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Ezren - Level 1 Wizard

The document provides background information on a level 1 wizard named Ezren, including their ancestry, abilities, equipment, spells, and feats. It gives details on Ezren's skills, defenses, and magical abilities as a spellcaster.

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Ayeye Brazorf
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0% found this document useful (0 votes)
44 views

Ezren - Level 1 Wizard

The document provides background information on a level 1 wizard named Ezren, including their ancestry, abilities, equipment, spells, and feats. It gives details on Ezren's skills, defenses, and magical abilities as a spellcaster.

Uploaded by

Ayeye Brazorf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EZREN WIZARD 1

ANCESTRY HUMAN (SKILLED) BACKGROUND MERCHANT


EQUIPMENT
SPEED 25 FEET PERCEPTION +4 (TRAINED)

ALIGNMENT NEUTRAL GOOD BULK Worn: 1, 6 L; Stowed: 1, 4 L


WORN backpack, clothing, minor elixir of life (2), material component
LANGUAGES COMMON, DRACONIC, DWARVEN, HALFLING, pouch, scroll of grim tendrils, staff
UNDERCOMMON, VARISIAN
bedroll, chalk (10 pieces), flint and steel, grappling hook, rations (2
STOWED
STRENGTH DEXTERITY CONSTITUTION weeks), rope (50 feet), soap, spellbook, torch (5), waterskin, writing set
MODIFIER MODIFIER MODIFIER WEALTH 2 gp, 7 sp
STR 10 (+0) DEX 14 (+2) CON 14 (+2)

INTELLIGENCE WISDOM CHARISMA SPELLS


MODIFIER MODIFIER MODIFIER
INT 18 (+4) WIS 12 (+1) CHA 10 (+0) CANTRIPS (AT WILL): acid splash, detect magic, electric arc, light, shield
1ST LEVEL: burning hands, magic missile

STRIKES
MELEE [one-action] staff +3 (two-hand 1d8), 1d4 bludgeoning
RANGED [two-actions] acid splash +7 (acid, evocation), 1d6 acid plus 1 acid splash

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+5 • +7 • +0
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+7 • +0 +3 •
INTIMIDATION (CHA) MERCANTILE LORE (INT) LORE (OTHER; INT)
+0 +7 • +4
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+1 +4 • +7 •
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+0 +4 • +7 •
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)
+2 +4 • +2

• = TRAINED •• = EXPERT ••• = MASTER


FEATS AND ABILITIES
ANCESTRY ABILITIES Cooperative Nature
CLASS FEATS Reach Spell, Widen Spell
SKILL FEATS Bargain Hunter
CLASS ABILITIES arcane bond, arcane school (universalist),
arcane spellcasting, arcane thesis (metamagical
experimentation)

DEFENSES
AC WITH SHIELD
HIT POINTS ARMOR CLASS RAISED
16 15 16
FORTITUDE REFLEX WILL
+5 +5 +6

SPELLS
DC WHAT IS A WIZARD?
SPELL
Attack +7 17
You are a powerful spellcaster whose magical might comes from intense study
and research into the arcane underpinnings of the universe.

©2019 PAIZO INC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
EZREN WIZARD 1
EQUIPMENT SPELLS
The following rules apply to Ezren’s equipment. Ezren can cast the following spells. He can cast up to two 1st-level spells
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re carrying but must memorize them in advance. In addition to the spells he has already
or stowing the pack rather than wearing it on your back, its Bulk is light memorized (see front page), Ezren’s spellbook also contains color spray,
instead of negligible. The first 2 Bulk of items stowed in your backpack do not floating disk, grease, mage armor, message, ray of frost, read aura, sigil, and
count against your Bulk limits (and are not included in your worn Bulk). telekinetic projectile.
□□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Activate
[one-action] (Interact); Effect Upon drinking this elixir, you regain 1d6 Hit Points and Acid Splash (acid, attack, cantrip, evocation); Cast [two-actions] somatic, verbal; Range
gain a +1 item bonus to saving throws against diseases and poisons for 10 30 feet; Targets 1 creature or object; Effect Make a spell attack roll against
minutes. the target; if you hit, you deal 1d6 acid damage plus 1 acid splash damage.
Grappling Hook: You can throw a grappling hook with a rope tied to it to make On a critical success, the target also takes 1 persistent acid damage.
a climb easier. To anchor a grappling hook, make a secret attack roll against
a DC depending on the target (typically 20). On a success, your hook has □ Burning Hands (evocation, fire); Cast [two-actions] somatic, verbal; Area 15-foot
a firm hold, but on a critical failure, the hook seems like it will hold but cone; Effect You unleash a gout of flame that deals 2d6 fire damage to all
actually falls when you’re partway through. creatures in a 15-foot cone. Creatures are allowed a basic Reflex save.
□ Scroll of Grim Tendrils: When holding this scroll, you can cast resist energy
(see spells). After you cast the spell, the scroll is destroyed. Detect Magic (cantrip, detection, divination); Cast [two-actions] somatic, verbal; Area
Two-Hand (trait): This weapon can be wielded with two hands. Doing so 30-foot emanation; Effect You send out a pulse that registers the presence of
changes its weapon damage die to the indicated value. magic. You receive no information beyond the presence or absence of magic.
You can choose to ignore magic you’re fully aware of, such as the magic items
and ongoing spells of you and your allies. You detect illusion magic only if
that magic’s effect has a lower level than the level of your detect magic spell,
FEATS AND ABILITIES though items that have an illusion aura but aren’t deceptive in appearance
(such as an invisibility potion) are typically detected normally.
Ezren’s feats and abilities are described below.
□ Arcane Bond [free-action] Your staff also serves as your arcane bond, which you can Electric Arc (cantrip, electricity, evocation); Cast [two-actions] somatic, verbal; Range
drain once per day as a free action at the start of your turn. During your 30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex Effect You fire
turn, you gain the ability to cast one spell you prepared today and already an arc of lightning that leaps from one target to another. You deal 1d4+4
cast, without spending a spell slot. You must still Cast the Spell and meet electricity damage each target. Creatures are allowed a basic Reflex save.
the spell’s other requirements.
Arcane School: You are a universalist, believing that arcane mastery Grim Tendrils (necromancy, negative); Cast [two-actions] somatic, verbal; Area 30-foot line;
comes from well-rounded knowledge of all schools of magic rather than Saving Throw Fortitude Effect Tendrils of darkness curl out from your fingertips
specializing in one. You gain a bonus wizard feat (Widen Spell). and race through the air. You deal 2d4 negative damage and 1 persistent bleed
Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. damage to living creatures in the line, depending on their Fortitude save.
See the Spells section below for details on the spells you have prepared. Critical Success The creature is unaffected.
Arcane Thesis (Metamagical Experimentation) : Your arcane thesis grants you Success The creature takes half the negative damage and no persistent
one additional metamagic feat as a bonus feat. For Ezren, this is Reach Spell. bleed damage.
Bargain Hunter: You may use Diplomacy when making a Downtime check to Failure The creature takes full damage.
Earn Income, and you begin play with an extra 2 gp (already accounted for Critical Failure The creature takes double negative damage and double
in your purchases). persistent bleed damage.
Cooperative Nature: Your age and experience have granted you greater
perspective and taught you to work with others to achieve greatness. You Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch;
gain a +4 circumstance bonus on checks to Aid. Targets 1 object of 1 Bulk or less, either unattended or possessed by you
Reach Spell [one-action] (concentrate, metamagic, wizard) You can extend the reach of or a willing ally; Effect You can make the target object shed bright light in
your spells. If the next action you use after activating this ability is to Cast a 20-foot radius (and dim light for the next 20 feet) like a torch. This lasts
a Spell that has a range, increase that spell’s range by 30 feet (meaning until you next prepare your spells for the day or until you cast this spell
touch spells now have a range of 30 feet). on another object.
Widen Spell [one-action] (manipulate, metamagic, wizard) Your spells can affect a wider
area. If the next action you uses after activating this ability is to Cast a □ Magic Missile (evocation, force); Cast [one-action], [two-actions], or [three-actions] somatic, verbal;
Spell that has an area of burst, cone, or line that does not have a duration, Range 120 feet; Targets 1 creature; Effect You fire a dart of force that
increase the area of that spell as follows: add 5 feet to the radius of a burst automatically hits the target, dealing 1d4+1 force damage. For each
of at least 10 feet, add 5 feet to the length of a cone or line that is normally additional action you spend Casting this Spell, you fire one additional dart
15 feet or smaller, and add 10 feet to the length of a larger cone or line. that you can aim at any target within 120 feet.

Shield (abjuration, cantrip, force); Cast [one-action] verbal; Effect You conjure a magical
shield of force that lasts until the start of your next turn. This counts as the
Raise a Shield action, grants you a +1 circumstance bonus to AC (though
it doesn’t require a hand to use), and allows you to use the Shield Block
reaction. This shield has Hardness 5. After using the Shield Block action,
this spell ends and you can’t use it again for 10 minutes.
Shield Block[reaction] Trigger You would be damaged by a physical attack
while your shield is conjured; Effect You interpose your magical shield
between yourself and the attack, reducing the damage by 5. You take
any remaining damage.

©2019 PAIZO INC. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.

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