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Medahm Zahzew

Player: NPC
Female human (chelaxian) medium 7 - CR 6
Chaotic Good Humanoid (Human); Deity: Pharasma; Age:
48; Height: 5' 4"; Weight: 113lb.
Ability Score Modifier Temporary

STR 9 -1
STRENGTH

DEX 14 +2
DEXTERITY

CON 12 +1
CONSTITUTION

INT 14 +2
INTELLIGENCE

WIS 14 +2
WISDOM

CHA 16/18 +3/+4


CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +3 = +2 +1
(CONSTITUTION)

REFLEX +4 = +2 +2
(DEXTERITY)

WILL +7 = +5 +2
(WISDOM)
Skill Name Total Ability Ranks Temp
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Acrobatics +4 DEX (2) -
AC 12 = +2
10 Appraise +8 INT (2) 1
Touch AC 12 Flat-Footed AC 10
BAB Strength Size Misc
Bluff +12 CHA (4) 3
CM Bonus +4 = +5 -1 - -
Climb +1 STR (-1) -
Craft (clothing) +8 INT (2) 3
BAB Strength Dexterity Size
Diplomacy +14 CHA (4) 3
CM Defense 16 = 10 +5 -1 +2 - Disable Device +9 DEX (2) 1
Base Attack +5 HP 42
Disguise +7 CHA (4) 1
Damage / Current HP
Escape Artist +7 DEX (2) 1
Initiative +2 Fly +4 DEX (2) -
Heal +5 WIS (2) 1
Speed 30 ft Intimidate +13 CHA (4) 2
Knowledge (arcana) +14 INT (2) 3
Knowledge (geography) +13 INT (2) 3
Knowledge (history) +12 INT (2) 3
Knowledge (planes) +12 INT (2) 3
Knowledge (religion) +12 INT (2) 3
Perception +10 WIS (2) 3
Seance Boon (The Hidden Truth) : +2 vs. secret doors and hidden
objects
Perform (act) +12 CHA (4) 3
Perform (oratory) +12 CHA (4) 3
Profession (fortune-teller) +16 WIS (2) 7
Ride +5 DEX (2) 1
Sense Motive +12 WIS (2) 5
Sleight of Hand +11 DEX (2) 1
Spellcraft +10 INT (2) 1
Stealth +7 DEX (2) 1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Skills Experience & Wealth
Skill Name Total Ability Ranks Temp
Experience Points: 35000/51000
Survival +4 WIS (2) - Current Cash: You have no money!
Swim +1 STR (-1) -
Spells & Powers
Feats
Armor Proficiency (Light) Medium spells known (CL 4th; concentration +8)
Armor Proficiency (Medium) Melee Touch +4 Ranged Touch +7
Deft Hands 2nd (2/day) —arcane sight , detect thoughts (DC 16),
Fortune Teller divination, find traps , scrying (DC 16), see invisibility
Persuasive 1st (2/day) —augury, comprehend languages , detect
Simple Weapon Proficiency - All secret doors , detect snares and pits , magic mouth (DC
Stealthy 15)
Versatile (Appraise, Knowledge [history])
Traits
Child of the Streets
Scholar of Ruins (Knowledge [geography])
Gear
Total Weight Carried: 4/90 lbs, Light Load
(Light: 30 lbs, Medium: 60 lbs, Heavy: 90 lbs)
Elemental gem (air) -
Fortune-teller's deck, masterwork 1 lb
Headband of alluring charisma +2 1 lb
Money -
Potion of gaseous form -
Potion of invisibility -
Potion of neutralize poison -
Potion of remove disease -
Scholar's outfit (Free) -
Thieves' tools, masterwork 2 lbs
Special Abilities
Cryptic Words (Lesser) (Su)
Hidden Knowledge (Intermediate) (Su)
Seance Boon (The Hidden Truth)
Seeking the Truth (Lesser) (Su)
Shared Seance (Su)
Spirit Bonus +2 (Su)
Trance (3/day) (Su)
Tracked Resources
Potion of gaseous form
Potion of invisibility
Potion of neutralize poison
Potion of remove disease
Trance (3/day) (Su)

Languages
Azlanti Osiriani
Common

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Medahm Zahzew – Abilities & Gear

Deft Hands Feat Cryptic Words (Lesser) (Su) Class Ability (Medium)
You have exceptional manual dexterity. Strange knowledge dances before your eyes, offering advice in
cryptic words and visions. As a standard action, you can attempt to
Benefit : You get a +2 bonus on Disable Device and Sleight of decipher these clues to gain insight into a current situation. Choose
Hand skill checks. If you have 10 or more ranks in one of these either a particular skill-related task or a particular opponent in
skills, the bonus increases to +4 for that skill. combat. Attempt a Linguistics check with a DC equal to the skill
check’s DC or the monster’s CR + 10. If you succeed, the advice
Fortune Teller Feat is helpful. Following it allows you to grant one ally a circumstance
As a result of being raised in a land steeped in tradition and bonus equal to the Vision’s spirit bonus on any one skill check
superstition (such as Varisia or Ustalav), you are skilled at toward that task, or attack roll or saving throw against that
communicating with the spirit world. opponent, as an immediate action before the roll is made. If you fail
the Linguistics check by 5 or more, however, you become
Prerequisite: Ability to cast divination spells. convinced of an inaccurate interpretation, and you suffer a
circumstance penalty equal to the Vision’s spirit bonus to all skill
Benefit : Upon taking this feat, choose a focus item for your checks toward that task, or all attack rolls and saving throws
divination magic - a crystal ball, runes, a Harrow deck, or some against that opponent for 24 hours, even as you remain convinced
such item. Whenever you cast a spell from the divination school, that your interpretation is absolutely correct. You can use cryptic
you may use this focus item instead of the spell's material words only once against any particular task or opponent every 24
component, as long as the cost of the material component is no hours. If you use cryptic words again before expending a benefit,
more than 1,000 gp. If you choose to perform the spell using your the previous benefit is wasted, but all penalties persist for 24 hours.
focus item and the spell's normal material component (regardless of
that component's cost), you cast the spell at +1 caster level. Hidden Knowledge (Intermediate) (Su) Class Ability (Medium)
Add double the Hidden Truth’s spirit bonus on all Knowledge
Appears In : Inner Sea World Guide checks. You can always take 10 on Knowledge checks.

Persuasive Feat Seance Boon (The Hidden Truth) Class Ability (Medium)
You are skilled at swaying attitudes and intimidating others into your +2 on Perception checks to find secret doors and hidden objects.
way of thinking.
Seeking the Truth (Lesser) (Su) Class Ability (Medium)
Benefit : You get a +2 bonus on Diplomacy and Intimidate skill Whenever you come within 10 feet of a hidden item or secret door
checks. If you have 10 or more ranks in one of these skills, the (but not a trap), the GM secretly rolls you a Perception check to
bonus increases to +4 for that skill. notice it automatically.

Stealthy Feat Shared Seance (Su) Class Ability (Medium)


