Sajan Gadadvara

Zahir Hor-Akim's page

114 posts. Organized Play character for KnightFever.


Full Name

Zahir Hor-Akim

Race

Human

Classes/Levels

Oracle 4/rogue 3 hp 54/54, AC 21 (T 15, FF 16), Fort +5, Ref +9, Will +4, Perc. +8, Init. +4

Gender

Male

Size

Medium

Alignment

N

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Zahir Hor-Akim

Zahir is a small, nimble, brown-skinned and thin-bearded young man of Keleshite or Garundi origin. He is clad in a mithral chain shirt and carries a few short swords, a light mace and a shortbow.

PFS information:
# 21768-5
XP : 19
Faction : Scarab Sages
Fame : 33
Prestige points : 20
Scenario completed:
1. #8: Slave Pits of Absalom
2. Master of the Fallen Fortress
3. #6–01: Trial by Machine
4. The Emerald Spire Superdungeon: The Cellars
5. #5–12: Destiny of the Sands—Part 1: A Bitter Bargain
6. #5–15: Destiny of the Sands—Part 2: Race to Seeker's Folly
7. #5–16: Destiny of the Sands—Part 3: Sanctum of the Sages
8. #5–21: The Merchant's Wake
9. #6–15: The Overflow Archives
10. #4-07: Severing Ties
11. #6–17: Fires of Karamoss
12. #6–08: The Segang Expedition
13. #5–23: Cairn of Shadows
14. #7–03: The Bronze House Reprisal
15. #6–19: Test of Tar Kuata
16. #7–19: Labyrinth of Hungry Ghosts
17. #6–04: Beacon Below

Zahir Hor-Akim
Male human oracle 4/unchained rogue 3
N Medium Humanoid (Human)
Init +4; Senses Perception +8

DEFENSE

AC 21, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 dodge, +1 natural)
hp 54 (7d8+16)
Fort +5, Ref +9, Will +4
Defensive Abilities danger sense +1, evasion

OFFENSE

Speed 40 ft.
Melee +1 short sword +9 (1d6+5/19-20) and +1 cold iron short sword +9 (1d6+3/19-20) or +1 short sword +11 (1d6+5/19-20) or masterwork silver light mace +10 (1d6+2)
Ranged masterwork composite shortbow +10 (1d6+2/x3)
Special Attacks sneak attack +2d6
Spells Known (CL 6th; concentration +9 [+13 to cast defensively])
2nd (4/day) - cure moderate wounds, grace, resist energy
1st (7/day) - cure light wounds, burning hands (DC 14), divine favor, murderous command (DC 14), shield of faith
0 (at will) - create water, detect magic, guidance, light, read magic, stabilize
Mystery Flame

STATISTICS

Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 16
Base Atk +5; CMB +7; CMD 22
Feats Combat Casting, Dodge, Mobility, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits Armor Expert, Magical Knack (oracle)
Skills Acrobatics +14, Climb +7, Bluff +9, Diplomacy +11, Disable Device +12 (+16 with vest of escape), Escape Artist +10 (+16 with vest of escape), Knowledge (arcana) +1 (+3 to identify constructs), Knowledge (dungeoneering) +5, Knowledge (geography) +1, Knowledge (history) +5 (+8 regarding Osirion and its gods, +7 regarding Magnimar), Knowledge (local) +7 (+9 regarding Magnimar), Knowledge (planes) +5, Knowledge (religion) +4 (+7 regarding Osirion and its gods), Linguistics +6, Perception +8 (+9 to locate traps), Spellcraft +6
Languages Common, Ignan, Kelish, Osiriani, Ancient Osiriani +1
SQ oracle's curse (tongues), revelation (cinder dance, heat aura 1/day, DC 15), rogue talent (weapon training), trapfinding +1
Combat Gear potion of darkvision, oil of bless weapon, scroll of invisibility purge, scroll of remove fear, scroll of lesser restoration (x2), scroll of air walk, wand of cure light wounds (7 charges), wand of comprehend languages (48 charges), flask of alchemist's fire, flask of acid, vial of antitoxin; Other Gear +1 short sword and weapon cord, adamantine short sword and weapon cord, +1 cold iron short sword and weapon cord, masterwork silver light mace and weapon cord, masterwork composite shortbow (+2 str) with 14 arrows, dagger, sap, +1 mithral chain shirt, amulet of natural armor +1, cloak of resistance +1, belt of incredible dexterity +2, daredevil boots, vest of escape, clothes, masterwork backpack, bandolier, silk rope (50 ft.), grappling hook, spell component pouch, smoked goggles, masterwork thieves' tools, brown e-pick (4 uses left), scroll case, 5 weapon cords, earplugs, chill cream (1 dose), 771 gp, 6 sp, 7 cp

Boons/Vanities:

BOONS

Mythic Legacy (#5–16: Destiny of the Sands—Part 3: Sanctum of the Sages): When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.

