Full Name |
Falco Flaxseed |
Race |
Halfling |
Classes/Levels |
Diviner 6 | HP 11/32 | AC 17 T 13 FF 15 | CMD 13 | Fort +6 Ref +6 Will +7 (+2 against fear) | Init +5 (always acts in surprise) | Perc +5 | diviner's fortune +3: 8/8 |
Special Abilities |
#55162-29 |
About Falco Flaxseed
Used:
2 charge wand of magic missile
2 charges wand of clw
Scroll of glitterdust
Oil of daylight
Falco Flaxseed
Male halfling diviner 6
NG Small humanoid (halfling)
Init +5; Senses Perception +5
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 32 (6d6+6)
Fort +6, Ref +6, Will +7; +2 vs. fear
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Offense
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Speed 20 ft.
Melee cold iron dagger +3 (1d3-1/19-20)
Ranged sling +6 (1d3-1)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—diviner's fortune (+3)
Diviner Spells Prepared (CL 6th; concentration +11)
. . 3rd—empowered magic missile, summon monster III, tongues
. . 2nd—acid arrow, flaming sphere (DC 18), scorching ray, see invisibility
. . 1st—animate rope, burning hands (DC 17), detect undead, grease, magic missile, magic missile
. . 0 (at will)—detect magic, message, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 14, Con 13, Int 20, Wis 12, Cha 12
Base Atk +3; CMB +1; CMD 13
Feats Alertness, Empower Spell, Greater Spell Penetration, Improved Familiar, Spell Focus (evocation), Spell Penetration
Traits dangerously curious, deft dodger
Skills Acrobatics +4 (+0 to jump), Appraise +9, Climb +1, Fly +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +11, Knowledge (engineering) +10, Knowledge (geography) +9, Knowledge (history) +12, Knowledge (local) +10, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +14, Perception +5, Sense Motive +3, Spellcraft +14, Use Magic Device +8; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Sylvan, Terran
SQ arcane bond (Arcane Familiar, rat), forewarned
Combat Gear oil of daylight (2), potion of cure light wounds (2), scroll of animate rope (x2), scroll of comprehend languages (x2), endure elements (x2), magic weapon (x2), scroll of fly (x2), scroll of fly (x2), scroll of glitterdust (x2), scroll of gust of wind, invisibility, protection from arrows (x2), protection from energy (x2), shatter (x2), spider climb, scroll of invisibility, scroll of invisibility (x5), scroll of mount (x7), scroll of see invisibility (x2), scroll of unseen servant (x3), wand of cause fear (11 charges), wand of comprehend languages (50 charges), wand of cure light wounds (47 charges), wand of endure elements (42 charges), wand of enlarge person (43 charges), wand of identify (49 charges), wand of mage armor (46 charges), alchemist's fire; Other Gear cold iron dagger, sling, sling bullets (9), headband of vast intelligence +2, backpack, cold weather outfit, flint and steel, scroll case, scroll case, sunrod (2), trail rations (4), waterskin (2), pony, 2,695 gp, 4 sp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +3 (8/day) (Sp) As a standard action, touch grants ally +3 insight bonus to many checks for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Forewarned 3 (Su) Can always act in surprise rounds.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.