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Ardissa PrendergantCreature 3

Source Pathfinder #175: Broken Tusk Moon
Perception +9
Languages Common
Skills Acrobatics +7, Arcana +9, Crafting +9, Nature +9, Stealth +9, Survival +7
Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0

AC 18; Fort +6; Reflex +9; Will +11;
HP 45
Speed 25 feet

Rapier One Action +11 (+6, +1) to hit (deadly d8, disarm, finesse) 1d6 Piercing
Heavy Crossbow One Action +11 (+6, +1) to hit (range increment 120, reload 2) 1d10 Piercing

Mesmerizing Sigil Reaction (arcane, concentrate, enchantment)

Trigger A creature targets Ardissa with a melee Strike

Effect Ardissa traces a dizzying symbol in the air. The creature must attempt a DC 20 will save. The creature is then temporarily immune for 1 minute.

Success The creature is unaffected.

Failure Until the beginning of her next turn, Ardissa is Concealed from the creature.

Critical Failure Until the end of her next turn, Ardissa is Hidden from the creature.

Drain Bonded Item Free Action (arcane)

Frequency twice per day

Effect Ardissa regains the ability to cast one spell she has already cast. She must still Cast the Spell normally. She can use this ability once to recover a 1st-level spell and once to recover a 2nd-level spell. She typically uses this ability to recover her Magic Missile spells.

Arcane Prepared Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Dancing Lights, Daze, Mage Hand, Ray of Frost, Shield
1st Level: Magic Missile, Ray of Enfeeblement, Summon Animal, True Strike
2nd Level: Obscuring Mist

Wizard School Spell (DC 20, +12 to hit)

1st Level: Hand of the Apprentice



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.