Savior of the Sages (#5–12: Destiny of the Sands—Part 1: A Bitter Bargain, #5–15: Destiny of the Sands—Part 2: Race to Seeker's Folly, #5–16: Destiny of the Sands—Part 3: Sanctum of the Sages): Your effective Constitution score for determining when you would die from hit point damage increases by 3, and you gain a +3 bonus on Constitution checks to stabilize. In addition, you gain a +3 bonus on Knowledge (history) and Knowledge (religion) checks regarding Osirion and its gods.

Nemesis of the Aspis (#4-07: Severing Ties): During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

Outstanding Bounty (#6–17: Fires of Karamoss): While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon's benefits.

Redoubt's Repairs (#6–17: Fires of Karamoss): You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item's maximum capacity are lost.

Ragdya's Blessing (#6–08: The Segang Expedition): You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if effected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

Return the Favor (#5–23: Cairn of Shadows): You may use this boon to have your body and possessions recovered by a Pathfinder rescue team (Guide to Pathfinder Society Organized Play 26) at no cost. When you use this boon, cross it off your Chronicle sheet.

Friend of Kasadei (#7–03: The Bronze House Reprisal): You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.

Hero of the Day (#7–03: The Bronze House Reprisal): You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct’s hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.

Enlightened Ambassador (#6–19: Test of Tar Kuata): As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.

Jeweled Recruiter (#6–19: Test of Tar Kuata): Once per scenario before rolling a Sense Motive check, you can use this boon to gain a +2 insight bonus on the check. During any encounter with a creature that possesses a sage jewel but is not a member of the Jeweled Sages, you can cross this boon off your Chronicle sheet when attempting any one attack roll, skill check, initiative check, or caster level check to overcome spell resistance; roll the check twice and take the higher result. Alternatively, you can gain the same benefit against any creature Amenopheus or Tahonikepsu has explicitly identified as a candidate for joining the Jeweled Sages.

Tar Kuata Initiate (#6–19: Test of Tar Kuata): When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain any class level into a monk level by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.

Ectoplasmic Enhancement (#7–19: Labyrinth of Hungry Ghosts): You recovered a sample of concentrated ectoplasm from the Gloomspires. You may activate this ectoplasm as a swift action to treat all of your natural attacks, unarmed strikes, and weapon attacks as if they had the ghost touch property for 1 round. When you use this boon, cross it off your Chronicle sheet.

Nightmarish Pigments (#7–19: Labyrinth of Hungry Ghosts): You found a pot of nightmarish pigments, which you may purchase for 1,000 gp.

Savior of old Flotsam (#7–19: Labyrinth of Hungry Ghosts): This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest and its items persist after the boat's duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.

Charted Pillars (#6–04: Beacon Below): You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.

Honored Acolyte (#6–04: Beacon Below): The flawed sage jewel that you created did not have lasting power, but Tahonikepsu believes it still has the capacity to store memories, focus thoughts, and serve as a model by which the order might one day create a new sage jewel. Choose one Knowledge skill and record it below. While this jewel is in your possession, you treat the chosen skill as though it were a class skill. If it is already a class skill, you can use this boon once per scenario to roll two dice and take the better result when attempting a check with that Knowledge skill. This boon may have other uses in future scenarios.

Relic Guardian (#6–04: Beacon Below): Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon off your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.

VANITY

Caravan (Diplomacy): You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You can use Diplomacy to make Day Job rolls.

BACKGROUND

Zahir is the oldest son of a well-to-do scribe from Eto, in Osirion. His father would have liked him to be also a scribe but Zahir prefered to delve into lost tombs or pyramids and listen to the stories of famous treasure hunters. When he inexplicably began to develop strange magical divine powers (maybe caused by the exploration of a forbidden place), his father chosed to send him to the Pathfinder Society, where he had some contacts.

Level Progression:

Level 1
Class: Oracle
Class Features: Mystery (Flame), oracle's curse, orisons, revelation (heat aura), spells known (create water, detect magic, light, read magic, cure light wounds, divine favor, shield of faith)
Hit points: 8+2 Con +1 favored class
Skill points (4+1 human): Acrobatics (1 rank), Climb (1 rank), Knowledge (history) (1 rank), Knowledge (planes) (1 rank), Knowledge (religion) (1 rank)
Feats: Dodge, Weapon Finesse

Level 2
Class: Oracle
Class Features: Mystery spell (burning hands), spell known (stabilize)
Hit points: 5+2 Con
Skill points (4+1 human +1 favored class): Acrobatics (1 rank), Diplomacy (1 rank), Disable Device (1 rank), Escape Artist (1 rank), Perception (1 rank), Spellcraft (1 rank)

Level 3
Class: Rogue
Class Features: Sneak attack +1d6, trapfinding
Hit points: 5+2 Con
Skill points (8+1 human): Acrobatics (1 rank), Bluff (1 rank), Diplomacy (1 rank), Disable Device (1 rank), Knowledge (dungeoneering) (1 rank), Knowledge (local) (1 rank), Linguistics (1 rank, Ancient Osiriani), Perception (1 rank), Spellcraft (1 rank)
Feat: Two-Weapon Fighting

