Water Elemental

Zartan Samuel's page

225 posts. Organized Play character for Thralleon.


Full Name

Zartan Samuel

Race

| HP 64/64| AC 28 T 18 FF 21 | CMB +5, CMD 23 | F: +7, R: +15, W: +7 | Init: +11 | Perc: +17

Classes/Levels

| Speed 30ft | Active conditions: None |

Gender

Male Ifrit N Unchained Rogue 5/Pathfinder Delver 3

Strength 10
Dexterity 24
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Zartan Samuel

Zartan Samuel
Male ifrit pathfinder delver 3/unchained rogue 5
N Medium outsider (native)
Init +11; Senses darkvision 60 ft.; Perception +17

--------------------
Defense
--------------------
AC 28, touch 18, flat-footed 21 (+9 armor, +1 deflection, +7 Dex, +1 natural; +2 deflection vs. chaotic)

hp 64

Fort +7, Ref +15, Will +7; +4 bonus vs. fire attacks and [fire] or [light] spells; +2 resistance vs. chaotic

Defensive Abilities danger sense +1, evasion, thrilling escape, trap sense +1, uncanny dodge

--------------------
Offense
--------------------
Speed 30 ft.; surefooted

Melee +1 gladius +11 (1d6+8/19-20 plus 3d6 sneak attack) or
. . +1 gladius +11 (1d6+4/19-20 plus 3d6 sneak attack)

Special Attacks guardbreaker, sneak attack (unchained) +3d6

Spell-Like Abilities (CL 8th; concentration +8)
. . 1/day—burning hands (DC 11)

--------------------
Statistics
--------------------
Str 10, Dex 24, Con 14, Int 14, Wis 10, Cha 10

Base Atk +5; CMB +5; CMD 23

Feats Dilettante, Inner Flame, Iron Will, Scorching Weapons, Two-weapon Fighting, Weapon Finesse

Traits indomitable faith, resilient

Skills Acrobatics +16, Climb +2, Disable Device +21, Escape Artist +16, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +13, Perception +17, Sleight of Hand +16 (+18 to steal items without being noticed), Stealth +16, Swim +2

Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Ignan, Infernal, Protean, Sylvan, Terran

SQ bardic knowledge +1, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, master explorer, rogue talents (combat trick, trap spotter), trapfinding +2, wildfire heart

Combat Gear feather token (swan boat), potion of remove blindness/deafness, wand of cure light wounds

Other Gear celestial armor, +1 gladius, +1 gladius, amulet of natural armor +1, belt of incredible dexterity +2, cloak of resistance +2, eyes of the eagle, handy haversack, ring of protection +1, grappling hook, masterwork thieves' tools, silk rope (50 ft.), 1,484 gp

--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.

Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Darkvision (60 feet) You can see in the dark (black and white only).

Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.

Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.

Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.

Dilettante You can make untrained Knowledge checks up to DC 15.

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

Guardbreaker (Ex) Trap sense is favored enemy bon vs. construct/ooze/undead. Stacks with other fav enemies.

Inner Flame Scorching Weapons bonus becomes +4 to saves & 1d6 fire damage (also applies to grapple).

Master Explorer +1 (Ex) Disable traps at 2x spd, OL as stand, always take 10 on Disable & Stealth.

Scorching Weapons +2 to save vs. fire attacks & spells with fire or light desc. Make metal weps do 1 fire damage.

Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Surefooted (Ex) Move through difficult terrain at full speed.

Thrilling Escape (1/day) (Ex) Imm, make disable chk vs. trap just triggered to delay activation 1 rd.

Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.

Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.

Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Wildfire Heart +4 racial bonus on initiative

My Boons:

Eyes of the Ten protege

5-10
Glass River Rescue
Crisis Averted

6-06
Hall of the Flesh Eaters
Gloomspire Explorer

Thornkeep
Forgotten Laboratory
Unidentified Unguent

8-05
Ungrounded but Unbroken
Earth Affinity
Ungrounded Veteran
Wish Exposure

6-22
Out of Anarchy
Skillful Barterer

8-12
Tyranny of Winds: Part 3, Caught in the Eclipse
Air Affinity
Foe of All Winds

7-19
Labyrinth of Hungry Ghosts
Ectoplasmic Enhancement
Savior of Old Flotsam

8-15
Hrethnar's Throne
Experience with Dark Dreams

6-05
Slave Ships of Absalom
Budding Friendship
The Court Grows

Dawn of the Scarlet Sun
Antagonized by Avalexi
Resources of Redemption

Ruins of Bonekeep
Level 2: Maze of the Mind Slave
Mind Crystal

9-09
Beyond Halflight Path
Duskwarden's Favor
Story Arc 2

9-15
The Bloodcove Blockade
Malika's Aid

8-07
From the Tome of Righteous Repose
Righteous Redemption
Worthy Foe