Alchemist

Professor Baxter Mirrermax's page

22 posts. Alias of Johnny_Panic.


Full Name

Professor Baxter Mirrermax

Race

Aasimar

Classes/Levels

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

Crunch:

20 point Buy point for point [18 point cap spend]

Str=12 [+1] 10[2p]
Dex=20 [+5] 10[7p][+2Race+1levels+2Item]
Con=12 [+1] 10[2p]
Int=22 [+6] 10[7p][+2Race+2Class+1levels+2Item]
Wis=12 [+1] 10[2p]
Cha=12 [+1] 10[0p][+2Race]

Offence

Movement"
Land 30',

Init +5 Perception +8 [item]
Dark Vision 60'

BAB+8/+3 RBAB +14/+9 MBAB+9/+4

Unarmed strike TH+8 DMG1d3+1 B+NL
cold Iron Dagger: TH+8 DMG 1d4+1 20'
MW Light Cross bow +10TH DMG1d8 60' x20

CMB +7

Defiance

Senses perception +11 [Item]

HP [56/56] 7x(6+1+1FC)=56

AC18 T14 FF14 [10+4Dex+4Spell]

CMD =18 [10+3BAB+1STR+4DEX]

Saves:
F=5 [+2class+1Con+2Item]
R=8 [+2Class+4Dex+2Item]
W=8 [+5class+1Wis+2Item]

Feats and Traits:

Feats
1: Weapon Finesse
2: Extend Spell
3:celestial servant Aasimar

Wizard
-:Scribe Scroll
1:Improved Familiar

Item's
Blind-Fight [Way finder]

Familiar
Alertness, improved evasion,

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

3:

Drawbacks:
1:

Special Abilities:

Skills:

Skill Points [2+5]x7=[49]

+14 Acrobatics(+4dex, +7rank +3Class)<
+9 Appraise(+5int, 1rank +3Class)<
+1 Bluff (+1Cha +0Rank)
+0 Climb(+0str, 0rank)
+5 Craft[All](+5int, 0rank +3class)<
+14 Fly (+4dex, +7rank +3Class)<
+5 Disable Device (+5int +0rank)
+1 Diplomacy (+1Cha +0Rank)
+1 Disguise(+1cha +0rank)
+4 Escape Artist(+4dex, +0rank)<
+1 Heal (+1wis 0rank)
+1 Intimidate (+1Cha +0Rank)
+1 Perception(+1wis, +0rank)
+1 Ride (+1Str 0ranks)
+1 Perform (+1Cha 0Rank)
+1 Sense Motive(+1wis, +0rank)
+4 Sleight of Hand(+4dex, +0rank)
+15 Spell/Psionic craft(+5int, +7rank +3class)<
+ Stealth(+4dex, +0rank)
+1 Survival(+1Wis +0rank)
+1 Swim (+1Str +0rank)
+1 Use Magic/Psionic Device(+1cha, +0rank)
22

Knowledge Cascade
+5 Knowledge (ALL others) (+5int, +0rank +3class)<
+10 Knowledge (Dungeoneering) (+5int, +1rank +3class)<
+10 Knowledge (Engineering) (+5int, +1rank +3class)<
+10 Knowledge (Geography) (+5int, +1rank +3class)<
+10 Knowledge (History) (+5int, +1rank +3class)<
+10 Knowledge (Local) (+5int, +1rank +3class)<
+10 Knowledge (Nature) (+5int, +1rank +3class)<
+10 Knowledge (Nobility) (+5int, +1rank +3class)<
+10 Knowledge (Planes) (+5int, +1rank +3class)<
+10 Knowledge (Arcana) (+5int, +1rank +3class)<
+10 Knowledge (Religion) (+5int, +1rank +3class)<
+10 Knowledge (Science) (+5int, +1rank +3class)<
+10 Knowledge (Mathematics) (+5int, +1rank +3class)<
+10 Linguistics (+5int, +1rank +3class)<
13p

Concentration +14 (7CL+5INT+2trait)

< = Classfeat other Skill

Race Aasimar Peri-Blooded - Emberkin:

Standard Racial Traits

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

Celestial Resistance: Aasimars have
acid resistance 5,
cold resistance 5,
electricity resistance 5.

Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Knowledge (planes), Spellcraft checks.

Magical Racial Traits
20 +2 dex

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Wizard L7:

7th
BAB+3
Save +2/+2/+5
Spells /4/4/3/2/1
School Transmutation

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

Level 1 DC16 4+2/day
1:Shield
2:Air Bubble
3:Mage Armour
4:Unseen Servant
5:Comprehend Languages
6:Identify

Level 2 DC17 3+1/day
1:Invisibility
2:Animal Aspect
3:Levitate
4:Mirror Mideaway
:-tattoo-potion

Level 3 DC18 2+1/day
1:Fly
2:beast-shape I
3:gaseous-form

Level 4 DC19 1+1/day
1:elemental-body
2:beast-shape II

Familiar NELON - Celestial Faerie dragon:

Dragon, Faerie
A pair of brightly colored butterfly wings sprouts from the back of this miniature dragon.

Faerie dragon HD7
XP 600
CG Tiny dragon
Init +3; Perception +8
Senses darkvision 120 ft, low-light vision;

DEFENSE

AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
hp 33 [Half Masters]
F=3 [+2class+1Con]
R=5 [+2Class+3Dex]
W=7 [+5class+2Wis]
Immune paralysis, sleep; SR 13

OFFENSE
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)

3/day greater invisibility (self only)

Spells Known (CL 3rd; concentration +6)

1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

STATISTICS

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).

Items
Neck Band of Substance 2,500GP

Equipment:

Starting cash 23,000
Dagger: Cold Iron [Boot]
[Note all her items or Psionic not magic.]

Belt: Belt of Physical Dex [+2] 4,000gp
Body: -
Chest:-
Eyes: -
Feet: -
Hands: -
Head: -
Headband: Head band of Vast Intelligence [+2] 4,000gp
Neck: -
Shoulders: cloak-of-resistance +2 4,000gp
Wrists: -
Ring L: Ring of Substance 2500GP
Ring R: -

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.

Slotless
Custom Handy Haversack 2000gp [5lb]

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

Carrying 18lb Light

COIN left 2865gp

NOTES: