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About Zadeh Ibn JadSiege Buffs:
Long Duration Blood Boiling Pill (8 hours) Mind Blank (CL15, 24 hours) Life Bubble (CL7, 14 hours) Extended Mage Armour (30 hours) Freedom of Movement (Constant, Ring) Extended Unseen Servant (30 hours) Medium Duration
Short Duration
Zadeh was always a rebellious child, always running off into the desert to explore, meet new people and poke around where he wasn't supposed to be. Once such expedition when he was little more than 12 saw him captured by slavers and exported to the markets of Otenko. In the slave pits there he first make contact with Nymeria, who had been sent to watch over him. Togther, with the help of some Pathfinders who were there investigating a slave racket, they escaped and came to Absalom. Finding his sister already there (also having run away from home) she convinced him to give the Society a go. Since then he hasn't looked back, loving the chance to travel, explore, meet interesting new people and learn about their world. Occasionally he returns home to Katapesh but it almost ends up in an argument with his parents and so he now avoids going home. Stat Block:
Zadeh Ibn Jad Male half-elf oracle (dual-cursed oracle) 1/unchained summoner 15 CN Medium humanoid (elf, human) Init +15; Senses darkvision 60 ft., low-light vision; Perception +32 --------------------
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Melee hanbo +9/+4/-1 (1d6-2) or
Summoner (Unchained) Spell-Like Abilities (CL 15th; concentration +30)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +16)
Summoner (Unchained) Spells Known (CL 15th; concentration +30)
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Feats Augment Summoning, Eldritch Heritage[UM], Expanded Summon Monster, Extra Revelation[APG], Noble Scion Of War[ISWG], Skill Focus (Knowledge [planes]), Spell Focus (conjuration), Superior Summoning[UM], Versatile Summon Monster
Skills Acrobatics +0 (-4 to jump), Appraise +8, Bluff +36, Climb +0, Diplomacy +36, Disguise +15, Escape Artist +0, Fly +10, Handle Animal +19, Intimidate +17, Knowledge (arcana) +34, Knowledge (dungeoneering) +34, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +21, Knowledge (planes) +40, Knowledge (religion) +34, Linguistics +29, Perception +32, Perform (oratory) +16, Ride +0, Sense Motive +24, Spellcraft +16, Stealth +0, Survival +3 (+5 to avoid becoming lost), Swim +8, Use Magic Device +21; Racial Modifiers +2 Perception
SQ arcane training[APG], aspect (flight [wings]), bond senses (15 rounds/day), eidolon (unchained), elf blood, life bond, life link, oracle's curses (deep one, shadowbound), revelations (lore keeper, sidestep secret)
Equipment:
Magic Gear hand of glory, lesser extend metamagic rod (2), mnemonic vestment, ring of invisibility, belt of mighty constitution +6, circlet of persuasion, cloak of resistance +5, cracked magenta prism ioun stone (linguistics, sense motive, spellcraft), cracked pale green prism ioun stone (saves), eyes of the eagle, handy haversack, headband of mental prowess +6 (Int, Cha), incandescent blue sphere ioun stone, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], page of spell knowledge (mage armor, snowball, unseen servant[UE], ring of freedom of movement, ring of inner fortitude (greater)[UE], stone of good luck (luckstone), swarmbane clasp[UE], wayfinder, badge with spell level 6, cl12 heightened continual flame, mind crystal - second save versus mind affecting at end of your turn, nexus crystal -10 damage from negative energy Potions and Oils oil of bless weapon (2), oil of daylight, oil of magic weapon (4), potion of gaseous form, potion of touch of the sea Scrolls scroll of alter self, scroll of aram zey’s focus (x4), scroll of bestow grace (x3), scroll of communal protection from energy, scroll of darkvision (x2), scroll of death ward (x2), scroll of dimension door, scroll of enlarge person (x2), scroll of expeditious retreat (x2), scroll of janni's jaunt, scroll of lesser evolution surge (x2), scroll of life bubble, scroll of mount, scroll of obscuring mist, [i[scroll of paragon surge (x4)[/i], scroll of protection from evil, scroll of reduce person (x2), scroll of restoration (x2, 100gp), scroll of teleport, scroll of true seeing, scroll of unfetter Wands wand of blend (38 charges), wand of cure light wounds (50 charges), wand of dimension door (8 charges), wand of endure elements (44 charges), wand of heightened awareness (45 charges), wand of