield for each attack. This action does not grant additional attacks or incur penalties as two-weapon fighting does.
Authoritative Command: As a move action, you can issue orders to three allies who are within 30 feet and can see, hear, and understand you. As long as at least one selected ally obeys your orders during that round, you and each compliant ally all gain a +1 competence bonus on attack rolls, weapon damage rolls, and saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to obey these commands, but do not gain the bonuses if they choose to ignore the commands. At 6th level, this bonus increases to +2. At 8th level, you can use authoritative command as a swift action.
Defy Danger: You gain a +2 bonus on saving throws against charms and compulsions.
Intercept: You gain a bonus equal to 1/2 your class level on combat maneuver checks when using the Stand Still feat, and gain the same bonus to your CMD when an opponent attempts an Acrobatics check to move through a square you threatens.
United Defense: You can select one ally as a swift action. While you are adjacent to this ally, you take a –1 penalty to your Armor Class and the selected ally receives a +2 dodge bonus to Armor Class for 1 round. At 6th level, and again at 10th level, your AC takes an additional –1 penalty and the dodge bonus increases by an additional +2.
Allied Retribution: If you see a creature within 60 feet of you attack an ally or any friendly creature, including yourself, she can select that attacker as a designated adversary. When you do this,you gain a +1 morale bonus on attack rolls and weapon damage rolls against the designated adversary for a number of rounds equal to your class level. You can have a number of designated adversaries up to 1/3 your class level. If you already have your maximum number of designated adversaries selected,you can end the effects of your allied retribution against one of your previously designated adversaries when you select a new one. You can reselect a creature that is already a designated adversary if it attacks an ally or a friendly creature again, allowingyou to restart the effect’s duration.
Boons/Prestige Awards Confirmed Field Agent: You have been formally recognised as a field agent and given a wayfinder engraved with your name and date of graduation ('Samuel Deland, 4th Desnus 4714').
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be postive, negative or negligible regarding a secondary success condition for a scenario. If none of these options accurately reflects the actions impact on your fulfillment of the secondary success condition, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Prediciton of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
-You gain a +5 bonus on a Knowledge check to identify a creature.
-You gain a +2 bonus on any single saving throw.
-You gain a +2 bonus to AC against any single opponent. Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of a 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet, but you take 1d2 points of Dexterity damage when the effects ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
Noqual Ore: Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal. Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process. Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic used while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities. Noqual has 30 hit points per inch of thickness and hardness 10. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp.
Budding Friendship: You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.
Liberty Never Rests: Quick thinking and quicker action are necessary elements of heroism, and you are prepared to act promptly to defend others. You can cross this boon off your Chronicle sheet before rolling initiative to roll twice and take the better result.
Millennial Lore: In return for her freedom, Melabdara promised you a future service. When you would fail to earn a Prestige Point at the end of a scenario, you may call upon Melabdara to provide you with long-lost information that might prove just as enticing to your faction as your assigned mission, and that earns you 1 Prestige Point as though you had completed the faction mission. This boon may only be used for faction missions, and may not apply to a scenario's success conditions. When you use this boon, cross it off the Chronicle sheet.
Eagle Knight: You are invited into the ranks of the illustrious Eagle Knights with the rank of lance corporal. You become specialized in Diplomacy.
Echoing Paradox: A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears either to flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being at two places at once. When you use this boon, cross it off the Chronicle sheet.
Infernal Capital: While in Cheliax, you may request 250 gp worth of precious gemstones of any type for use as spell components. Once you have used this boon, cross it off your Chronicle sheet.
Stoic Spelunker: Although the horrors of Deepmar assaulted both your mind and body, you persevered and learned tricks for quickly recovering from even the most terrifying experiences. You gain a +1 bonus on saves against effects that inflict confusion or deal Wisdom damage. As a full-round action you may recover 1d4 points of Wisdom damage, but you must then cross the entire boon off your Chronicle sheet. If your Wisdom score was reduced to 5 or less during this module, cross this boon off your Chronicle sheet.
Touching the First World: Thanks to your unique experiences into the First World, you now have a greater understanding of the always mysterious fey and the natural world surrounding them. You receive a +1 bonus on Knowledge (nature) checks when dealing with fey creatures.
