Perception: +8; Darkvision
Languages: Common, Gnomish, Sylvan, Thassilonian, Druidic
Skills: Acrobatics +6, Arcana +4, Athletics -1, Diplomacy +6, Nature +8, Occultism +4, Religion +8, Survival +8
Str -1, Dex +2, Con +2, Int +0, Wis +4, Cha +2
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Items: Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Wooden), Caltrops (2), Cold Iron Chunk, Elsie's Excellent Bottled Vim, Potion of Water Breathing, Scroll of Restoration, Scroll of Remove Disease, mysterious key, 2 gp, 2 sp
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AC 16; Fort +6, Ref +6, Will +10
HP 28
Speed 25 feet
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Recognize Spell [reaction]:
details:
Prerequisites: trained in Arcana, Nature, Occultism, or Religion
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.
Reach Spell [one-action]: You can extend the range of your spells. 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.
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Trigger: You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you're trained in.
Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
Perception: +7; Darkvision
Languages: Common, Gnomish, Sylvan, Thassilonian
Skills: Acrobatics +5, Arcana +3, Athletics -1, Diplomacy +5, Nature +7, Religion +7
Str -1, Dex +2, Con +2, Int +0, Wis +4, Cha +2
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Items: Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Wooden), Caltrops (2), Cold Iron Chunk, Elsie's Excellent Bottled Vim, Potion of Water Breathing, Scroll of Restoration, Scroll of Remove Disease, mysterious key, 2 gp, 2 sp
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AC 15; Fort +5, Ref +5, Will +9
HP 18
Speed 25 feet
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Melee: Staff +2 (Two-Hand d8), Damage 1d4-1 B
Divine Prepared Spells: DC 17, attack +7; 1st Heal, Heal, Heal
Divine Prepared Spells: DC 17, attack +7; 1st Magic Missile, Fear; Cantrips Needle Darts, Stabilize, Guidance, Light, Detect Magic
Focus Spells (1 points): Scholarly Recollection [reaction]: Speaking a short prayer as you gather your thoughts, you're blessed to find that your deity gave you just the right bit of information for your situation. Roll the triggering check twice and use the better result.
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Backstory: Zarzuket first came to Chakikoth Isle because of his interest in ancient Thassilonian magic, but was surprised to find that he liked Osprey Cove's quiet atmosphere, and continued his magical studies there for several years rather than moving onward to Xin-Edasseril as he had initially planned. Recently, however, he has begun to once more feel the longing for adventure typical of gnomes, so he jumped at the opportunity to join Elder Ordwi's expedition to Iron Harbour. As a follower of Nethys, he seeks knowledge of multiple magical traditions, and is interested in the possibility of adapting the principles of Thassilonian magic to non-arcane traditions.
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Description: Zarzuket is young by gnomish standards. He has somewhat unruly blue hair and light brown skin. His temperament is alternately serene and excitable.