identify (18 charges), wand of infernal healing (10 charges), wand of longstrider (36 charges), wand of mage armor (34 charges), wand of magic missile (CL 5th, 175charges), wand of mirror image (37 charges), wand of shield (15 charges) Mundane equipment acid (2), air crystal, alchemist's fire, alchemist's fire (2), antiplague[APG] (6), antitoxin (3), blood-boiling pill (3), holy water (4), vermin repellent[UE] (2), weapon blanch (adamantine)[APG], weapon blanch (ghost salt), hanbo, spiked gauntlet, backpack, courtier's outfit, masterwork backpack[APG], masterwork tools (bluff, diplomacy, fly, intimidate, perception, spellcraft, use magic device), pathfinder chronicles - one for each skill (worth 500 gp, 10 lb), potion sponge[ARG] (3), silk rope (50 ft.), smoked goggles[APG], snowshoes[APG], soap, spell component pouch (4, 3 in haversack), trail rations (30), spring loaded wrist sheath (2) Components 12000gp diamond dust
Expanded Summon Monster:
1st: Badger, Vulture 2nd: Compsagnathus, Giant Weasel 3rd: Axe Beak, Cassissian Angel 4th: Dire Weasel, Schir 5th: Hypnalis, Vulpinal Agathion 6th: Animate Drean, Axiomite 7th: Ghawwas Div, Monavic Deva 8th: Monadic Deva, Leonal Agathion Special Abilities:
Arcane Bond (Ring of inner fortitude (greater)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Bond Senses (15 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane. Darkvision (60 feet) You can see in the dark (black and white only). Deep One Land speed reduced by 5 ft, but gain swim speed and other bonuses while underwater. Eidolon (Unchained) Can summon a powerful aspect of an outsider. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Expanded Summon Monster You can summon allies beyond the reach of most conjurers. Fly (25 feet, Good) You can fly! Greater Shield Ally (Ex) +4 AC and save when within eidolon's reach. Allies gain +2. Life Bond (Su) Damage that drops you below 1 hp is taken by the Eidolon. Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft. Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it. Lore Keeper (Ex) Knowledge Skills become CHA-based. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Maker's Call/Transposition (3/day) (Su) Eidolon teleports to an adjacent square or you switch places, as dimension door. Shadowbound Sensitive to light, blinded 1 round in normal or bright light, then dazzled. Gain darkvision 30 ft. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Summon Monster VIII (13/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon. Superior Summoning When summoning more than one creature, summon an extra one Swim (25 feet) You have a Swim speed. Transposition (Su) Use maker's call to swap locations with eidolon. Versatile Summon Monster (Aerial Creature, Aqueous Creature) Add one of 2 templates to summoned monsters. PFS Info:
FACTION CARD (SEASON 8) 2/2 Resolve non violently (1 goal)
FACTION CARD (SEASON 7) Complete
IN PROGRESS 1/2 Visit trade centre BOONS Faction: Investor and 10% discount on chronicle item 1/scenario GM Star:
MM1: retroactive +2 fort or will versus Haunt
FaF1: 3 1d4+1 goodberries FaF 2: If you would fail secondary make appraise, history or archaeologist check DC10+ 2xlvl to gain it, cannot take 10, 1 use FaF2: give Div's and Constructs -2 penalty on a save against a spell for one round FaF3: +2 histroy, local, nobility in Cheliax, +1 init in Cheliax, -2pp spellcasting cost once Assault: 1/session +4 circ bonus on one diplomacy, appraise, knowledge check if in absalom or large city in andoran, cheliax, jalmeray, ossirian, quadira or taldor if can take 1d4 hours Twisted Circle: Reroll poison or disease save, roll knowledge, perception or sense motive once at 6+character level Blackross Connection:
Vengeance: 1 scenario use of 4k item or +5 to diplo and itnimidate with chelaxian types for one scenario Heresy 1: +2 social skills with Pathfinders Captives of Toil:: +2 knowledge checks on darkands topics, +4 duergar, make untrained Forged in Flame 1: +2 bluff/diplo with creatures that speak Ignan or Kelish, tick box when such a creature would kill me to be reduced to -1 instead Forged in Flame 2: Check box (3 of 3) to roll twice on fire saves for self and two allies, one use CL7 scorching ray SLA Ashes at Dawn: +1 reflex, acro is a class skill, +2pp Feast 1: Initiate of Meraz, +1 saves versus daemons
Feast 2 and 4: +2 profane bonus to Int, -3 saves versus death effects, raise requires caster level check
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