Draxus Tanar's page

No posts. Organized Play character for Harrison Wise.


Full Name

Draxus Tanar

Race

Tiefling (Onispawn)

Classes/Levels

Wizard 12

Gender

M

Size

M

Age

35

Strength 7
Dexterity 22
Constitution 16
Intelligence 28
Wisdom 7
Charisma 5

About Draxus Tanar

Draxus Tanar
Male Tiefling Wizard 12
N Outsider (Native)
Init +16 (20)

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Defense
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AC 18, touch 17, flat-footed 12
HP 98 (12d6+48)
Fort +6, Ref +9, Will +6
Resist 5 Cold, Electricity, Fire
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Offense
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Speed 30 ft.
Melee Staff of Entwined Serpents (1d6-1)
Ranged Staff of Entwined Serpents (2d4+2)
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Statistics
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Str 7, Dex 22, Con 16, Int28, Wis 7, Cha 5
Base Atk +6; CMB +4; CMD 20
Feats Improved Initiative, Spell Focus (Evocation), Spell Specialization (Ball Lightning), Varisian Tattoo, Toppling Spell, Arcane Discovery: Forest's Blessing.
Traits Reactionary, Magical Lineage (Magic Missile)
Skills Acrobatics+8, Appraise +12, Craft (Alchemy) +20, Escape Artist +8, Fly +13, Knowledge Arcana +20, Dungeoneering +17, Engineering +12, Geography +12, History +12, Local+17, Nature +17, Nobility +12, Planes +20 Religion +17, Perception+8 (12), Sense Motive-2 (+2) Spellcraft +20

Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Giant, Ignan, Infernal, Osiriani (and Ancient), Skald, Sylvan, Terran, Thassalonian, Tien, Undercommon

Combat Gear: Staff of the Master, Cloak of resistance +2, MW Light Crossbow
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Special Abilities
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Racial: Darkvision 60, Prehensile Tail, Vestigial Wings
Class:Arcane Bond: Staff, Arcane School: Divination (Foresight) - See below.
1) Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
2) Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
3) Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.

Default Spells:
Racial: Darkness 1/day
1st - Heightened Awareness, Magic Missile (3), Liberating Command, Vanish, Mage Armor
2nd - See Invisibility, Burst of Radiance (3), Create Pit (2), Web
3rd - Arcane Sight, Haste (2), Lightning Bolt, Dispel Magic, Sheet Lightning
4th - Divination, Ball Lightning (2), Dimension Door, Resilent Sphere
5th - Telepathic Bond, Mass Pain Strike, Overland Flight

Backstory: