Imiriax
8th level wizard (transumuter)
NG, Medium, Human, Humanoid
Perception +11 (+13 to initiative rolls.)
Languages Ancient Osiriani, Common, Draconic, Dwarven, Elven, Thassilonian
Skills Acrobatics +11 (+13 to initiative rolls.), Arcana +19, Architecture Lore +18, Athletics +8 (+10 to initiative rolls.), Azlant Lore +18, Crafting +14, Deception +14 (+16 to initiative rolls.), Diplomacy +17 (+19 to initiative rolls.), Intimidation +14, Medicine +10, Occultism +14, Performance +14, Society +14, Stealth +11 (+13 to initiative rolls.)
Str 10 (+0), Dex 12 (+1), Con 14 (+2), Int 19 (+4), Wis 12 (+1), Cha 18 (+4)
Other Items +1 explorer’s clothing, dagger, staff, backpack, bag of holding I, bandolier, bedroll, belt pouch, belt pouch, candles (10), chalks (10), diplomat's badge, flint and steel, goggles of night, hat of the magi, healer’s gloves, material component pouch, oil (pint)s (10), rations (1 week)s (2), rope (foot)s (50), soap, spellbook (the skinwalker's libram), torchs (5), wand of false life, wand of knock, wand of longstrider (2nd level), wand of spider climb, wand of telekinetic maneuver, waterskin, wayfinder, wayfinder of rescue (worth 800 sp), wooden religious symbol, writing set, familiar, money, purse (1,045 gp; 3 sp; 4 cp)
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AC 22; Fort +12; Ref +13; Will +13
HP 80
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Speed 25 feet
Melee [1] dagger +11 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4 P
Melee [1] staff +10 (two-hand (1d8)), Damage 1d4 B
Ranged [1] dagger +11 (versatile S, agile, thrown 10 ft., finesse), Damage 1d4 P
Arcane Wizard Spells DC 22, attack +16;
4th Burning hands (heightened)
Enervation
Fly
Phantasmal Killer
3rd
Haste,
Hypnotic pattern,
Lightning bolt
Heightened Magic Missile (6d4+6 for 3 actions)
2nd Blur,
Enlarge,
Ash cloud,
Glitterdust
1st Fear,
Gust of wind,
Magic weapon
Mage Armor
Cantrips (4th) electric arc,
prestidigitation,
read aura,
shield,
sigil,
telekinetic projectile
Occult Bard Spells DC 24, attack +14;
3rd (1 slot) heroism
2nd (1 slot) silence
1st (1 slot) phantom pain
Cantrips (3rd) forbidding ward,
guidance
Focus Spells 3 Focus Points, DC 24;
4th Counter Performance,
Physical Boost,
Shifting Form
Arcane Sense - You can cast 1st-level detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd level; if you’re legendary, it is heightened to 4th level.
Clever Improviser - You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Cooperative Nature - You gain a +4 circumstance bonus on checks to Aid.
Hobnobber - The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead.
Intimidating Glare - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Quick Identification - You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.
Reach Spell - If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Untrained Improvisation - Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead.
Other Abilities
Arcane Thesis - Improved Familiar Attunement
Drain Familiar - As Drain Bonded Item, but with familiar
Familiar Focus - Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum.]