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Profile
About Zaid Al-MahaudinNG Medium humanoid
DEFENSE
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AC 13, touch 13, flat footed 10 (+3 Dex)
AC 17, touch 13, flat-footed 14 (with mage armor) hp 9/20 (6 +2 Con +6 + 6) Fort +2; Ref +3; Will +6 OFFENSE
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Spd 30 ft.
Melee morningstar +1 (1d6/18-20) or dagger +1 (1d4/19-20) Ranged dagger +4 (1d4/19-20) Spell-Like Abilities (CL 1st) 7/7/day - acid dart ranged touch +4 (1d6 + 1 acid) Spells Prepared (CL 1st) 0th - dancing lights, mage hand, ghost sound (DC 14), message 1st - color spray (DC 15), grease (DC 16), summon monster I STATISTICS
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Str 11, Dex 16, Con 15, Int 18, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 14 Feats Augment Summoning, Scribe Scroll (B), Spell Focus (conjuration) Skills Appraise +9, Escape Artist +4, Linguistics +9, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (the planes) +9, Perception +4, Profession (scribe) + 7, Spellcraft +9 Languages Auran, Aquan, Celestial, Common, Gnoll, Kelish, Ignan, Terran SPECIAL ABILITIES
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Summoner's Charm (Su) Whenever Zaid casts a Conjuration (summoning) spell, its duration increases by a number of rounds equal to 1/2 his wizard level (minimum 1).
Acid Dart (Sp) ranged touch (1d6 acid) (7/day) GEAR Spoiler:
(60g starting) scimitar (15g), dagger (2g), wayfinder (+2 on Survival checks to avoid becoming lost and can detect magic as a standard action), tent (10g), spellbook (15g), waterskin x5 (5g), parchment x10 (2g), ink (8g), inkpen (1s), rations x20 (5g), backpack (2g), bedroll (1s), elixir of arcane power TRAITS
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Genie Blood One of Zaid's ancestors was genie-kind. He gains a +1 trait bonus on saving throws against attacks that utilize air and gains a +1 trait bonus on Bluff, Diplomacy, Intimidate and Sense Motive checks made against creatures of the air subtype.
Seeking Adventure Zaid is a member of the Pathfinder Society and has been loaned a wayfinder. HUMAN RACIAL TRAITS
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+2 to one ability score: Int
Bonus Feat: Augment Summoning Skilled: +1 rank per level (8 total, 2 wizard + 4 Int + 1 Human + 1 favored class) Weapon Training: scimitar Favored Class wizard (skillz) WIZARD CLASS FEATURES
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Arcane Bond (Su): Zaid's bonded object is his wayfinder. Cantrips (Sp) School Powers: Specialist school: conjuration, prohibited schools: necromancy and enchantment; Summoner's Charm (Su), acid dart Spellbook: 0th - acid splash, arcane mark, dancing lights, detect poison, detect magic, ghost sound (DC 14), flare (DC 14), light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resisitance 1st - color spray, endure elements, grease (DC 16), mage armor, mount, obscuring mist, protection form evil, summon monster I, unseen servant BACKGROUND
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Zaid grew up in Katapesh, the son of well-to-do merchants. As a child he heard stories about genies and how the may have some genie blood in him. He was very intrigued by this, and being a smart boy, he devoted much of his time to reading and learning all he could about genies and everything else. His parents recognized his intelligence and his desire to learn so they sent him away to study at the best schools in the world, in Absalom.
In the colleges of Absalom, he devoted his energies to learning everything he could about the history of the world, especially Northern Garund, the planes, especially the elemental planes, and anything else he could. PATHFINDER SOCIETY MISSION
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The Pathfinder Captain warned Zaid that there may be more to Kelmarane than meets the eye. 20 years ago it was left to ruin by the Pactmasters. talk is of curses and plagues but there are no details. An important trade route was abandoned. there is likely something to report to the Captain - something which may explain more about the mysterious Pactmasters themselves.
Secondly in Kelmarane there was a working infusium, a sort of alchemical device. detailed notes on it would be appreciated. Also from day one of leaving Solku with Garavel, he has made it clear that he regards Pathfinders as a bunch of lawless tomb robbers. In fact the Pathfinder Captain had mentioned that the Society was regarded poorly in Katapesh, warning Zaid to tread carefully. SUMMON MONSTER I CREATURES (Augmented +4 Str, +4 Con)
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N Small celestial animal
Init +3; Sensesdarkvision 60ft., low-light vision, scent; Perception +4 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
AUGMENTED CELESTIAL EAGLE
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N Small celestial animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
AUGMENTED CELESTIAL DOG
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N Small celestial animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
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