Danse Macabre

Tenibri's page

569 posts. Organized Play character for Zin Z'arin.


Full Name

Tenibri

Race

| HP: 26/26 | AC: 17 13 (12 Tch, 15 11 Fl) | CMD: 11 (9 Fl) | F: +3, R: +4, W: +5 | Init: +6 +2 | Perc: +12 +10, SM +0

Classes/Levels

| Speed 20ft | Active conditions: mage armor, heightened awareness

Gender

Male NG Wayang Arcanist 4

Age

55

About Tenibri

Tenibri
Male Wayang Arcanist (Occultist) 4
NG Small Humanoid (wayang)
Init +2; Senses Darkvision 60 ft.; Perception +10

Str 7, Dex 14, Con 12, Int 22*, Wis 10, Cha 14
* headband of vast intelligence +2

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]
. . Katapeshi Underground (1/scenario) [ ] (reroll Bluff or Diplomacy with 1d6-1 penalty)

Boons
. . Bond Breaker (1/scenario) [ ] (cast shatter or deal 1d10 extra damage on next attack vs hardness)
. . Orator (1/scenario) [ ] (add bonus to skill check to convince NPC to cooperate)
. . Timelost Chronicler (1/scenario) [x] (+1 morale to any d20)
. . Azlanti Wonders [ ] (+1 bonus when exploring ancient site)
. . Banish the Hag [ ] (+4 to saving throw vs curse or witches hex before roll)
. . Cleaning House [ ][ ][ ] (free potion of cure light wounds)
. . Inner Struggle [ ] (extra save vs mind-affecting compulsion effect)
. . Legacy of a Princess [ ] (AC bonus with successful melee attacks for 1 minute)
. . Leshy Token [ ] (increase existing bonus on Charisma skills vs individual creature)
. . Liberty Never Rests [ ] (roll 2d20 use better for Initiative)
. . Nemesis of the Aspis [ ] (immediate action: force Aspis agent to reroll d20)
. . Pezzacki Thistle [ ] (reroll Craft, Diplomacy, Perform)
. . Rosehaven Redemption [ ][ ] (add ranks in Craft or Perform to d20 as saving throw)
. . Skillful Barterer [ ] (exchange mundane equipment in town of 100)
. . Well Connected [ ][ ][ ][ ][ ] (add 1d6+1 to Appraise, Disable Device, Know (local), Perception, Profession, or Stealth check)

Arcanist Spells
2nd level spells prepared (4/day) [ ][ ][x][x]
. . glitterdust (Will DC 19)
1st level spells prepared (6/day) [ ][ ][ ][ ][ ]-[ ]
. . enlarge person
. . feather fall
. . snowball
Cantrips prepared (at will)
. . acid splash
. . detect magic
. . ghost sound (Will DC 16)
. . mage hand
. . prestidigitation
. . read magic

Arcanist Abilities
. . Arcane reservoir (7/day) [X][X][x][x][ ]-[ ][ ]
. . Consume spells (2/day) [ ][ ]

Racial Abilities
. . Dissolution's child (1/day) [ ]
. . Light and dark (1/day) [ ]

Talismans
. . freedom [ ] three rounds of freedom of movement when entangled or equivalent
. . warrior's courage [ ] frightened/panicked condition becomes shaken instead

Wands
. . burning hands (CL 5; 6 charges) [ ][ ][ ][ ][ ]-[x]
. . comprehend languages (4 charges) [ ][ ][ ][ ]
. . heightened awareness (43 charges) OOOO[ ][x][x]
. . investigative mind (6 charges) [ ][ ][ ][ ][ ]-[x]
. . mage armor (39 charges) OOO[ ][ ][ ][ ][ ]-[ ][ ][x][x]


Scenario Notes:

Mission Briefing/Knowledge dump (DC 28 achieved)

Purchases

Scenario Items

Faction Goals
Season 8: 4+ goals
Season 9: 4 goals
Season 9: 7+ goals
9 - convince NPC serving tyrannical leader to abandon leader (Diplo/oratory)
9 - defy local law without endangering mission
9 - liberate slaves
9 - forego downtime to organize protests (Disable, Know (local), Stealth)


Boons:

Persistant
. . Freedom Fighter: 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.
. . Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge.
. . Leshy Token: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. If you wear this as if it were a magic item that occupies the neck slot, you gain a +1 circumstance bonus on all Charisma-based checks (such as Diplomacy or wild empathy) made to influence or control plants and plant creatures.