Level 4
Class: Rogue
Class Features: Evasion, rogue talent (Weapon Training)
Hit points: 5+2 Con
Skill points (8+1 human): Acrobatics (1 rank), Diplomacy (1 rank), Disable Device (1 rank), Escape Artist (1 rank), Knowledge (arcana) (1 rank), Knowledge (geography) (1 rank), Knowledge (local) (1 rank), Linguistics (1 rank, Kelish), Perception (1 rank)
Ability score increase: Charisma

Level 5
Class: Oracle
Class Features: Revelation (cinder dance), spell known (murderous command)
Hit points: 5+2 Con +1 favored class
Skill points (4+1 human): Acrobatics (1 rank), Bluff (1 rank), Diplomacy (1 rank), Knowledge (history) (1 rank), Perception (1 rank)
Feat: Combat Casting

Level 6
Class: Oracle
Class Features: Mystery spell (resist energy), spells known (guidance, grace)
Hit points: 5+2 Con
Skill points (4+1 human +1 favored class): Acrobatics (1 rank), Climb (1 rank), Knowledge (local) (1 rank), Knowledge (planes) (1 rank), Perception (1 rank), Spellcraft (1 rank)

Level 7
Class: Rogue
Class Features: Danger sense +1, finesse training (short sword), sneak attack +2d6
Hit points: 5+2 Con
Skill points (8+1 human): Acrobatics, Bluff, Diplomacy, Disable Device, Knowledge (dungeoneering), Knowledge (local), Perception, Linguistics, Escape Artist
Feat: Mobility

Advancement:

Stuff: Boots of elvenkind (+5 competence bonus on Acrobatics checks) (2,500), Headband of alluring charisma (4,000), Golembane scarab (detect any golem within 60 feet, combat golems as if they had no damage reduction) (2,500), Goggles of Minute Seeing (+5 competence bonus on Disable Device checks) (2,500), upgrade to +2 mithral chain shirt (4,000), Fortunate Charm (reroll a single skill check or concentration check after the success or failure of the original roll is know) (3,000), Trapspringer’s Gloves (+5 competence bonus on all Disable Device checks made to disarm traps, +1 luck bonus on all saving throws made against traps) (4,000), cloak of resistance +2 (4,000), Blazing Robe (11,000) (grants fire resistance 5, increases caster level for all spells with the fire descriptor by +1, 1/day can emit a 20-foot-radius burst of fire for 2d6 points of fire damage (Reflex DC 16 half) (11,000), Boots of escape (1/day, when grappled, pinned, or entangled, can transfer to any spot within 30 feet as if using a dimension door spell) (8,000), flaming short sword (8,000)

Feats: defensive combat training, improved initiative, nimble moves, eclectic, elemental focus, expanded arcana, extra revelation, disorienting maneuver, abundant revelations, warrior priest, great fortitude, spell focus (enchantment), cosmopolitan, accomplished sneak attacker, Canny Tumble, Twist Away, divine protection, weapon versality, double slice, Acrobatic Spellcaster

Spells: bless, magic weapon, sun metal, remove fear, endure element, delay poison, find traps, silence, spear of purity, surmount affliction, weapon of awe, hold person, summon monster II, Pilfering Hand, lesser restoration

Rogue talents: Combat Trick, Slow Reactions, Trap Spotter, Weapon Training, Assault Leader, Befuddling Strike, Canny Observer, Follow Clues, Peerless Maneuver, Positioning Attack

Equipment:

+1 mithral chain shirt (12,5 lbs.)
+1 short sword and weapon cord (2 lbs.)
Adamantine short sword and weapon cord (2 lbs.)
+1 cold iron short sword and weapon cord (2 lbs.)
Masterwork silver light mace and weapon cord (4 lbs.)
Masterwork composite shortbow (+2 str) (2 lbs.)
14 arrows (0,7 lbs.)
Dagger (1 lb.)
Clothes (5 lbs.)
Masterwork backpack (4 lbs.)
Sap (2 lbs.)
Bandolier
50 ft. of silk rope (5 lbs.)
Grappling hook (4 lbs)
Spell component pouch (2 lbs.)
Smoked goggles
Masterwork thieves' tools (2 lbs.)
Brown e-pick (4 uses left) (1 lb.)
Scroll case (0,5 lb.)
5 weapon cords
Earplugs
Chill cream (1 dose) (1 lb.)
Flask of alchemist's fire (1 lb.)
Flask of acid (1 lb.)
vial of antitoxin
Belt of incredible dexterity +2 (1 lb.)
Daredevil boots (1 lb.)
Amulet of natural armor +1
Cloak of resistance +1 (1 lb.)
Vest of escape
Potion of darkvision
Oil of bless weapon
Scroll of remove fear
Scroll of lesser restoration (x2)
Scroll of invisibility purge
scroll of air walk
Wand of cure light wounds (7 charges)
Wand of comprehend languages (48 charges)

Total weight : 57,7 lbs. (light load)