Str 11, Dex 16, Con 15, Int 18, Wis 16, Cha 13
Base Atk +1; CMB +1; CMD 14
Feats Augment Summoning, Scribe Scroll (B), Spell Focus (conjuration)
Skills Appraise +9, Escape Artist +4, Linguistics +9, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (the planes) +9, Perception +4, Profession (scribe) + 7, Spellcraft +9
Languages Auran, Aquan, Celestial, Common, Gnoll, Kelish, Ignan, Terran
SPECIAL ABILITIES
Spoiler:
Summoner's Charm (Su) Whenever Zaid casts a Conjuration (summoning) spell, its duration increases by a number of rounds equal to 1/2 his wizard level (minimum 1).
Acid Dart (Sp) ranged touch (1d6 acid) (7/day)
GEAR
Spoiler:
(60g starting) scimitar (15g), dagger (2g), wayfinder (+2 on Survival checks to avoid becoming lost and can detect magic as a standard action), tent (10g), spellbook (15g), waterskin x5 (5g), parchment x10 (2g), ink (8g), inkpen (1s), rations x20 (5g), backpack (2g), bedroll (1s), elixir of arcane power
TRAITS
Spoiler:
Genie Blood One of Zaid's ancestors was genie-kind. He gains a +1 trait bonus on saving throws against attacks that utilize air and gains a +1 trait bonus on Bluff, Diplomacy, Intimidate and Sense Motive checks made against creatures of the air subtype.
Seeking Adventure Zaid is a member of the Pathfinder Society and has been loaned a wayfinder.
HUMAN RACIAL TRAITS
Spoiler:
+2 to one ability score: Int
Bonus Feat: Augment Summoning
Skilled: +1 rank per level (8 total, 2 wizard + 4 Int + 1 Human + 1 favored class)
Weapon Training: scimitar
Favored Class wizard (skillz)
Zaid grew up in Katapesh, the son of well-to-do merchants. As a child he heard stories about genies and how the may have some genie blood in him. He was very intrigued by this, and being a smart boy, he devoted much of his time to reading and learning all he could about genies and everything else. His parents recognized his intelligence and his desire to learn so they sent him away to study at the best schools in the world, in Absalom.
In the colleges of Absalom, he devoted his energies to learning everything he could about the history of the world, especially Northern Garund, the planes, especially the elemental planes, and anything else he could.
PATHFINDER SOCIETY MISSION
Spoiler:
The Pathfinder Captain warned Zaid that there may be more to Kelmarane than meets the eye. 20 years ago it was left to ruin by the Pactmasters. talk is of curses and plagues but there are no details. An important trade route was abandoned. there is likely something to report to the Captain - something which may explain more about the mysterious Pactmasters themselves.
Secondly in Kelmarane there was a working infusium, a sort of alchemical device. detailed notes on it would be appreciated.
Also from day one of leaving Solku with Garavel, he has made it clear that he regards Pathfinders as a bunch of lawless tomb robbers. In fact the Pathfinder Captain had mentioned that the Society was regarded poorly in Katapesh, warning Zaid to tread carefully.
SUMMON MONSTER I CREATURES (Augmented +4 Str, +4 Con)
AUGMENTED CELESTIAL DIRE RAT
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N Small celestial animal
Init +3; Sensesdarkvision 60ft., low-light vision, scent; Perception +4
DEFENSE AC 14 touch 14, flat-footed 11 (+1 size, +3 Dex)
hp 7 (1d8+3)
Fort +5, Ref +5, Will +1
Resistance acid, cold, electricity 5
Spell Resistance 5
OFFENSE Spd 40 ft., climb 20 ft., swim 20 ft.
Melee bite +3 (1d4+3 plus disease)
Special Attacks disease, smite evil
STATISTICS Str 14, Dex 17, Con 17, Int 2, Wis 13, Cha 4
Base Atk +0; CMB +1;CMD 14 (18 vs trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11 Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES Disease (Ex)Filth fever: Bite - injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Smite Evil (Su) 1/day as a swift action (adds Cha bonus to attack rolls (0?) and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests.
AUGMENTED CELESTIAL EAGLE
Spoiler:
N Small celestial animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Resistance acid, cold, electricity 5
Spell Resistance 6
OFFENSE Spd 10 ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
Special Attacks Smite Evil
STATISTICS Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES Smite Evil (Su) 1/day as a swift action (adds Cha bonus to attack rolls (0?) and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests..
AUGMENTED CELESTIAL DOG
Spoiler:
N Small celestial animal
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 8 (1d8+ 4)
Fort +6, Ref +3, Will +1
Resistance acid, cold, electricity 5
Spell Resistance 5
OFFENSE Spd 40 ft.
Melee bite +4 (1d4+3)
Special Attacks Smite Evil
STATISTICS Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 15 (17 vs trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8,Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES Smite Evil (Su) 1/day as a swift action (adds Cha bonus to attack rolls (0?) and damage bonus equal to HD (+1) against evil foes; smite persists until target is dead or the celestial creature rests..