Periodic
. . 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 ×3 or ×4, you deal 2d10 or 3d10 additional points of damage, respectively.
. . Katapeshi Underground: The goblin merchant Yigrig Moneymaker and his extended family already maintain a successful mercantile operation in the markets of Katapesh, but few merchants outside of the sprawling desert marketplace feel comfortable working with a goblin-run organization. Yigrig in particular is known for daring negotiation gambits when all else seems lost. Once per scenario after rolling a Bluff or Diplomacy check (but before you know the outcome of the check), you can reroll the check with a penalty of 1d6–1. If you have the Goblin Patronage boon and have selected the Katapeshi Underground as your sponsored organization, the penalty taken on the reroll for both boons is reduced to 1d4–1.
. . Orator (3 goals): You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince an NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising.
. . Timelost Chronicler: [ ] (1/scenario) You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.

Limited
. . Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
. . Banish the Hag: Gyronna’s influence over Rosehaven is no more, emboldening you against hags and their tricks. Before attempting a saving throw against a curse or a witch’s hex, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet when you’re targeted by a spell or effect that would remove a curse; the caster gains a +4 bonus on the caster level check to remove that curse.
. . 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.
. . Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.
. . Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.
. . Legacy of a Princess: You have discovered the lost Summer Palace and interacted with the phantom of Song Rui, one of the last princesses of the Imperial Lung Wa. You may call upon Song Rui's dedication as a swift action that lasts for 1 minute. During this time, the first time you hit a creature with a melee attack each round, you gain a +2 bonus to your AC against that creature until the beginning of your next turn. When you use this boon, cross it off your Chronicle sheet.
. . Leshy Token: You calmed the distraught leshy Feather Seed and helped her fight off the evil haunting Rosehaven. In gratitude, she offered you a necklace of feathers and preserved pumpkin seeds. Whether you wear it or not, you can cross this boon off your Chronicle sheet to give the token to a plant creature, instead gaining a +5 circumstance bonus on one such Charisma-based check. If you give the token to a leshy, the bonus increases to +10.
. . 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.
. . Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium's nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
. . Pezzacki Thistle: Your actions in Pezzack shifted the balance of power in favor of the White Thistles. As promised, the Liberty’s Edge faction provides you with training in the White Thistle’s methods. You may use this boon to reroll a Craft, Diplomacy, or Perform check, but you must make the choice to reroll before the GM reveals whether or not the check succeeds. Once you use this boon, cross if off your Chronicle sheet.
. . Rosehaven Redemption: You have learned much from your time in Rosehaven and with the cleric Bertinard about how Shelyn can teach redemption through art. You can check the box that precedes this boon before attempting a saving throw to roll 1d20 and add your ranks in one Craft or Perform skill; use the result as your saving throw. If you have bonuses to that Craft or Perform skill from class abilities, traits, or feats, add them to this roll.
. . Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as a part of this trade. After you use this boon, cross if off your Chronicle sheet.
. . Sun Shogun Talismans: [x][x][ ] Your return of the sovereign dragon scroll case to Shokuro has impressed the Sun Shogun, and he makes available to you certain magical talismans normally available only to his trusted agents. You may purchase a talisman of freedom (900 gp), talisman of good fortune (1,680 gp), or talisman of warrior's courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet.
. . Well-Connected: You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network.


Defense:

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size); CMD 11 (9 Fl)
hp 26 (Arcanist 4d6, +1 Con, +4 favored class)
Fort +3, Ref +4, Will +5; +2 vs. shadow spells

Special Defenses
. . Cloak of resistance +1 resistance bonus to saves
. . Shadow Resistance +2 racial bonus on saving throws against shadow subschool


Offense:

BAB +2; CMB -1
Speed 20 ft.
Melee
. . dagger +1 (1d3-2/19-20, P/S)
. . unarmed strike +1 (1d2-2, B, nonlethal)
. . touch +1
Ranged
. . light crossbow +5 (1d6/19-20, P)
. . ranged touch +5

Special Attacks
. . Freedom Fighter gain a +1 bonus on attack rolls and weapon damage rolls against known slavers (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)


Spells:

Arcanist (Occultist) Spells Known (CL 4th, vs SR +4, concentration +10)

2nd Level
. . create pit standard, V/S/F (miniature shovel costing 10 gp), medium, 10'x10' hole, 10 ft deep/2 levels, 1 round + 1 round/level
(Reflex DC 19) creatures who fall in take falling damage; ending adjacent requires save with +2 bonus
. . dust of twilight standard, V/S/M (coal dust), medium, 10 ft radius spread, instant
(Fort DC 19) extinguishes mundane light sources; dispels [light] spells level 2 or lower; creatures make Fort save or fatigued
. . glitterdust standard, V/S/M (ground mica), medium, 10 ft radius spread, 1 round/level
(Will DC 19) outlines creatures and objects in area (including invisible); Fort save or blinded; creatures make new save at end of their turn to end blindness
. . knock standard, V, medium, 1 door/box/chest up to 10'/level area, instant
make caster level check vs DC of lock with +10 bonus to undo up to 2 means of closure; suspends arcane lock for 10 minutes
. . raven's flight swift, V, personal, 1 round
must be 1st action of round; become Tiny blurred shape with fly speed 50 (good); can only 5' step, move, run, or withdraw this round

1st Level
. . ant haul standard, V/S/M, creature touched, 2 hours/level
target's carrying capacity triples
. . burning hands standard, V/S, 15 ft cone, instant
(Reflex DC 17) 1d4 fire damage per level (max 5d4)
. . charm person standard, V/S, close, 1 hr/level
(Will DC 17) humanoid creature treats you as a trusted friend
. . color spray standard, V/S/M (red, yellow, blue powder/sand), 15 ft cone, instant
(Will DC 17) causes creatures to be stunned, blinded, and unconscious, varies by HD
. . crafter's fortune standard, V/S/F (tool), close, 1 day/level (D)
gain +5 luck bonus on next Craft skill check
. . disguise self standard, V/S, personal, 10 min/level (D)
(Will DC 17) change appearance within creature type, gain +10 bonus on Disguise check
. . endure elements standard, V/S, touch, 24 hours
no harm from heat or cold between -50 and 140 degrees F
. . enlarge person 1 round, V/S/M (powdered iron), close, 1 min/level (D)
(Fortitude DC 17) increase 1 size category, +2 size Str, -2 size Dex, -1 size penalty on attacks and AC
. . feather fall immediate, V, close, 1 creature/level up to 20 ft apart, up to 1 round/level
target(s) fall at 60'/round and don't take damage if landing while spell in effect; see spell description for creatures larger than medium
. . grease standard, V/S/M (butter), close, object or 10 ft square, 1 min/level (D)
(Reflex DC 18) DC 10 Acrobatics to walk through at half speed
. . heightened awareness standard, V/M (coffee bean), personal, 10 min/level (D)
+2 competence on Perception and trained Knowledge checks, dismiss for +4 to initiative
. . liberating command immediate, V, close, 1 creature, instant
target makes Escape Artist check with competance bonus = CL x 2 (max +20); no effect if Escape Artist couldn't free target normally
. . mage armor standard, V/S/F (cured leather), touch, 1 hr/level (D)
+4 armor bonus to AC
. . monkey fish standard, V/S, personal, 1 min/level (D)
gain Climb and Swim speeds of 10 ft each
. . protection from evil standard, V/S/M, touch, 1 min/level (D)
+2 deflection to AC, +2 resistance on saves vs evil creatures, additional effects in text
. . snowball standard, V/S, close, instant
ranged touch deals 1d6 cold damage per caster level (max 5d6)

Cantrips
All (DC 16, Conjuration DC 17)

Spell Modifiers
. . Arcane Reservoir expend 1 point from arcane reservoir as free action when casting arcanist spell; +1 CL or +1 Save DC; expend no more than 1 point on any spell
. . Augment Summoning creatures conjured with any summon spell gain a +4 enhancement bonus to Strength and Constitution for the duration of the summon spell
. . Spell Focus (Conjuration) +1 DC for all saves against spells from this school


Feats & Traits:

Feats
. . Augment Summoning creatures conjured with any summon spell gain a +4 enhancement bonus to Strength and Constitution for the duration of the summon spell
. . Spell Focus (Conjuration) +1 DC for all saves against spells from this school

