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Zaiho



Recall Knowledge - Humanoid (Society): DC 45
Unspecific Lore: DC 43
Specific Lore: DC 40

Elite | Normal | Weak
Proficiency without Level

ZaihoCreature 16

Unique Medium Human Humanoid 
Source Prey for Death pg. 54
Male human inventor
Perception +8; darkvision
Languages Common, Diabolic, Dwarven, Gnomish, Goblin, Osiriani, Tien, Vudrani
Skills Acrobatics +13, Athletics +11, Crafting +15, Deception +13, Ilizmagorti Lore +13, Intimidation +13, Society +13
Str +3, Dex +5, Con +1, Int +5, Wis +2, Cha +3
Zaiho's Gun Sword Zaiho's innovation is an unusual-looking gun sword. He's enhanced this weapon with runes to become a +2 greater striking wounding weapon. He's further modified this weapon as follows:
  • He's given the sword a hooked tip and razor-sharp prongs, granting the weapon the disarm and trip traits with melee Strikes.
  • He's made the weapon lightweight. Zaiho's gun sword is 1 Bulk and only requires 1 hand to wield.
  • Strikes with the weapon deal an additional 1d6 electricity damage.
  • He's revolutionized the damage output and increased the gun sword's base damage die of d8 to d10.
As an inventor innovation, Zaiho's gun sword only works due to his constant maintenance and tinkering, and anyone else is untrained in it and cannot use the special modifications listed in the bullet points above. Its weapon runes can be transferred to other weapons normally.
Items greater obsidian goggles, +2 greater resilient greater fire resistant raiment explorer's clothing, eye of the mantis, Zaiho's Gun Sword with 20 rounds
AC 23; Fort +9, Ref +15, Will +12
HP 265
Gadget Defense [reaction] Trigger Zaiho would roll a saving throw against an effect that would cause Hit Point damage; Effect Zaiho quickly procures some outlandish gadget or device from his pouches to protect himself from the triggering effect. Rather than roll the normal saving throw against the effect, Zaiho instead attempts a Crafting check in place of that saving throw, treating the result of this check as the result of the saving throw instead. If this results in a critical failure, Zaiho's gadgets are damaged, and he can no longer use this reaction for 24 hours.
Speed 25 feet
Melee [one-action] Zaiho's gun sword +13 [+8/+3] (critical fusion, disarm, magical, trip, versatile P), Damage 3d10+11 slashing plus 1d6 electricity and 1d6 persistent bleedRanged [one-action] Zaiho's gun sword +15 [+10/+5] (concussive, kickback, magical, range 50 feet, reload 1), Damage 3d10+8 piercing plus 1d6 electricityFiery Leap [two-actions] (fire) Frequency once per day; Effect Zaiho Leaps. As he does so, he throws a handful of explosive devices into a square he was adjacent to just before he Leaped. A creature in this square takes 11d10 fire damage (DC 21 basic Reflex save); that creature and all creatures adjacent to the target square also take 11 fire splash damage.Twinned Combat Any enemy is off-guard against Zaiho's Strikes if that enemy is currently taking persistent damage from or is frightened by any of Shirota's bombs. Zaiho doesn't inflict splash damage to Shirota with Fiery Leap.