Radi Hamdi

Adalan Mussara's page

350 posts. Organized Play character for The Sesquipedalian Thaumaturge.

Full Name

Adalan Mussara


| HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:


LG male human wizard (conjurer) 8








Draconic, Elven, Jotun, Kelish, Osiriani, Sylvan, Taldane



Strength 10
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 16
Charisma 14

About Adalan Mussara

Player: The Sesquipedalian Thaumaturge
PFS Number: 270872-2001

Class: Wizard (conjurer) 8
Ancestry: Human (skilled)
Ethnicity: Keleshite
Background: Noble
Traits: LG, Medium, Human, Humanoid

Reputation: Vigilant Seal 73, Grand Archive 16, Horizon Hunters 2, Radiant Oath 2, Total 93
Fame: 53
Gold: 756.26
XP: 85
Pathfinder Training: Spells (3)
Scenario Consumables: scroll of stoneskin, scroll of resist energy

Perception: +12
Languages: Draconic, Elven, Jotun, Kelish, Osiriani, Sylvan, Taldane
Skills: Acrobatics +2; Arcana +18; Athletics +0; Crafting +13; Deception +12; Diplomacy +11; Intimidation +2; Academia Lore +13; Heraldry Lore +13; Pathfinder Society Lore +13; Medicine +14 (+15 healer's tools); Nature +12; Occultism +14; Performance +2; Religion +12; Society +16; Stealth +11; Survival +3; Thievery +2
Str 10; Dex 14; Con 12; Int 19; Wis 16; Cha 14

AC 21 (22 with mage armor); Fort +10; Ref +13; Will +14
HP 57; Resistances evil 3
Counterspell ↩︎ (abjuration, arcane, wizard); Trigger: A creature Casts a Spell that you have prepared.

You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.
Recognize Spell ↩︎ Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Resist Harm ↩︎ Trigger: You would take damage.
You gain resistance 4 to acid, cold, electricity, fire, force, negative, positive, and sonic damage against one attack, spell, or effect. This applies only to the initial effect, not to any subsequent attacks or damage dealt by the effect (such as persistent damage or an ongoing hazard).
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.

Speed 25 ft.
Melee ◈ dagger +11 (agile, finesse, thrown 10 ft., versatile S), 1d4 piercing
Melee ◈ fist +11 (agile, finesse, nonlethal, unarmed), 1d4 bludgeoning
Prepared Arcane Spells (DC 25, attack +15)
4th (2+1/day) - resilient sphere, invisibility, summon animal
3rd (3+1/day) - dispel magic, fireball, haste, stinking cloud
2nd (3+1/day) - illusory object, invisibility, water walk, web
1st (3+1/day) - air bubble, charm, feather fall, mage armor
Cantrips (4th) - electric arc, mage hand, message, produce flame, ray of frost, tanglefoot
Focus (4th) - augment summoning
Innate Arcane Spells (DC 21, attack +11)
1st (1/day) - alarm
Cantrips (4th) - prestidigitation, shield
Innate Occult Spells (DC 21, attack +11)
Cantrips (4th) - guidance
Staff of Divination (DC 25, attack +15) - 4/4 charges
2nd - comprehend language, darkvision, see invisibility
1st - true strike
Cantrips (4th) - detect magic
Ventriloquist's Ring (DC 19)
1st (1/day) - ventriloquism

Held: dagger (2 sp, L)
Worn: staff of divination (230 gp, 1), ring of the ram (220 gp), ventriloquist's ring (60 gp), pendant of the occult (60 gp), hat of the magi (50 gp), choker of elocution (Sylvan, 200 gp), wayfinder, explorer's clothing (1 sp, L), material component pouch (5 sp, L), belt pouch (4 cp), backpack (1 sp), bandolier with expanded healer's tools (1 sp, L)
Stowed: scroll of pest form (4 gp, L), spellbook (1 gp, 1), 5 caltrops (15 sp, 5L), signal whistle (8 cp), flint and steel (5 cp), rope (5 sp, L), grappling hook (1 sp, L), expanded healer's tools (50 gp, 1), repair kit (2 gp, 1), writing set (1 gp, L), 10 chalk (1 cp), scroll case (1 sp), pup tent (8 sp, L), bedroll (1 cp, L), 1 week's rations (4 sp, L), waterskin (5 cp, L), backpack (1 sp, -2), silver bell (3 gp)
Bulk: 3, 5L (Encumbered 5; Max 10)

Ancestry Feats: Natural Ambition (Counterspell) (1st), Ornate Tattoos (alarm) (5th)
Skill Feats: Courtly Graces (background), Battle Medicine (2nd), Godless Healing (4th), Assurance (Medicine) (spells bonus), Skill Training (Nature) (6th)
General Feats: Ancestral Paragon (Arcane Tattoos [abjuration]) (3rd), Recognize Spell (7th)
Class Feats: Counterspell (bonus), Conceal Spell (2nd), Silent Spell (4th), Spell Penetration (6th)
Class Features: arcane bond, arcane thesis (spell substitution)

Perception - Trained

Fortitude - Trained
Ref - Expert
Will - Expert

Arcana - Master
Crafting - Trained
Deception - Trained
Diplomacy - Trained
Academia Lore - Trained
Heraldry Lore - Trained
Pathfinder Society Lore - Trained
Medicine - Expert
Nature - Trained
Occultism - Trained
Religion - Trained
Society - Expert
Stealth - Trained

club, crossbow, dagger, heavy crossbow, staff - Trained
unarmed attacks - Trained
unarmored defense - Trained

arcane spell attacks - Expert
arcane spell DCs - Expert

4th - resilient sphere, suggestion
3rd - fireball, haste, slow, stinking cloud
2nd - acid arrow, dispel magic, invisibility, resist energy, summon elemental, water walk, web
1st - air bubble, charm, feather fall, grease, illusory disguise, illusory object, mage armor, magic missile, summon animal, summon construct, true strike
Cantrips - acid splash, detect magic, electric arc, ghost sound, mage hand, message, produce flame, ray of frost, shield, tanglefoot

Faction: Grand Archive Champion, Improved Vigilant Seal Champion
Advanced: Convention Hero, Grand Finale, Maze Walker
General: Adamant Wayfinder, Amateur Adjuster (3 uses), Adversary Lore (fiend), Blast from the Past, Diggen the Liar, Experienced Mountaineer, Fane's Friend, Heroic Defiance, Legacy of the Gorget, Magical Mentor, Nexian Researcher (3 uses), Numerian Archaeologist (3 uses), Off-Hours Study (Pathfinder Society Lore, complete), Resist Corruption, River Kingdoms Politician (3 uses), Sand Slide (3 uses), Secrets of the Jistkan Alchemists (2 uses), Tarnbreaker Champion, Touched by the Storm, Traveler of the Spirit Road (3 uses), Valais's Assurance (2 uses), Water's of Warlock's Barrow, Wayfinder
Slotless: Ally of the Iruxi, Blood Offering, Engraved Wayfinder, Multicultural Training (Varisian), One-Who-Waits (3 uses), Wayfinder Connections

Sand Slide ↩︎ Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects. [spoiler=Effect] You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.