Liberator (Story)Source Quests and Campaigns pg. 11, Ultimate Campaign pg. 70 Your time in shackles has forever marked your soul.
Prerequisites: You must have been enslaved for at
least 6 months, or have the Imprisoned or Kidnapped
background (see Ultimate Campaign).
Benefit: You gain a +1 bonus on attack rolls, weapon
damage rolls, and skill checks when your actions would
directly lead to freeing prisoners or slaves.
Goal: Free at least 200 slaves through perilous rescues
(not merely buying them at market).
Completion Benefit: You gain the ability to inspire
others through your dedication to your cause. Allies
within 20 feet receive your Liberator feat bonuses when
working with you to free prisoners or slaves. In addition,
as a standard action you can inspire slaves and former
slaves within 120 feet, giving them temporary hit points
equal to 1/2 your character level and a +1 bonus on
saving throws. These benefits last for 1 hour, and a given
creature can receive this benefit only
once per day. These are mind-affecting
effects, and the inspiring bonus is
language-dependent.
Suggested Traits: ReactionaryAPG,
Secret-Keeper, Supportive.
Possible Liberator Quests
d12 | Quest |
1 | Halfling slave-liberators have asked you to
meet them in a nondescript pub in Corentyn,
Cheliax (page 54). |
2 | The child of escaped slaves held on Stonespine
Island and sold in the Fleshfairs of Okeno, you
dream of going to Katapesh to free others like your
parents (page 93). |
3 | After visiting Absalom for a short time, you were
stunned to find the practice of slavery so prevalent in
the Coins district of that city, and now you intend to
clean up the streets as best you can (page 39). |
4 | The Gray Corsairs need information on the defenses
of several Rahadoumi slave ships they plan to raid
(page 265). |
5 | Sedeq, slave capital of Qadira, trades in genies and
elemental kin, many of whom wield magic that they
might grant to those who free them (page 153). |
6 | Though the slaves of Molthune live better than in most
other countries, their rise to full citizenship does not
come fast enough for your tastes (page 123). |
7 | Lizardfolk raid the slave-trading town of Neruma in the
Shackles with increasing frequency, providing you an
opportunity to free slaves held in the town in the midst
of the chaos (page 172). |
8 | The slave-monster battles of Greenblood in the Sodden
Lands inflame your sensibilities, even if the brutes who
brawl in the tournaments there are supposedly
irredeemably foul creatures. Regardless, you
know they suffer a fate none should behold,
and are intent on freeing them (page 176). |
9 | There is said to be a forest in Irrisen called Chillblight,
where the fey rule over their human thralls. Only the aid
of an outsider can save these enslaved innocents from
their icy masters (page 80). |
10 | While you rarely have dealings with the mongrelmen
of the Darklands, rumors of hundreds of enslaved
members of their kind in the underground settlement of
Corgunbier pushes you to action (page 59). |
11 | Master of Blades and ex-slave Mardinus in Citadel
Gheradesca has spouted dogma of the heights one can
achieve through hard work, and you’re intent to put
that theory to the test when you pick his brain for the
locations of other enslaved peoples (page 266). |
12 | Breaking out enslaved allies from the city of Hagegraf in
the Darklands will be no easy task, but you’re willing to
risk it all for your comrades trapped in the duergar city
(page 59). |
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