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About Kamal Zoom

Kamal Zoom
Male vanara investigator (bonded investigator) 4 (Pathfinder Campaign Setting: Inner Sea Intrigue 38, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 3 280)
NG Medium humanoid (vanara)
Init +3; Senses low-light vision; Perception +10
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 31 (4d8+8)
Fort +3, Ref +7, Will +5; +1 trait bonus vs. illusion effects.
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft., climb 20 ft.
Melee cold iron dagger +6 (1d4+1/19-20) or
. . sap +6 (1d6+1 nonlethal) or
. . silver light mace +6 (1d6+1) or
. . sword cane +6 (1d6+1)
Ranged darkwood composite shortbow +7 (1d6+1/×3)
Special Attacks studied combat (+2, 2 rounds)
Investigator (Bonded Investigator) Extracts Prepared (CL 4th; concentration +6)
. . 2nd—see invisibility
. . 1st—shield
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Statistics
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Str 13, Dex 17, Con 14, Int 14, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Alertness, Quick Draw, Weapon Finesse
Traits extremely fashionable, hardly a fool
Skills Acrobatics +9, Bluff +1, Climb +15, Craft (alchemy) +8 (+12 to create alchemical items), Diplomacy +5, Disable Device +14, Fly +6, Heal +5, Intimidate +1, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +9, Knowledge (nature) +6, Knowledge (planes) +9, Knowledge (religion) +6, Linguistics +6, Perception +10, Sense Motive +8, Spellcraft +9, Stealth +5, Use Magic Device +4; Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Gnome, Polyglot, Vanaran, Vudrani
SQ alchemy (alchemy crafting +4), inspiration (4/day), inspired familiar, investigator talent (trap spotter), keen recollection, prehensile tail, swift alchemy, trapfinding +2
Combat Gear cold iron arrows (30), cold iron arrows (20), potion of fly, wand of cure light wounds, wand of cure light wounds (9 charges), alchemist's fire (2), holy water (2); Other Gear darkleaf cloth lamellar (leather) armor[UC], cold iron dagger, darkwood composite shortbow (+1 Str), sap, silver light mace, sword cane[APG], handy haversack, wayfinder[ISWG], alchemist's lab, alchemy crafting kit[APG], bedroll, belt pouch, blanket[APG], courtier's outfit, earplugs[APG], earplugs[APG], earplugs[APG], flint and steel, hip flask[UE], ink (2), inkpen (2), investigator starting formula book, journal[UE] (2), masterwork backpack[APG], masterwork thieves' tools, measuring cord (10 ft.) (2), mess kit[UE], noble's outfit, paper (10), powder[APG] (2), scroll case, soap, sunrod (4), trail rations (6), custom shoes (chronicle #4-6) (worth 100 gp, 1 lb), 1,605 gp, 1 sp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Climb (20 feet) You have a Climb speed.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Familiar (Ex) Your familiar can use your inspiration ability.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Studied Combat (+2, 2 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

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Flit CR –
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +13
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Defense
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AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 15 (1d8-2)
Fort +0, Ref +6, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 5 ft., fly 40 ft. (good)
Melee bite +9 (1d3-5)
Space 1 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 14, Cha 5
Base Atk +3; CMB +1; CMD 6
Feats Weapon Finesse
Skills Acrobatics +6 (-6 to jump), Climb +8, Diplomacy -2, Disable Device +4, Fly +16, Heal +3, Linguistics -1, Perception +13, Sense Motive +3, Spellcraft +2, Use Magic Device -2; Racial Modifiers +4 Perception
SQ empathic link
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Special Abilities
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Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.