Zanthidar
ZANTHIZAR.jpg

Zanthidar is a tall, well-built half-elf with green eyes and long black hair, usually dressed in armor. Both he and his brother Zanthisar are from Sasserine.

STATS:

Male half-elf occultist 7 (Pathfinder RPG Occult Adventures 46)
NG Medium humanoid (elf, human)
Init +5; Senses aura sight, darkvision 60 ft., low-light vision; Perception +15


Defense


AC 27, touch 13, flat-footed 26 (+10 armor, +2 deflection, +1 Dex, +4 shield)
hp 59 (7d8+21)
Fort +11, Ref +6, Will +9; +1 morale vs. fear, +2 vs. enchantments, +2 morale bonus vs. charm and fear
Immune sleep


Offense


Speed 30 ft. (20 ft. in armor)
Melee alacast +3/+5 against demons +16/+9 (2d8+15/18-20) or
gauntlet (from armor) +9 (1d4+9) or
unarmed strike +9 (1d3+9 nonlethal)
Implement Schools (1 generic focus)
Abjuration (armor, 4 points) Resonant—warding talisman; Focus—energy shield, mind barrier, trappings of the warrior
Divination (something, 4 points) Resonant—third eye; Focus—combat trick, sudden insight
Transmutation (Alacast +3/+5 against demons, 4 points) Resonant—physical enhancement (constitution); Focus—legacy weapon, mind over gravity, quickness, sudden speed, trappings of the warrior
Occultist Spells Known (CL 7th; concentration +10)
3rd (2/day)—dispel magic, nondetection, seek thoughts[APG] (DC 16), communal spider climb[UC]
2nd (4/day)—levitate, make whole, resist energy, see invisibility
1st (5/day)—comprehend languages, lead blades[APG], liberating command[UC], shield
0 (at will)—detect magic, mending, message, resistance


Statistics


Str 16, Dex 12, Con 16, Int 17, Wis 12, Cha 7
Base Atk +5; CMB +9; CMD 21
Feats Furious Focus[APG], Heavy Armor Proficiency, Improved Initiative, Power Attack
Traits clever wordplay, guerilla
Skills Acrobatics -4 (-8 to jump), Appraise +7, Climb +0, Craft (armor) +8, Craft (weapons) +8, Diplomacy +11, Fly +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +5, Knowledge (history) +7, Knowledge (local) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +15, Sense Motive +9, Sleight of Hand +1, Spellcraft +10, Stealth -3, Survival +11, Swim -1; Racial Modifiers +2 Perception
Languages Common, Elven, Goblin, Infernal, Undercommon
SQ elf blood, implements 4, magic item skill, mental focus (13/day), object reading, shift focus
Other Gear +1 agile breastplate[APG], +1 full plate, alacast +3/+5 against demons, cloak of resistance +2, ring of protection +2, backpack, bandolier[UE], crowbar, grappling hook, hemp rope (50 ft.), mess kit[UE], waterskin, whetstone, 662 gp, 2 sp, 8 cp


Tracked Resources


Energy Shield (35 damage) (Sp) - 0/35
Mental Focus (13/day) (Su) - 12/13
Mental Focus: Abjuration Assigned (13 focus) - 4/13
Mental Focus: Abjuration Spent (4 focus) - 1/4
Mental Focus: Divination Assigned (13 focus) - 4/13
Mental Focus: Divination Spent (4 focus) - 0/4
Mental Focus: Transmutation Assigned (13 focus) - 4/13
Mental Focus: Transmutation Spent (4 focus) - 0/4
Shift Focus (Transmutation [Alacast +3/+5 against demons], 9 focus) (Su) - 0/9


Special Abilities


Abjuration (armor) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination (something) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Shield (35 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (13/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-14 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Physical Enhancement +2 (Constitution) (Su) Implement grants bearer enhancement to one physical attribute.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quickness (7 rounds) (Sp) 1 focus: target gains supernatural quickness, as haste, but +2 AC/Reflex saves.
Shift Focus (Transmutation —Alakast +3/+5 against demons], 9 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Alacast +3/+5 against demons) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Trappings of the Warrior This panoply is associated with brave and stalwart warriors, martial skill, and the defense of one’s allies.
Associated Implements: Shield (abjuration) and weapon (transmutation).
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.


A tall, well build half-elf from Sasserine. Dressed in armor. Brother of Zanthisar.

+1 insight bonus against outsiders (due to flame eye)
+1 insight bonus on all saves