About Zapa
Zapa
Male human (Keleshite) fighter (weapon master) 4/ranger 3/unchained rogue 1/shadowdancer 8 (Pathfinder RPG Advanced Player's Guide 109, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +19; Senses darkvision 60 ft.; Perception +25
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Defense
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AC 31, touch 22, flat-footed 22 (+9 armor, +3 deflection, +8 Dex, +1 dodge)
hp 158 (16 HD; 9d8+7d10+67)
Fort +16, Ref +21, Will +9; +2 morale bonus vs. transmutation spells, +4 vs. effects that cause you to lose your grip on weapons, +1 bonus vs. effects targetting a Elven curve blade held by you
Defensive Abilities defensive roll, evasion, improved uncanny dodge; Resist fire 10
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Offense
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Speed 30 ft.
Melee +1 human-bane domineering dueling holy impervious vicious elven curve blade +26/+21/+16 (1d10+12/15-20 plus 2d6 vs. Human and 2d6 vs. evil and 2d6)
Special Attacks combat style (two-handed weapon[APG]), favored enemy (humans +2), sneak attack (unchained) +1d6, weapon training
Shadowdancer Spell-Like Abilities (CL 8th; concentration +6)
. . 4/day—shadow illusion (DC 9)
. . 3/day—shadow call (DC 12)
. . 1/day—shadow power (DC 13)
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Statistics
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Str 18, Dex 27, Con 16, Int 14, Wis 12, Cha 7
Base Atk +13; CMB +17 (+19 disarm); CMD 39 (46 vs. disarm, 44 vs. sunder)
Feats Blind-fight, Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Critical (elven curve blade), Improved Initiative, Mobility, Moonlight Stalker[UC], Power Attack, Spring Attack, Toughness, Weapon Finesse, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits desert shadow, reactionary
Skills Acrobatics +30, Bluff +17 (+19 to Feint), Diplomacy -4, Disable Device +24, Fly +22, Knowledge (dungeoneering) +16, Knowledge (engineering) +15, Perception +25, Perform (dance) +3, Sense Motive +5, Stealth +30, Survival +14 (+16 to avoid becoming lost)
Languages Abyssal, Common, Elven, Kelish
SQ favored terrain (urban +2), hide in plain sight, rogue talents (distracting attack[APG], trap spotter), shadow jump, slippery mind, summon shadow, track +1, trapfinding +1, weapon guard, wild empathy +1
Combat Gear ring of delayed doom[APG]; Other Gear celestial armor, +1 human-bane domineering dueling holy impervious vicious elven curve blade, belt of physical perfection +4, boots of elvenkind, cracked dusty rose prism ioun stone, cracked opalescent white pyramid ioun stone, cracked vibrant purple prism ioun stone, eyes of the eagle, flawed amber spindle ioun stone, flawed amber spindle ioun stone, flawed amber spindle ioun stone, gloves of dueling[APG], golembane scarab, headband of vast intelligence +2, khepresh of refuge, minor cloak of displacement, pale ruby trillian ioun stone, ring of mind shielding, wayfinder[ISWG], 150 gp
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Special Abilities
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Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Distracting Attack (Ex) Forgo sneak attack damage to leave the target flat-footed against someone else.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Moonlight Stalker Gain +2 on damage and attack rolls when you have concealment vs. foe
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadow Jump (16 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Slippery Mind (Ex) If you fail a save vs. an Enchantment spell/effect, can re-save next rd.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Track +1 Add the listed bonus to survival checks made to track.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Guard +1: Elven curve blade (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Elven curve blade (Ex) +3 to hit and damage with your chosen weapon.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Shadow
Shadow (Pathfinder RPG Bestiary 245)
CG Medium undead (incorporeal)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
hp 79 (3d8+6)
Fort +12, Ref +12, Will +6 (+4 to halve the damage from positive channeled energy)
Defensive Abilities channel resistance +2, incorporeal; Immune commanding, turning, undead traits
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Offense
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Speed fly 40 ft. (good)
Melee incorporeal touch +15 (1d6 Str)
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Statistics
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Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15
Base Atk +13; CMB +15; CMD 28
Feats Dodge, Skill Focus (Perception)
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light, -4 Stealth in bright light
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Special Abilities
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Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Darkvision (60 feet) You can see in the dark (black and white only).
Fly (40 feet, Good) You can fly!
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Commanding You are immune to being commanded (with the Command Undead feat).
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Immunity to Turning You are immune to turning.
Incorporeal (Ex) You aren't quite here.
Strength Damage (Su) Attack causes Ability Damage
Undead Traits Undead have many immunities.