| Race |
HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | |
| Classes/Levels |
25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: --- |
| Gender |
N Male Ratfolk Wizard 8 | |
About Zazu Darksnout
Perception +11 (+2 initiative); Low-Light Vision Darkvision
Languages None selected
Skills Acrobatics +14, Arcana +18, Athletics +0, Crafting +14, Deception +12, Lore: Fortune-Telling +14, Medicine +11, Nature +11, Occultism +14, Society +14, Stealth +16, Thievery +14
Str +0, Dex +4, Con +1, Int +4, Wis +1, Cha +2
Items +1 Resilient Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Boreal Staff, Aeon Stone (Pearly White Spindle)
AC 26; Fort +12, Ref +17, Will +14
HP 70
Recognize Spell 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 rank 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 rank 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.
Counterspell Trigger A creature Casts a Spell that you have prepared. When a foe Casts a Spell and you can see its manifestations, you can use your own magic to counter it. 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.
Speed 25 feet
Melee Staff +10 (Monk, Two-Hand d8), Damage 1d4 B
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Drain Bonded Item (Arcane, Wizard) Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Boreal Staff (Evocation, Magical, Staff) Activate ommand; Frequency once per 10 minutes; Effect Attempt a Strike using the staff. That Strike deals 2d4 additional cold damage.
Arcane Prepared Spells DC 26, attack +16; 4th Unseasonable Squall (H+1), Mercurial Stride, Chromatic Ray, Vision of Death; 3rd Fireball, Roaring Applause, Wooden Double, Illusory Creature (H+1); 2nd Blood Vendetta, Blazing Bolt, Resist Energy, Stupefy; 1st Jump, Scouring Sand, Befuddle, Sure Strike; Cantrips Needle Darts, Detect Magic, Shield, Electric Arc, Telekinetic Projectile, Figment
Focus Spells (2 points) Charming Push
Invisibility Cloak
Additional Feats Advanced School Spell, Cat Fall, Deceptive Worship, Fiendish Resistance, Incredible Initiative, Lie to Me, Rat Familiar, Split Slot, Streetwise, Tiefling, Toughness
Additional Specials Arcane Bond, Arcane School (School of Mentalism), Arcane Thesis (Staff Nexus), Spellbook, Surprise Attack, Wizard Spellcasting