Traits
. . Ease of Faith +1 trait bonus on Diplomacy checks; Diplomacy is class skill
. . Seeker +1 trait bonus on Perception checks; Perception is class skill

Proficiencies
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 32 (2 Arcanist, +6 Int)
ACP -0 (-0 Armor, -0 Encumbrance)
*ACP applied to these skills

[ ] *Acrobatics +2 (-4 to jump)
[1] Appraise +10
[ ] Bluff +2 (+1 vs. plants if wearing Leshy Token)
[ ] *Climb -2
[4] Craft (alchemy) +13 (+2 with alchemist's lab)
[4] Diplomacy +10 (+1 vs. plants if wearing Leshy Token)
[ ] Disguise +2 (+1 vs. plants if wearing Leshy Token)
[ ] *Escape Artist +2
[4] *Fly +11
[ ] Heal +0
[ ] Intimidate +2 (+1 vs. plants if wearing Leshy Token)
[2] Knowledge (arcana) +11
[1] Knowledge (dungeoneering) +10
[1] Knowledge (engineering) +10
[1] Knowledge (history) +11
[1] Knowledge (local) +10
[1] Knowledge (nature) +10
[1] Knowledge (planes) +10
[1] Knowledge (religion) +10
[1] Linguistics +10
[4] Perception +10
[ ] Perform (any) +2 (+1 vs. plants if wearing Leshy Token)
[ ] *Ride +2
[ ] Sense Motive +0
[4] Spellcraft +13
[ ] *Stealth +8
[ ] Survival +0
[ ] *Swim -2
[1] Use Magic Device +6 (+1 vs. plants if wearing Leshy Token)

Skill Modifiers
. . Alchemist's Lab +2 circumstance bonus on Craft (alchemy) checks
. . Ease of Faith +1 trait bonus on Diplomacy checks; Diplomacy is class skill
. . Leshy Token +1 circumstance bonus on all Charisma-based checks made to influence or control plants and plant creatures
. . Seeker +1 trait bonus on Perception checks; Perception is class skill
. . Timelost Chronicler +1 bonus on Knowledge (history) checks

Languages Azlanti, Common, Draconic, Infernal, Osiriani, Sylvan, Thassilonian, Tien, Wayang


Special Abilities:

Wayang Abilities
+2 Dex, +2 Int, -2 Wis
. . Darkvision (60 feet) see in the dark (black and white only)
. . Dissolution’s Child (4 rounds, 1/day) (Su) assume the appearance of a shadow, as Invisibility; replaces shadow magic
. . Light and Dark (1/day) (Su) immediate action; treat positive/negative energy as if undead for 1 minute
. . Lurker +2 racial bonus to Perception and Stealth
. . Shadow Resistance +2 racial bonus on saving throws against shadow subschool

Arcanist (Occultist) Abilities
. . Arcane Reservoir Pool = 3 + Arcanist level, refills to 3 + 1/2 Arcanist level every morning; no rollover; expend 1 point from arcane reservoir as free action when casting arcanist spell; +1 CL or +1 Save DC; expend no more than 1 point on any spell; expend point(s) to fuel Arcanist Exploits
. . Consume Spells (2/day) (Su) move action; expend spell slot to add spell levels to arcane reservoir

Arcanist Exploits
. . Conjurer's Focus (Summon Monster II, 4 minutes) (Sp) spend 1 arcane reservoir to cast Summon Monster I; standard action; creatures remain 1 minute/level; at 3rd and every 2 levels after, Summon Monster II, etc. at the cost of 1 arcane reservoir per spell level; cannot have more than one spell active; replaces 1st level Arcanist Exploit
. . Quick Study (Ex) can prepare a spell in place of an existing spell by expending 1 point from arcane reservoir; full-round action that provokes an attack of opportunity; must be able to reference her spellbook when using this ability; spell prepared must be of the same level as the spell being replaced


Gear:

Light up to 17.25 lbs Medium up to 34.5 lbs Heavy up to 52.5 lbs
Current Load Carried 16.8 lbs (Light)
Money 2,837 gp 7 sp 0 cp

Containers
Backpack
Belt pouch
Scroll case
Spell component pouch

Slots
Scholar's outfit
Head:
Headband: headband of vast intelligence +2 (Fly, raven's flight, Sylvan)
Eyes:
Shoulders: cloak of resistance +1
Neck: talisman of freedom (Sun Shogun)
talisman of warrior's courage (Sun Shogun)
Chest:
Body:
Armor:
Belt:
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapons
Dagger
Light crossbow
. . Bolts (48)

