About Adalan MussaraPlayer: The Sesquipedalian Thaumaturge
Class: Wizard (conjurer) 8
Reputation: Vigilant Seal 73, Grand Archive 16, Horizon Hunters 2, Radiant Oath 2, Total 93
Perception: +12
AC 21 (22 with mage armor); Fort +10; Ref +13; Will +14
Effect: 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.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. Effect: Resist Harm ↩︎ Trigger: You would take damage. 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. Effect:
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.
Equipment
Ancestry Feats: Natural Ambition (Counterspell) (1st), Ornate Tattoos (alarm) (5th)
Proficiencies:
Perception - Trained
Fortitude - Trained
Arcana - Master
club, crossbow, dagger, heavy crossbow, staff - Trained
arcane spell attacks - Expert
Spellbook:
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 Boons:
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. |
