Zadim

Omar BinZayed's page

88 posts. Alias of drbuzzard.


Full Name

Omar bin Zayed

Race

HP 267/267 AC 37 24 T 30 FF CMD 50 Fort + 21 Ref +27 Will +16 Init +9 Per +36

About Omar BinZayed

Omar
Male human (Keleshite) ranger (guide, trapper) 16/rogue (unchained) 2 (Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65, Pathfinder Unchained 20)
N Medium humanoid (human)
Init +9; Senses Perception +36
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Defense
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AC 37, touch 24, flat-footed 30 (+10 armor, +5 deflection, +6 Dex, +1 dodge, +1 insight, +1 luck, +3 natural)
hp 267 (18 HD; 2d8+16d10+91)
Fort +21, Ref +27, Will +16
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee +1 adamantine kukri +26/+21/+16/+11 (1d4+7/18-20 plus 1d6 acid)
Ranged +5 adaptive endless ammunition impervious seeking composite longbow +33/+28/+23/+18 (1d8+12/×3 plus 1d6 acid)
Special Attacks combat style (archery), ranger's focus, ranger's luck, sneak attack (unchained) +1d6
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Statistics
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Str 22, Dex 26, Con 20, Int 14, Wis 16, Cha 8
Base Atk +17; CMB +25; CMD 50
Feats Clustered Shots[UC], Combat Reflexes, Deadly Aim, Dodge, Endurance, Improved Precise Shot, Iron Will, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Snap Shot[UC], Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +30, Appraise +3, Bluff +0, Climb +17, Craft (traps) +5, Diplomacy +0, Disable Device +41, Disguise +0, Escape Artist +9, Fly +9, Handle Animal +4, Heal +8, Intimidate +16, Knowledge (dungeoneering) +18, Knowledge (geography) +15, Knowledge (history) +6, Knowledge (nature) +18, Linguistics +7, Perception +36, Ride +13, Sense Motive +12, Sleight of Hand +30, Stealth +35, Survival +25 (+27 to avoid becoming lost), Swim +17
Languages Ancient Osiriani, Azlanti, Common, Kelish, Osiriani
SQ camouflage, favored terrains (forest +2, underground +6, urban +2), inspired moment, launch trap, rogue talent (trap spotter), swift tracker, terrain bond, track +8, trap 11/day (alarm, exploding, freezing, marking, sleet, snare, swarm), trapfinding +9, wild empathy +15, 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, +5 adaptive endless ammunition impervious seeking composite longbow, dusty rose prism ioun stone, amulet of natural armor +3, belt of physical perfection +6, boots of the cat[UE], bracers of archery, greater, cloak of resistance +5, eyes of the eagle, gloves of reconnaissance[UE], goggles of night, handy haversack, headband of inspired wisdom +4, ioun torch ioun stone[APG], ring of protection +5, stone of good luck (luckstone), wayfinder[ISWG], dungeoneering kit, deluxe[UE], masterwork thieves' tools, 8,407 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
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -5/+10 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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
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.
Improved Ranger's Luck +/-4 (2/day) (Ex) Reroll an attack roll or make an enemy who just hit you reroll an attack roll.
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 +8 (6/day) (Ex) +8 to hit and damage focused target.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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 +8 Add the listed bonus to survival checks made to track.
Trap (11/day, DC 21) 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
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +9 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 +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.