About Thalasi
Thalasi
Elf diviner (foresight APG) 4/ wizard of high sorcery (White) 1 ( Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +8 (+10 in forests); Senses low-light vision; Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (5d6+4)
Fort +1, Ref +3, Will +5 (+1 trait bonus against effects that cause the confused or dazed conditions.); +2
vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Diviner Spells Prepared (CL 5th; concentration +9)
3rd—aura sight ACG, lightning bolt (DC 18), lightning bolt (DC 18)
2nd—detect thoughts (DC 16), scorching ray , see invisibility
1st—burning hands (DC 16), comprehend languages , mage armor , magic missile , snowballUW
0 (at will)— detect magic , ray of frost , read magic , resistance
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 15, Con 11, Int 19, Wis 12, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Craft Wondrous Item, Improved Initiative, Scribe Scroll, Spell Focus
(evocation)
Traits devout visionary, guerilla tactics
Skills Appraise +8, Craft (weapons) +7, Diplomacy +2, Knowledge (arcana) +12, Knowledge (history) +10,
Knowledge (nobility) +9, Knowledge (religion) +10, Linguistics +10, Perception +8, Spellcraft +12 (+14 to
identify magic item properties), Stealth +2 (+4 in forests), Use Magic Device +2; Racial Modifiers +2
Perception, +2 Spellcraft to identify magic item properties
Languages Abanisinian, Common, Dwarven, Elven, Nagius, Sylvan
SQ elven magic, forewarned, prescience (7/day)
Other Gear wizard starting spellbook, 150 gp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any
other d20 roll before the next turn.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Item of Power: Once a prospective Wizard of High Sorcery successfully completes the Test, his order gives him a permanent magic item, usually valued between 2,000-4,000 stl. The order does not tell the new Wizard of High Sorcery what powers the item possesses, as discovering the item’s secrets is seen as a challenge on his new path.
Moon Magic: All Wizards of High Sorcery draw strength directly from the moon aligned with their particular Order—White Robe wizards from Solinari, the White Moon; Red Robe wizards from Lunitari, the Red Moon; Black Robe wizards from Nuitari, the Black Moon (whose aspect only Black Robe wizards can see).
The waxing and waning of their respective moons has an effect upon the magic of Wizards of High Sorcery. When a moon is at High Sanction (from waxing gibbous, through full, to waning gibbous), wizards of that moon’s order cast spells at +1 caster level and with a +1 to any spell save DCs. When a moon is at Low Sanction (from waning crescent, through new, to waxing crescent), wizards of that moon’s Order cast spells at -1 caster level and with a -1 to any spell save DCs. During the waxing and waning periods around the quarter moons, wizards of that moon’s Order cast their spells normally.
The alignment of any two moons is a positive event for wizards of both orders, even if the moons are at Low Sanction. When two moons are in conjunction, wizards of both moons’ Orders cast spells at +1 caster level and with a +1 to any spell save DCs. These bonuses stack with any bonus or penalty already in place for the phase of the moons. Thus, if Lunitari and Nuitari come into conjunction at High Sanction, Wizards of the Red and Black Robes cast at caster level +2 and a +2 on spell save DCs. If the same two moons come into conjunction at Low Sanction, the benefit from the conjunction cancel out the penalty for the two moons being at Low Sanction, and these wizards cast spells as normal.
When all three moons come into alignment, all magic becomes more powerful. Wizards of all three Orders cast spells at caster level +2 and with a +2 on spell save DCs. Again, these bonuses stack with any bonus or penalty in place for the phase of the moons. If the three moons are in conjunction at Low Sanction, every wizard still casts with +1 bonuses. If they align at High Sanction, the bonuses are +3. This alignment, known as the Night of the Eye, occurs in a cycle of 504 days (exactly 1–1/2 years).
Tower Resources: A Wizard of High Sorcery gains full admission to any operational Tower of High Sorcery and its resources for spell research and the creation of magical items.
Access to Libraries: A wizard who has passed the Test of High Sorcery and declared allegiance to the Gods of Magic gains access to the libraries within the Tower. These libraries contain the spellbooks of countless wizards throughout history, stretching back to the Age of Dreams. With access to these libraries, it is easier for a wizard to create new spells or to add new spells to his spellbooks. When a wizard is researching or scribing a spell using the Tower’s libraries, the time requirement for replacing or copying spells is halved (so a wizard can scribe two spells per day), while the cost for creating new spells is three-quarters of the normal cost (750 stl per week of research).
Access to Laboratories: Laboratories in the Tower of High Sorcery are available for the use of any Wizard of High Sorcery wanting to create magic items. The laboratories and come complete with most commonly used components. Rare and exotic components may have to be bartered for or gained independently through other channels. A wizard using these laboratories can almost certainly complete the creation process without interruption.