Magic Items
Leshy token (neck slot)
Wand of mage armor
Wand of heightened awareness
Wand of investigative mind
Wand of comprehend languages
Wand of burning hands (CL 5)

Backpack
Arcanist's starting spellbook (48/100 pages)
Scroll case
Soap
Trail rations (5)
Waterskin

Belt Pouch
Acid
Ink
Inkpen
Miniature shovel (focus for create pit)

Scroll Case
Parchment (6)

At Home
Alchemist's lab


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 22
. . items up to 8,000 gp

5-21 The Merchant's Wake
. . black adder poison (90 gp, limit 2)
8-16 House of Harmonious Wisdom
. . wand of comprehend languages (6 charges remaining; 90 gp, limit 1)
8-06 Reaping What We Sow
. . lesser glowing gourd (1,200 gp; see Chronicle Sheet)
. . wand of burning hands (6 charges, CL 5th; 450 gp, limit 1)
6-22 Out of Anarchy
. . scroll of remove fear (CL 4th; 100 gp)
. . wand of investigative mind (6 charges; 540 gp, limit 1)
. . wand of mage armor (10 charges; 150 gp, limit 1)
4-07 Severing Ties
. . wand of delay pain (11 charges; 990 gp, limit 1)
. . wand of purify food and drink (34 charges; 255 gp, limit 1)
. . lesser strand of prayer beads (bead of blessing only; 600 gp, limit 1)
. . lesser strand of prayer beads (9,600 gp)
10-06 Treason's Chains
. . chime of opening (4 charges; 1,200 gp, limit 1)
. . wand of shocking grasp (45 charges; 675 gp, limit 1)
. . chime of opening (4 charges; 1,200 gp, limit 1)
. . wand of shocking grasp (45 charges; 675 gp, limit 1)


Bot Me:

Combat:
dice=Ranged touch, acid splash]1d20+5[/dice]
dice=Damage, acid, acid flask focus]1d3+1[/dice]

Typical combat spells:
Summon monster X (cast using Conjurer's focus as a standard action, see summoned monster profile for stats)
Create pit
Glitterdust
Color spray
Enlarge person
Grease
Liberating command
Snowball

Pre-combat buffs:
Endure elements
Heightened awareness
Mage armor
Protection from evil

Typical out-of-combat spells:
Charm person
Disguise self
Heightened awareness (For important Knowledge checks)
Monkey fish

Notes:
Quick study: Tenibri can swap memorized spells from his spellbook as a full round action


Background:

The Wayang district in Absalom might be one of the best places for a young inquisitive Wayang to grow up in the world. While the neighborhood is insular, the city is not, and a child with imagination and creativity can find a way to see the city. And so Tenebri did.

Fascinated by the global culture he could find in the greatest of cities, Tenebri sought to learn all that he could of the great world beyond the small isle of Kortos, and eventually devoted himself to studies of all things arcane, wakening in him a primal connection common among his race.

He has come to see Nethys as his deity. With as much devotion as a cleric, he sees no distinction between the study of his spellbook in the morning and the prayer at dawn made by a cleric of Sarenrae. Both display intense devotion to the deity that guides one’s life, and both grant the worshiper incredible magical power.


Appearance:

Tenibri has skin of deep indigo—perhaps a little more blue than purple than the average Wayang—and bears the traditional tribal patterns of white dots tattooed into his skin. While Absalom is definitely a global city, with accepting values that rarely even notice something too strange, a Wayang is still an uncommon sight that often gets an unusual reaction, so Tenebri is most often seen cloaked in clothing that will help hide his true nature from those who might be bothered by it.

Chronicle Sheets:

Chronicle #1 wrote:

7-00 The Sky Key Solution

Starting XP: 0
XP earned: 1
Final XP: 1

Starting Prestige / Fame: 0 / 0
Prestige earned: 2
Prestige spent: 2 (wand of mage armor)
Final Prestige / Fame: 0 / 2

Starting Gold: 28.2 gp
Scenario Gold: 500 gp
Day Job: Craft (alchemy) 22 = 20 gp
Gold spent: 0 gp
Final Gold: 548.2 gp

Season 8 Liberty's Edge Faction Goal
Defeat a known slaver whose Challenge Rating is at least equal to your character level.

Chronicle #2 wrote:

5-21 Merchant's Wake

Starting XP: 1
XP earned: 1
Final XP: 2

Starting Prestige / Fame: 0 / 2
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 2 / 4

Starting Gold: 548.2 gp
Scenario Gold: 514 gp
Day Job: Craft (alchemy) 26 + 5 (crafter's fortune): 31 = 75 gp
Gold spent: 0 gp
Final Gold: 1137.2 gp

Chronicle #3 wrote:

6-05 Slave Ships of Absalom

Starting XP: 2
XP earned: 1
Final XP: 3

Starting Prestige / Fame: 2 / 4
Prestige earned: 2
Prestige spent: 2 (wand of heightened awareness)
Final Prestige / Fame: 2 / 6

Starting Gold: 1137.2 gp
Scenario Gold: 514 gp
Day Job: Craft (alchemy) 33 = 75 gp
Gold spent: 0 gp
Final Gold: 1726.2 gp

Season 8 Liberty's Edge Faction Goal
Liberate one or more slaves, captives, or hostages during an adventure.

Chronicle #4 wrote:

8-16 House of Harmonious Wisdom

Played Tier 4-5 out of tier

Starting XP: 3
XP earned: 1
Final XP: 4

Starting Prestige / Fame: 2 / 6
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 4 / 8

Starting Gold: 1726.2 gp
Scenario Gold: 750 gp
Day Job: Craft (alchemy) 26 = 50 gp
Gold spent: 1990 gp
Final Gold: 536.2 gp

Season 8 Liberty's Edge Faction Goal
Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

Leaders in Liberty wrote:

Season 9 Liberty's Edge Faction Goal

Participate in one of the Leaders in Liberty contests on paizo.com by submitting an entry or voting for an existing entry. When you do so, check this box on the Faction Journal Cards of all of your Liberty’s Edge characters.
Chronicle #5 wrote:

8-06 Reaping What We Sow

Starting XP: 4
XP earned: 1
Final XP: 5

Starting Prestige / Fame: 4 / 8
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 6 / 10

Starting Gold: 536.2 gp
Scenario Gold: 516 gp
Day Job: Craft (alchemy) 16 = 10 gp
Gold spent: 450 gp
Final Gold: 612.2 gp

Season 9 Liberty's Edge Faction Goal
Adventure in Andoran or Galt

Season 9 Liberty's Edge Faction Reward
Orator (2+ goals)

Chronicle #6 wrote:

2-21 The Dalsine Affair

Starting XP: 5
XP earned: 1
Final XP: 6

Starting Prestige / Fame: 6 / 10
Prestige earned: 2 +1 from 8-16 Impressive Find boon = 3
Prestige spent: 0
Final Prestige / Fame: 9 / 12

Starting Gold: 612 gp
Scenario Gold: 501 gp
Day Job: Craft (alchemy) 23 = 20 gp
Gold spent: 0 gp
Final Gold: 1133.2 gp

Season 8 Liberty's Edge Faction Goal
Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

Season 8 Liberty's Edge Faction Reward
Freedom Fighter (2+ goals)

Chronicle #7 wrote:

6-22 Out of Anarchy

Starting XP: 6
XP earned: 1
Final XP: 7

Starting Prestige / Fame: 9 / 12
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 11 / 14

Starting Gold: 1133.2 gp
Scenario Gold: 1205 gp
Day Job: Craft (alchemy) 22 = 20 gp
Gold spent: 30 gp
Final Gold: 2328.2 gp

Season 9 Liberty's Edge Faction Goal
Convince an NPC who serves an oppressive or tyrannical leader to abandon that leader of their own free will by succeeding at a Diplomacy or Perform (oratory) check with a DC equal to 15 + your character level.

Spells added to spellbook
Endure elements (from scroll)

Chronicle #8 wrote:

0-08 Slave Pits of Absalom

Starting XP: 7
XP earned: 1
Final XP: 8

Starting Prestige / Fame: 11 / 14
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 13 / 16

Starting Gold: 2328.2 gp
Scenario Gold: 978.5 gp
Day Job: Craft (alchemy) 12 = 5 gp
Gold spent: 450 gp
Final Gold: 2861.7 gp

Season 8 Liberty's Edge Faction Goal
Liberate one or more slaves, captives, or hostages during an adventure.

Chronicle #9 wrote:

4-07 Severing Ties

Starting XP: 8
XP earned: 1
Final XP: 9

Starting Prestige / Fame: 13 / 16
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 15 / 18

Starting Gold: 2861.7 gp
Scenario Gold: 1181 gp
Day Job: Craft (alchemy) 14 = 5 gp
Gold spent: 200 gp
Final Gold: 3847.7 gp

Season 8 Liberty's Edge Faction Goal
Liberate one or more slaves, captives, or hostages during an adventure.

Chronicle #10 wrote:

7-01 Between the Lines

Starting XP: 9
XP earned: 1
Final XP: 10

Starting Prestige / Fame: 15 / 18
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 17 / 20

Starting Gold: 3847.7 gp
Scenario Gold: 1865 gp
Day Job: Craft (alchemy) 36 = 75 gp
Gold spent: 880 gp
Final Gold: 4907.7 gp

Season 8 Liberty's Edge Faction Goal
In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20. Doing so requires a successful
Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your character level).

Season 8 Liberty's Edge Faction Reward
Bond Breaker (4+ goals)

Spells added to spellbook
knock (scribed from scroll)
ant haul (scribed from scroll)
feather fall (scribed from scroll)
liberating command (scribed from scroll)
monkey fish (scribed from scroll)

Chronicle #11 wrote:

10-06 Treason's Chains

Starting XP: 10
XP earned: 1
Final XP: 11

Starting Prestige / Fame: 17 / 20
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 19 / 22

Starting Gold: 4907.7 gp
Scenario Gold: 1855 gp
Day Job: Craft (alchemy) 36 = 75 gp
Gold spent: 4000 gp
Final Gold: 2837.7 gp

Season 8 Liberty's Edge Faction Goal
Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, 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 1 day, or is explicitly cited as trafficking slaves.

Advancement:

Level 1
Str 7, Dex 14, Con 12, Int 19, Wis 10, Cha 14
Arcanist (Occultist)
Favored Class Bonus: +1 hp
hp 8 (d6 max at level 1, +1 Con, +1 fcb)
+0 Fortitude save, +0 Reflex Save, +2 Will save
+0 BAB
Wayang: Dissolution's Child
Arcanist 1st level spells (7): Burning Hands, Crafter's Fortune, Enlarge Person, Grease, Heightened Awareness, Mage Armor, Snowball
Feat: Spell Focus (conjuration)
Traits: Ease of Faith, Seeker
Skill points (6): Craft (alchemy), Diplomacy, Knowledge (arcana), Knowledge (local), Spellcraft, Use Magic Device
Languages: Azlanti, Draconic, Osiriani, Tien
Faction: Liberty's Edge

Level 2
Arcanist (Occultist)
Favored Class Bonus: +1 hp
hp +6 (d6, +1 Con, +1 fcb)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
Arcanist 1st level spell (+2): Charm Person, Disguise Self
Skill points (6): Diplomacy, Know (nature), Knowledge (religion), Perception x2, Spellcraft

Level 3
Arcanist (Occultist)
Favored Class Bonus: +1 hp
hp +6 (d6, +1 Con, +1 fcb)
+1 Fortitude save, +1 Reflex Save, +0 Will save
+0 BAB
Arcanist Exploit: Quick Study
Feat: Augment Summoning
Arcanist 1st level spell (+2): Color Spray, Protection from Evil
Skill points (6): Diplomacy, Knowledge (arcana), Knowledge (history), Knowledge (planes), Perception, Spellcraft

Level 4
Arcanist (Occultist)
Favored Class Bonus: +1 hp
hp +6 (d6, +1 Con, +1 fcb)
+0 Fortitude save, +0 Reflex Save, +1 Will save
+1 BAB
+1 Int
Arcanist 2nd level spells (+2, level): Dust of Twilight, Glitterdust
Arcanist 2nd level spell (Int increase): Create Pit
Skill points (7, class): Appraise, Knowledge (dungeoneering), Knowledge (engineering), Diplomacy, Linguistics, Perception, Spellcraft
Skill points (3, Int increase): Craft (alchemy) x3
Language (Int increase): Infernal
Language (Linguistics): Thassilonian