Zadim the Ewok's page

52 posts. Alias of EwokBanshee.

Full Name



| HP: 36 | AC: 17 (12 Tch, 14 FF) | CMB: 9, CMD: 21 | F: +6, R: +7, W: +4 | Init: +2 | Perc: +7, SM: +7


M NN Human Slayer 4

Bot Me!:
[dice=Kukri]1d20+9[/dice] [dice=Damage]1d4+5[/dice][dice=Kukri]1d20+9[/dice] [dice=Damage]1d4+2[/dice]

About Zadim the Ewok

Male human slayer 4
N Medium humanoid (human)
Init +2; Senses Perception +7
AC 17, touch 12, flat-footed 14 (+5 armor, +2 Dex)
hp 36 (4d10+8)
Fort +6, Ref +7, Will +4
Speed 30 ft.
Melee mwk kukri +9 (1d4+5/18–20) and mwk kukri +9 (1d4+2/18–20)
mwk kukri +11 (1d4+5/18–20)

mwk composite longbow +7 (1d8+5)

Special Attacks
1st studied target, sneak attack +1d6

Str 20, Dex 14, Con 12, Int 12, Wis 10, Cha 8
Base Atk +4; CMB +9; CMD 21

Iron Will, Step Up, Toughness, Two-Weapon Fighting, Weapon Focus (kukri)
Acrobatics +9
Bluff +3
Climb +9
Disguise +3
Heal +4
Intimidate +3 (+4 during the day)
Knowledge (dungeoneering) +5
Knowledge (geography) +5
Knowledge (local) +8
Knowledge (religion) +6
Perception +7
Ride +6
Sense Motive +7
Stealth +9
Survival +6 (+8 to follow tracks)
Swim +9
Armor Check –0

child of the temple
pride of the diamond empire

Celestial, Common, Kelish

slayer talents (ranger combat style, weapon training), track

Combat Gear
alchemist’s fire, potion of cure light wounds, potion of fly, potion of invisibility, smokestick, tanglefoot bag;

Other Gear
+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
(no concealment).

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).