You are good at avoiding unwanted attention and slipping out of At 2nd level, a medium can request his allies to be present for his
bonds. seance. A character counts as present so long as he maintains
physical contact with another present character and willfully opens
Benefit : You get a +2 bonus on all Escape Artist and Stealth skill himself to the spirit; he can take other actions during this time. All
checks. If you have 10 or more ranks in one of these skills, the present allies gain the channeled spirit’s seance boon for 24 hours.
bonus increases to +4 for that skill.
Spirit Bonus +2 (Su) Class Ability (Medium)
Versatile (Appraise, Knowledge [history]) Feat When a medium channels a spirit, he gains a bonus based on the
Select two Cross-class skills. These skills are now considered class spirit’s associated ability score. Strength spirits grant their spirit
skills. This feat may be taken multiple times. bonus on attack and damage rolls. Dexterity spirits grant their spirit
bonus on Reflex saves and to AC. Constitution spirits grant their
spirit bonus on Fortitude saves, and grant 3 times their spirit bonus
Child of the Streets Trait to maximum and current hit points. Intelligence spirits grant their
You grew up on the streets of a large city, and as a result you spirit bonus on skill checks. Wisdom spirits grant their spirit bonus
have developed a knack for picking pockets and hiding small on Will saves and concentration checks. Charisma spirits do not
objects on your person. You gain a +1 trait bonus on Sleight of grant their spirit bonus to anything by default; they rely instead on
Hand checks, and Sleight of Hand is always a class skill for you. their spirit powers. Spirits may also grant their spirit bonus in other
ways, varying by spirit. A 1st-level medium’s spirit bonus is +1, and
Appears In : Character Traits Web Enhancement, Advanced it increases by 1 at 4th, 8th, 12th, 16th, and 20th levels.
Player's Guide Traits
Trance (3/day) (Su) Class Ability (Medium)
Scholar of Ruins (Knowledge [geography]) Trait A medium can enter a trance state, beseeching an additional spirit
From the moment you could walk and talk, the ruins of ancient for aid or becoming more in tune with his channeled spirit, in
civilizations have fascinated you. Because of this, you have special exchange for granting the spirit increased influence over him.
insight into geography as well as expertise in exploring lost places. Entering a trance requires 1 full round of concentration. At the end
You gain a +1 trait bonus on Knowledge (geography) and of that round, the medium can choose to channel one of his known
Knowledge (dungeoneering) checks. One of these skills (your spirits that matches the alignment or ability score of one of his
choice) is always a class skill for you. channeled spirits and gain its lesser power. Alternatively, he can
select a spirit he is currently channeling and gain that channeled
Appears In : Advanced Player's Guide Traits, Taldor, Echoes of spirit’s weakest spirit power that he does not currently possess.
Glory, Ultimate Campaign Either way, the effect lasts 1 minute. Any ongoing benefits from a
gained power also end after the minute is up. A medium cannot
enter a trance when he is already in a trance. Entering a trance
increases the chosen spirit’s influence upon the medium by 1 step.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Medahm Zahzew – Abilities & Gear

Fortune-teller's deck, masterwork Gear


This deck of illustrated cards is used by those in tune with the spirit
world to predict the future—and by charlatans to take money from
gullible or desperate people. A common deck only has simple
drawings on parchment scraps or simple wooden plaques. A quality
fortune-teller’s deck is usually of quality wooden plaques with
painted color images; it is suitable as a focus for the augury spell,
and provides a +1 circumstance bonus on Profession (fortune-
teller), Profession (medium), and similar Profession checks. A
masterwork fortune-teller’s deck may be wood, ivory, or even metal,
with painted or carved images and often highlighted with gold inlays
or tiny gems; it has all the benefits of a quality deck, except it
provides a +2 circumstance bonus on the listed skill checks.

Appears In : Advanced Player's Guide, Ultimate Equipment

Elemental gem (air) Wondrous Item


An elemental gem comes in one of four different varieties. This gem
contains a conjuration spell attuned to the elemental plane of Air.

When the gem is crushed, smashed, or broken (a standard action),


a Large air elemental appears as if summoned by a summon
nature’s ally spell. The elemental is under the control of the
creature that broke the gem.

The coloration of the gem varies with the type of elemental it


summons. Air elemental gems are transparent.

Construction
Requirements: Craft Wondrous Item, summon monster V or
summon nature’s ally V ; Cost 1,125 gp

Headband of alluring charisma +2 Wondrous Item (Headband)


This attractive silver headband is decorated with a number of small
red and orange gemstones. The headband grants the wearer an
enhancement bonus to Charisma of +2. Treat this as a temporary
ability bonus for the first 24 hours the headband is worn.

Construction
Requirements: Craft Wondrous Item, eagle’s splendor ; Cost 2,000
gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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