alchemist’s fire, potion of cure light wounds, potion of fly, potion of invisibility, smokestick, tanglefoot bag;
+1 mithral chain shirt, mwk kukris (2), cold iron kukri, mwk composite bow with 20 arrows, cloak of resistance +1, wand of cure light wounds (10 charges), backpack, waterskin, 29 gp
Pride of the Diamond Empire: If Zadim succeeds at a Will saving
throw against a fear effect, it has no effect on him.
Sneak Attack: If Zadim hits an enemy that is denied its Dexterity
bonus to AC or that he is flanking, he adds 1d6 extra precision
damage, which doesn’t multiply on a critical hit. Some creatures
with no anatomy or weak points are immune to sneak attack, and
Zadim can only use Sneak Attack if he can see his opponent clearly
Step Up: When an enemy 5-foot-steps away from Zadim, Zadim can
instantly follow. If he does, he loses his 5-foot step on his next turn (or 5 feet of movement if he moves).
Studied Target: Zadim can study a target as a move action to get +1 to attack, damage, Bluff, Knowledge, Perception, Sense Motive, and
Survival against that target. If Zadim deals sneak attack damage to
a target, he can study that target as an immediate action (and he
gains the +1 to damage on that same damage roll). If he studies
another target, he loses the oldest target.
Track: Zadim adds 2 on Survival skill checks made to follow tracks.
Cure Light Wounds Zadim’s wand heals a touched target for 1d8+1
damage. Zadim needs help to activate his wand, so he also has a
potion for emergencies.
Fly: Zadim’s potion grants the drinker a 60 foot fly speed and a +6
bonus to Fly checks (+8 total for Zadim himself) for 5 minutes.
Invisibility: Zadim’s potion makes the drinker vanish for 3 minutes
or until the drinker attacks. While invisible, the drinker gains +20
to Stealth (+40 if standing perfectly still). The first attack before becoming visible gains a +2 to hit (and the enemy likely loses its Dexterity bonus to AC, granting Zadim a sneak attack).