Full Name |
Omar bin Zayed |
Race |
|
Classes/Levels |
ranger 14 |
Gender |
Male |
Alignment |
nuetral |
About Omar bin Zayed
A lithe, but nondescript individual who tends to keep to the shadows, Omar just talk much, but rather avoids attention or allows his scimitar to speak for him. He has, however, garnered sufficient repute over his years of tomb raiding in the service of the Pathfinder Society that the scimitar rarely has to come out in the course of normal events.
Of Keleshite decent, he speaks with an Osiriani accent. He doesn't appear to wear armor ever, and is rather off putting in his personality. In fact he can be downright intimidating as it seems to be his best way of dealing with people.
Omar14 #2
Male human (Keleshite) ranger (guide, trapper) 14 (Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
N Medium humanoid (human)
Init +6; Senses Perception +29
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Defense
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AC 31, touch 21, flat-footed 24 (+10 armor, +2 deflection, +6 Dex, +1 dodge, +1 insight, +1 luck)
hp 116 (14d10+28)
Fort +15, Ref +19, Will +12
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Offense
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Speed 30 ft.
Melee +1 adamantine kukri +18/+13/+8 (1d4+4/18-20 plus 1d6 acid)
Ranged +3 adaptive seeking composite longbow +25/+20/+15 (1d8+6/×3 plus 1d6 acid)
Special Attacks combat style (archery), ranger's focus, ranger's luck
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Statistics
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Str 16, Dex 23, Con 14, Int 14, Wis 12, Cha 8
Base Atk +14; CMB +19; CMD 39
Feats Clustered Shots[UC], Deadly Aim, Dodge, Endurance, Improved Precise Shot, Iron Will, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Focus (longbow)
Traits child of the streets, indomitable faith
Skills Climb +13, Craft (traps) +4, Disable Device +32, Handle Animal +3, Heal +5, Intimidate +15, Knowledge (dungeoneering) +17, Knowledge (geography) +14, Knowledge (history) +5, Knowledge (nature) +17, Linguistics +3, Perception +29, Perform (dance) +1, Ride +10, Sleight of Hand +24, Stealth +28, Survival +18 (+20 to avoid becoming lost), Swim +13
Languages Ancient Osiriani, Azlanti, Common, Kelish, Osiriani
SQ camouflage, favored terrains (forest +2, underground +6, urban +2), inspired moment, launch trap, swift tracker, terrain bond, track +7, trap 8/day (alarm, freezing, marking, sleet, snare, swarm), trapfinding +7, wild empathy +13, woodland stride
Combat Gear cold iron durable arrow (50), deliquescent gloves[UE], jingasa of the fortunate soldier[UE], oil of daylight, potion of cure serious wounds (2), potion of darkvision, potion of fly (2), potion of invisibility, potion of neutralize poison, potion of remove curse, potion of remove disease, potion of remove paralysis, silver durable arrow (50), weapon blanch (ghost salt) (2); Other Gear +5 comfort glamered shadow mithral kikko armor[UC], +1 adamantine kukri, +3 adaptive seeking composite longbow, dusty rose prism ioun stone, belt of incredible dexterity +4, boots of the cat[UE], bracers of archery, lesser, cloak of resistance +4, efficient quiver, eyes of the eagle, gloves of reconnaissance[UE], handy haversack, ioun torch ioun stone[APG], ring of evasion, ring of protection +2, wayfinder[ISWG], dungeoneering kit, deluxe[UE], masterwork thieves' tools, 50 blunt arrows (durable), 50 arrows (durable) 607 gp
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Special Abilities
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Boots of the cat When falling, always land on feet and take the minimum damage.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliquescent gloves +1d6 acid dam to touch/weapon att. Natural/unarmed att is immune to ooze acid & doesn't split.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Favored Terrain (Underground +6) (Ex) +6 to rolls when in Favored Terrain (Underground).
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Inspired Moment (1/day) (Ex) Gain bonuses to many things until your next turn.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Launch Trap At 10th level, a trapper can affix a magical ranger trap to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action of creati
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +6 (5/day) (Ex) +6 to hit and damage focused target.
Ranger's Luck (2/day) (Ex) Reroll an attack roll or make an enemy who just hit you reroll an attack roll.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of evasion No damage if you succeed on a Reflex save for half damage.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +7 Add the listed bonus to survival checks made to track.
Trap (8/day, DC 18) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.