| Full Name |
Daxter Bateman |
| Race |
Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18) |
| Size |
Medium |
| Age |
33 |
| Alignment |
Lawful Neutral |
| Location |
Qadira |
| Occupation |
Ceramic Doll Maker/Business Man |
| Strength |
10 |
| Dexterity |
14 |
| Constitution |
16 |
| Intelligence |
28 |
| Wisdom |
8 |
| Charisma |
10 |
About Daxter Bateman
Daxter Bateman
Medium Humanoid(Human) Enchanter 12
Init +4; Senses Perception +14
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DEFENSE
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AC 18, touch 13, flat-footed 16. . (+4 Armor +2 Dex +1 Deflection +1 Natural)
hp 114/114 (12d6+48)
Fort +13, Ref +10, Will +11
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OFFENSE
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Spd 30 ft.
Melee Fine Print (+1 Dagger) +7 (1d4+1/19-20/x2)
Ranged Ranged Touch +8
Wizard Spells Known (CL 12 melee touch +6, ranged touch +8 Concentration +21):
6th (3/day) Summon Monster VI(x), Dispel Magic(Greater), Disintegration, (S)Heroism, Greater(x)
5th (4/day) Summon Monster V, Life Bubble(x), Wall of Force(x), Quickened Shield, (S)Dominate Person (DC26)
4th (5/day) Greater Invisibility x2, Dimension Door, Boneshatter(DC23)(x), Crushing Despair(DC25),(S) Confusion(DC25)
3rd (6/day) Heroism(x), Dispel Magic x2, Fly(x2), Pugwampi's Grace(DC24)(x), (S)Suggestion (DC24)
2nd (6/day) Glitterdust x2 (DC21), Blindness/Deafness(DC21), Anti-Summoning Shield, False Life x2(xx), (S)Qualm (DC23)
1st (7/day) Heightened Awareness(x), Mage Armor x2(xx), Magic Missile(x), Shield, Touch of Gracelessness, Vanish, (S)Moment of Greatness(x)
0 (at will) Detect Magic, Light, Ghost Sound(DC20)
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STATISTICS
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Str 10, Dex 12/14 Con 14/16, Int 22/28, Wis 8, Cha 10
Base Atk +6; CMB +6; CMD 19
Feats Spell Focus(Enchantment), Greater Spell Focus(Enchantment), Cosmopolitan, Spell Penetration, Toughness +12, Quicken Spell, Greater Spell Penetration, Improved Familiar, Acadamae Graduate*, Destructive Dispel
Traits Fast Talker, Reactionary
Skills Appraise +24, Bluff +21, Climb +12, Craft(Ceramic Dolls) +26, Diplomacy +20, Disable Device +14, Intimidate +18, Knowledge(All) +17, Linguistics +21, Perception +14, Profession(Business man) +3, Spellcraft +22
Languages Common, Abyssal, Draconic, Elven, Dwarven, Hallit, Infernal, Osiriani, Kelesh, Vudrani, Sylvan, Celestial, Auran, Aquan, Ignan, Terran, Undercommon
Combat Gear Headband of Intellect +6(Appraise/Climb/Perception), Amulet of Natural Armor +1, Cloak of Resistance +4, Belt of Physical Might +2(Dex/Con), Ring of Protection +1, Spring Loaded Wrist Sheath(Wand of MM)(34 charges), Wand(CLW)(25), Pearl of Power 1, Artisan's Tools, Rod of Piercing Spell(Lesser), Backpack, Alchemist's Fire(2), Scroll(Comprehend Languages), Scroll(Alarm), Scroll(See Invisibility), Scroll(Knock), Scroll(Alter Self), Scroll(Eagle's Splendor), Scroll(Stone Shape), Potion(Lesser Restoration), Dweomer's Essence x2, Scroll(Wind Wall), Scroll(Magic Circle vs Evil), Scroll(Command Undead), Rod of Empower(lesser), Rod of Bouncing Spell(Lesser), Wand(Endure Elements), Rod of Extend Spell(Lesser), Pearl of Power 2, Circlet of Persuasion, Masterwork Thieve's Tools, Masterwork Artisan's Tools
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SPECIAL ABILITIES
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Arcane Bond(Familiar):Daxter has formed a powerful bond with a imp.
Enchanting Smile: Daxter gains +3 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.
Beguiling Touch 12/day: Daxter can charm a living creature by touching it. Creatures with more than 12 Hit Dice are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate. The DC of this save is 26.
Shape Emotions: Daxter can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If he chooses to ward, he and his allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting him or his allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If he chooses to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.
Opposition Research(Transmutation): Select one Wizard opposition school; preparing spells of this school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.
Rune of Defense: Once per day as an immediate action, you gain a +5 Deflection Bonus to AC that lasts until the beginning of your next turn.
Galio
Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 26, touch 15, flat-footed 21..(+4 Armor +3 Dex, +7 natural, +2 size)
hp 56 (3d10); fast healing 2
Fort +5, Ref +8, Will +10
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10 SR17
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +10 (1d4 plus poison)
Range +1 Adaptive Longbow +11 (1d4+1/20/x3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 18)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +6; CMB +7; CMD 17
Feats Critical Conduit, Weapon Finesse
Skills Acrobatics +9, Bluff +14, Disable Device +15, Fly +21, Knowledge (arcana) +10, Knowledge (planes) +10 Knowledge(Others) +7, Perception +16, Spellcraft +14
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)
Equipment: Cloak of Resistance +1, Cracked Purple Ioun Stone(Shield), Cracked Purple Ioun Stone(Color Spray), +1 Adaptive Tiny Longbow
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.