About Hakaam Al-AjamThis Kelish ab-human with deathly pale skin bows before you, a greeting on his lips. As he rises, your gaze is taken from the otherwise normal, if a little bookish-looking attire to the slitted, , iris-less eyes, to the vicious looking teeth that are readily apparent through the openings in either of his cheeks. Lithe, a belt of potions girding his waist, he ignores your stare and politely inquires as to how he can be of service to a fellow Pathfinder. Character Sheet:
Hakaam Al-Ajam
Male daemon-spawn tiefling barbarian (urban barbarian) 1/investigator (empiricist) 8 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 31) N Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +17 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 75 (9 HD; 8d8+1d12+23) Fort +7 (+2 circumstance bonus vs. hot weather), Ref +11, Will +6 (+4 save vs. illusion and disbelievable effects) Defensive Abilities trap sense +2; Resist cold 5, electricity 5, fire 5, unfailing logic -------------------- Offense -------------------- Speed 30 ft. Melee +1 keen adamantine aldori dueling sword +13/+8 (1d8+5/17-20) or . . fire-forged steel scimitar +8/+3 (1d6/18-20) or . . mwk cold iron cestus +12/+7 (1d4/19-20) Ranged mwk light crossbow +12 (1d8/19-20) Special Attacks rage (6 rounds/day), studied combat (+4, 5 rounds), studied strike +3d6 Spell-Like Abilities (CL 9th; concentration +10) . . 1/day—death knell (DC 13) Investigator (Empiricist) Extracts Prepared (CL 8th; concentration +13) . . 3rd—fly, heroism (2) . . 2nd—alchemical allocation[APG] (3), barkskin, invisibility . . 1st—ant haul[APG] (DC 16), long arm[ACG], reduce person (DC 16), shield (3) -------------------- Statistics -------------------- Str 10, Dex 19, Con 14, Int 20, Wis 8, Cha 12 Base Atk +7; CMB +7; CMD 21 Feats Exotic Weapon Proficiency (aldori dueling sword), Piranha Strike, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (aldori dueling sword) Traits dangerously curious, vagabond child (urban) Skills Acrobatics +10, Appraise +6, Bluff +6, Craft (alchemy) +16 (+24 to create alchemical items), Diplomacy +13 (+17 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +26, Knowledge (arcana) +17, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +13, Knowledge (local) +9, Knowledge (religion) +10, Linguistics +11, Perception +17, Perform (dance) +6, Sense Motive +17, Sleight of Hand +18, Spellcraft +9, Stealth +16, Use Magic Device +18; Racial Modifiers +2 Disable Device, +2 Sleight of Hand Languages Abyssal, Aklo, Ancient Osiriani, Common, Draconic, Dwarven, Elven, Infernal, Osiriani, Thassilonian SQ alchemy (alchemy crafting +8), ceaseless observation, controlled rage, crowd control, inspiration (9/day), investigator talents (expanded inspiration[ACG], mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 80 minutes), prehensile tail[ARG], trapfinding +4 Combat Gear boro bead (2nd level)[UE], elixir of tumbling, mutagen[APG], potion of barkskin +2, potion of haste, potion of reduce person, alchemist's fire (5), antiplague[APG], antitoxin, oil (5), weapon blanch (silver)[APG]; Other Gear +1 mithral shirt, +1 keen adamantine aldori dueling sword[ISWG], crossbow bolts (20), fire-forged steel scimitar, mwk cold iron cestus[APG], mwk light crossbow with 50 bolts and 1 potion of barkskin +2, admixture vial[UE], belt of incredible dexterity +2, cloak of resistance +1, elixir of speak with animals, elixir of swimming, elixir of the peaks, handy haversack, headband of vast intelligence +2, lenses of situational sight, preserving flask (2nd level)[UE], backpack, crowbar, flint and steel, grappling hook, hot weather outfit[APG], investigator starting formula book, masterwork thieves' tools, trail rations (6), 9,491 gp, 8 sp, 5 cp -------------------- Special Abilities -------------------- Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4) Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks. Crowd Control (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Inspiration (+1d6, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes. Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Quick Study (Ex) Use studied combat as a swift action. Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Slashing Grace (Aldori dueling sword) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam. Studied Combat (+4, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +4 Gain a bonus to find or disable traps, including magical ones. Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Bot me!:
Consume an extract (the nature of which is dependent on the combat, but barring anything else, shield), Rage to Dex, and go on ahead! If the fight is a serious one, use the Mutagen instead. Attack sequence:
[dice=+1 Keen Adamantine Dueling sword, Piranha strike, Studied Combat]1d20 + 13 - 2 + 4[/dice] [dice=Damage]1d8 + 5 + 4 + 4[/dice] |
