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No posts. Alias of Hassan Ahmed.

About Z Ali

Human Barbarian 2/Rogue (Trapsmith) 4
NG Medium humanoid (human)
Init +5; Perception +6 (hidden/secret +10)
AC 23, touch 17, flat-footed 16 (+6 armor, +6 dex, +1 dodge)
hp 44
Fort +4, Ref +10, Will +0
Spd 40 ft.
Melee MW Scimitar +12 (1d6+6, 18-20/x2)
Melee Dagger +11 (1d4, 19-20/x2)
Melee Light Mace +11 (1d6, x2)
Ranged Lt Crossbow +11 (1d8, 19-20/x2)
Ranged Dagger +11 (1d4+1, 19-20/x2)
Sneak for +2d6, enemy flat-footed, flanked, hasn't acted during surprise, etc...
Statistics: Str 12, Dex 22, Con 10, Int 12, Wis 8, Cha 14
Base Atk +5; CMB +6; CMD 22
Feats: Weapon Finesse, Dodge, Dervish Dance, Mobility
Traits: Fencer, Flame of the Dawnflower
Skills: 12+40
4 Acrobatics +13
1 Appraise +5
4 Bluff +9
1 Climb +5
4 Diplomacy +9
6 Disable Device +15
1 Disguise 6
1 Escape Artist +10
1 Handle Animal +6
1 Intimidate +6
1 Kn (dungeoneering) +5
4 Kn (local) +8
1 Kn (nature) +5
4 Linguistics +8
4 Perception +6
2 Perform (dance) +7
2 Ride +11
1 Sense Motive +3
1 Sleight of Hand +10
4 Stealth +13
2 Survival +4
1 Swim +5
1 Use Magic Device +6
Languages: Common, Osirian, Ancient Osirian, Kelish, Gnoll, Terran, Celestial
Gear: Mithril Chain Shirt +2 5100gp, Belt of Incredible Dexterity +2 4000gp, Handy Haversack 2000gp, Basic Wayfinder, Cracked Pearly White Spindle Ioun Stone 3400gp, lt crossbow 35gp, 20 bolts 2gp, 2 daggers 2gp, lt mace 5gp

Special Qualities:
Fast Movement: +10ft
Rage: 6 rounds
Rage Powers: B2-Spirit Totem, Lesser (Su)
Sneak attack: +2d6
Trapfinding: +2
Rogue Talents: R2-Canny Observer, R4-Expert Leaper
Trap Sense +1
Careful Disarm


Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Class Features:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers: As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

B2-Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian’s full base attack bonus, plus the barbarian’s Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian’s Charisma modifier.


Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Class Features:

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

R2-Canny Observer (Ex): When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

R4-Expert Leaper (Ex): When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet.

Careful Disarm (Ex): At 4th level, whenever a trapsmith attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

This ability replaces uncanny dodge.


Son of a Osirian nomad chieftain, Ali was not the strong and hearty heir his father had hoped for. He had too much of his mother in him. A hopeless romantic who wanted nothing more that to "believe"! With grace and charm to spare, Ali struck out on his own.

In a larger city his grace, charm and intelligence would allow him to thrive. Before he knew it, he was a member of a local network of young thieves claiming a right to survival. Pick pockets and spies, they weren't the violent cut-throat types... but shrewd old souls.

He stumbled upon the Pathfinders (or they stumbled upon him, the account is unclear) who instantly identified his potential and inducted him. He was very young and ran all manner of errand and did all manner of chore the older more tenured members did not care for. They did not ask him or tell him too, he just did and ingratiated himself.

Proving himself, he's been sent on "away missions" as part of his experience, training and development... finally returning home. And so, the adventure begins.