The origins of many adventurers and heroes tell of tragic childhoods or adversity overcome. Samuel Delands childhood lacked any such angst or drama. Instead, Samuel was raised by two loving and inspiring parents in the Andoran capital, Almas. His mother was an optimistic fishmonger, and his father was an upstanding member of the Eagle Knights. Young Samuel adored his parents, especially his father, and wanted for nothing more than to follow in the mans footsteps. The respected Eagle Knight nurtured the childs aspirations, telling him stories nightly of freedom and heroism. By the time Samuel was old enough to hold a training sword, his father bought him one and trained the boy whenever they had the time to spare.
Over the years Samuels father became more important within the Eagle Knights, and his time became more scarce. Despite his busy schedule, he still made time to train his son and dote on his wife. For his fourteenth, Samuels father took the boy to the home of the Eagle Knights, the Golden Aerie. On that day, Samuel mentally commited himself to the Eagle Knights and their cause, vowing that he would join their ranks and make his father proud. His family were delighted at their only sons aspiration, but concerned that the youth may not get a chance to see the world as a member of the organisation, they encouraged Samuel to hone his combat skills with his father for a few more years, before travelling the Inner Sea. Eager to please his parents, Samuel agreed.
Samuel completed his fathers regime over the next year, enroling in the Andoran military shortly afterwards.There, he completed a two years term as a proud soldier of the Andoran army, but he came to realise that he would have to truly stand out from the crowd in order to make it as an Eagle Knight. At his eighteenth birthday celebration, his father advised that he had secured him a spot training at the Grand Lodge as a member of the Swords within the Pathfinder Society. Despite being alittle reluctant at first, Samuel graciously accepted his fathers gift and departed his dear home for Absalom.
Samuel has spent the past three years at the Grand Lodge, progressing smoothly through his training. While he has proved to be more than competent as a warrior, Samuels true strength has been displayed in his willingness to defend and represent his team, emulating the heroism and leadership traits he has grown up idolising in his father. Between his stints in training, Samuel acts as a soldier for the Andoran emissary. Having now completed his training at the Grand Lodge, Samuel has elected to stay on at the Pathfinder Society and represent the values on Andoran, while beginning his application to the Golden Aerie.
Samuel Deland is an all-around patriot, believing in all of the things that make Andoran great. To that end, he always strives to make Andoran even better. He is a very dedicated friend, displaying a set group of ideals, one being that hs is strictly opposed to any form of oppression. He will not risk an ally lightly, and would die before a single innocent victim is harmed. While a patriot, Samuel is not above standing up to his superiors if he believes them to be in the wrong. The warrior often sides with those who usually have similar causes to him no matter what differences he has with them. He also holds no animosity for any other country, and will help them should the need arise. Samuel fancies himself as something of a leader and believes in doing so by example, often taking point despite any potential risks to himself.
Samuel Deland is a 6' 2", 240 pound man with blonde hair and blue eyes. He typically wears the uniform of the Andoran military, even when off duty. The soldiers torso is covered in a finely sculpted breastplate, embossed with the heraldry of Andoran and leaving little doubt of the young mans allegiance. An assortment of weapons adorn Samuels body, but the two most often used instruments are his longsword and shield, displaying obvious signs of wear and maintenance. While not a particularly handsome man, he has a certain charm about him.
PFS information for the GM:
PFS # 129255-4
XP: 24 (normal advancement)
Faction: Liberty’s Edge
Fame: 33 / Prestige: 29
Prestige Spent: 1 on wayfinder, 2 on wand of cure light wounds, 1 spent on Eagle Knight
04/05/2014 - Scenario #5-08 The Confirmation
16/06/2014 - Pathfinder Module: Master of the Fallen Fortress
30/07/2014 - Pathfinder Module: Thornkeep The Accursed Halls
05/09/2014 - Pathfinder Module: Thornkeep The Forgotten Laboratory
25/10/2014 - Pathfinder Module: Thornkeep The Enigma Vaults
14/02/2015 - Scenario #6–05 Slave Ships of Absalom
23/04/2015 - Pathfinder Module: Thornkeep The Dark Menagerie
19/09/2015 - Pathfinder Module: Thornkeep Sanctum of a Lost Age
10/04/2016 - Pathfinder Module: No Response From Deepmar
08/11/2016 - Scenario # 2-16 The Flesh Collector
25/03/2018 - Pathfinder Module: Realm of the Fellknight Queen