Bounty Hunter

Araxus Nestarsian's page

93 posts. Alias of Celestial Healer.


Full Name

Araxus Nestarsian

Race

Human

Classes/Levels

Conjurer (Infernal Binder) 1 {Init +2, HP 1/8, AC 12}

Gender

Male

Size

M

Age

23

Alignment

LN

Location

Westcrown, Cheliax

Languages

Common, Infernal, Draconic, Elven, Aklo

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About Araxus Nestarsian

Araxus Nestarsian
Level 1 Human Conjurer (Infernal Binder)
Lawful Neutral

AC 12 (Flat Footed 10, Touch 12)
CMB +0, CMD 12
Fort +3, Ref +2, Will +3

Speed 30 ft, Initiative +2

HP 1 (Max 8)

BAB +0
Concentration +5

Dagger: +0 to hit, 1d4 damage (19-20/x2)
Crossbow: +2 to hit, 1d8 damage (19-20/x2)

XP: 0

Class Abilities:

Arcane Bond: Rat familiar (+2 Fort saves)
Scribe Scroll
Planar Knowledge: +3 Knowledge (Planes)

Opposition Schools: Illusion, Transmutation

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Assume Control (Su): At 1st level, you can attempt to gain control over a summoned creature by disrupting the bond between it and the caster who summoned it. You must make a caster level check (1d20 + caster level) equal to 10 + the summoning caster’s level. If you know the summoned creature’s name, you receive a +2 circumstance bonus on the check. If the check is successful, you can control the summoned creature as if you had summoned it for a number of rounds equal to 1/2 your wizard level (minimum 1 round). This does not increase the duration of the original summoning. The original summoning caster can attempt to regain control of the summoned creature as a standard action by making a caster level check against your caster level + 10. When your control ends, the creature reverts to the control of its summoner. At 9th level, you can use this ability to bargain with called creatures as if you were the caster who conjured them. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Familiar benefits:
Alertness
Improved Evasion
Empathic Link
Share Spells

Feats and Traits:

Spell Focus (Conjuration)
Augment Summoning [+4 Str and Con to summoned creatures]

Diabolical Dabbler: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Skills:

Acrobatics +2
Appraise +8 [1 rank]
Bluff +0
Climb +0
(Craft)
Diplomacy +0
Disguise +0
Escape Artist +2
Fly +2
Handle Animal +0
Heal +1
Intimidate +0
Knowledge (Planes) +11 [1 ranks, specialization benefit]
Knowledge (Arcane) +8 [1 rank]
Knowledge (Nobility) +8 [1 rank]
Knowledge (History) +8 [1 rank]
Knowledge (Engineering) +8 [1 rank]
Knowledge (All others) +1
Perception +1 (+2 with familiar)
(Perform)
(Profession)
Ride +2
Sense Motive +1 (+2 with familiar)
Spellcraft +8 [1 rank]
Stealth +2
Survival +1
Swim +0

Spells:

Spells per day:
0. Can prepare 3
1. 2+S

Save DC: 14 + Spell level (+1 for Conjuration)
Touch attacks +0, Ranged touch +2
Overcome spell resistance: +1

Prepared:
0. Light, Detect Magic, Acid Splash
1. Summon Monster I, X-Infernal Healing, Charm Person

Spellbook:

All cantrips except Illusion and Transmutation

1: Summon Monster I, Grease, Infernal Healing, Magic Missile, Charm Person (DC 15), Shield, Unseen Servant

Gear:

Dagger
Crossbow with 20 bolts

1 flask acid

3 potions cure light wounds (used 2, 1 remaining)
Wand of grease

Backpack
Belt pouch
Spell component pouch
Hemp Rope (50')
Bedroll
Waterskin
Rations (6 days)
Flint & Steel

9 gp

Familiar Stats:

Negellus
Rat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4
Fort +2, Ref +4, Will +3

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Improved Evasion
Empathic Link
Share Spells

Group Loot:

1 partial wand of grease (?)
1 partial wand of hold portal (?)
1 MW dagger, Otter's tooth, nonmagical (151)
1 battered gem, magical (?)
1 parchment with writing, magical (?)
A stash of coins, mostly copper, but with some silver and gold sprinkled in. (90 gp in toto)
Two smoke pellets (12.5 @ for 25)
1 wire saw (?)
4 small dogslicers, fragile (4@ for 16)
4 small shortbows (15@ for 60)
4 small quivers with 75 arrows total (0.5@ for 1.5)
4 sets small leather armor (5@ for 20)
4 small wooden shields (1.5@ for 6)

Public Background
Araxus is the only son of Marius Nestarsian, the patriarch of a once proud but now relatively insignificant noble family in Westcrown. Araxus and his two sisters grew up in Westcrown, but when he came of age, he was sent off to Egorian to study the arcane arts. Now he has returned to his family holdings in Westcrown and is being groomed as the next head of the house of Nestarsian.

Araxus is a slender man of average height. His pale complexion and dark hair mark his purely Chelish ancestry. Often reserved, when he speaks his tone is steely and decisive. He is well-educated and tends to look down upon those who are less learned, often regarding them with sarcastic condescension. He keeps his true motives, desires, and feelings close to his chest and is slow to invite anyone into his personal affairs.

Background for the GM only:
Araxus is conflicted about the arts he has studied and the pursuits of his countrymen. His mother, Portiana, was privately a devout follower of Iomedae, and valued the virtues of mercy and charity. She patiently abided her husband's more pragmatic interests in political machinations and diabolical dabbling, but tried to shield her children from such.

When she died while Araxus was only 14 years old, there was no stopping Marius' plans for his children. Araxus was sent to study the infernal arts in Egorian and was expected to excel. Excel he did, but he has always had reservations about his dabbling with dark magic. He remembers his mother fondly and has a softness for people who remind him of her. Time will tell whether these reservations win out and convert Araxus to the light or whether the pressure of his family and his society will quell his reservations once and for all.