Wizard L7 | Init +4 | Dark vision 60', Perception +11 | AC 18/14/14 | HP 56/56 | F +5 R +8 W +8; +2 vs charm and compulsion | CMB +7, CMD 18
Gender
Male
Size
6'1" 100lb
Age
145
Alignment
LG
Strength
10
Dexterity
18
Constitution
12
Intelligence
20
Wisdom
12
Charisma
12
About Professor Baxter Mirrermax
Description & Personality:
A tall slim human looking Aasimar, he has on a nicely made Victorian like suit and glasses. He has a small back pack, and, wands on his belt. With is a small brightly coloured Fey Dragon. Who talks a lot. The only ADD other plane thing about him is his blue glowing eyes.
Personality
Well spoken and educated, A kind man who takes his time. He's more interested in Knowledge than anything like wealth and power. He likes to make notes and study things
Background:
Professor Baxter Mirrermax loves magic, His is a sad story, his whole family was taken as a slavers when raiders raided his sea village home. Showing skill in magic he was sold to one Lady Calista, a lady who hated slavery and at once set him free. His mother missing young Baxter Mirrermax was enrolled in magic school and did very well indeed. Privet teachers and the best education will do that. As a adult, he hunted for his mother, but found her long dead, sad and with out a aim in life, Lady Calista introduced him to the pathfinders. They gave him a aim in life and as such he was been working for them there after. There he has done well, becoming a mage of power and respected.
Role and aim:
To aid the pathfinders
To learn more magic
To free slaves wherever he finds them
Weapon Proficiency
club, dagger, heavy crossbow, light crossbow, and quarterstaff
Armor Proficiency
None
Traits
1:Focused Mind [Magic Trait]
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
2:Fate's Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Intelligence and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
School Transmuters use magic to change the world around them Opposed Illusion
Physical Enhancement (Su) +2Stat
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp) 9/day 1d4+3 30'
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Spells:
Spells - 4/4+2/3+1/2+1/1+1 [Spells Day]
Level 0 DC15
1:Read Magic
2:Mage Hand
3:Mend
4:Prestidigitation
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Race Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Familiars Class skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
+ Masters Skills but with Stat mod.
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
SPECIAL ABILITIES
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells
A faerie dragon casts spells as a 3rd-level sorcerer.
Celestial Creature
Celestial Creature Defenses:
Resist Cold, Acid, and Electricity / 10
DR 5/evil
Senses The creature gains Dark Vision 60 ft.
Special Attacks:
The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).
Satchel, Familiar 25gp
Source Ultimate Equipment
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
FR Pouch:
Spell Book.
Wand QLW 750gp
Signal whistle 1sp
Travelers any tool 250gp
LS Main Pouch:
Bedding 30gp
Cold weather clothing. 10gp
Map case pens paper 20gp
Water prof sack 1gp
Grooming set 4gp
Hand Mirror 50gp
Note books and pens 50gp
Clip for Wayfinder.
Wayfinder Standard 500gp
Slotted-
1: iridescent-spindle Cracked 500gp
Iridescent spindle: Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure. + This stone grants a +4 competence bonus on Constitution checks to hold your breath.
SPELL BOOKS
1:Defensive Primer (Level 1 Abjurer) 185gp
1st—burning hands, detect undead, expeditious retreat, magic missile, protection from evil S, ray of enfeeblement, shield
2:Unnamed Journal (Level 3 Universalist) 275gp
Spells
2nd—fox’s cunning, scorching ray, 1st—alarm, feather fall, obscuring mist, mount, shield, shocking grasp, silent image, sleep, 0—standard plus jolt
3:Traveler’s Tome (Level 4 Transmuter) 365gp
Spells: 2nd—glide S [APG], knock S, levitate S, rope trick S, 1st—ant haul S [APG], enlarge person S, erase S, expeditious retreat S, gravity bow S [APG], hold portal, jump S, magic weapon S, shield