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Pregens Ezren Lvl1

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27 views3 pages

Pregens Ezren Lvl1

Uploaded by

Alex
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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EZREN WIZARD 1 SPELLS

ANCESTRY HUMAN (SKILLED) BACKGROUND MERCHANT


SPELL ATTACK +7 SPELL DC 17
SPEED 25 FEET PERCEPTION +4 (TRAINED) CANTRIPS (AT WILL) caustic blast, detect magic, electric arc, light, shield
LANGUAGES COMMON, DRACONIC, DWARVEN, 1ST RANK □ breathe fire, □ force barrage
CLASS DC 17
HALFLING, SAKVROTH, VARISIAN □ FOCUS SPELLS hand of the apprentice

STRENGTH DEXTERITY CONSTITUTION

+0 +2 +2
INTELLIGENCE WISDOM CHARISMA

+4 +1 +0

DEFENSES
AC WITH SHIELD
CURRENT HIT POINTS MAX HIT POINTS ARMOR CLASS
CAST

16 15 16
FORTITUDE REFLEX WILL
+5 +5 +6

STRIKES
MELEE [one-action] staff +3 [–2/–7] (two-hand 1d8), 1d4 bludgeoning
[one-action] hand of the apprentice +7 [+2/–3], 1d4+4 bludgeoning (range
RANGED
500 feet, costs 1 Focus Point)

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
arcane bond, arcane school (unified magical theory),
CLASS ABILITIES arcane spellcasting, arcane thesis (experimental
spellshaping)

EQUIPMENT
BULK Worn: 2, 5 L; Maximum: 5 Bulk
backpack, explorer’s clothing, minor elixir of life (2), scroll of grim
WORN
tendrils, staff, wayfinder
bedroll, chalk (10 pieces), flint and steel, grappling hook, marvelous WHAT IS A WIZARD?
STOWED miniature (ladder), rations (2 weeks), rope (50 feet), soap, You are a powerful spellcaster whose magical might comes from intense
spellbook, torch (5), waterskin, writing set study and research into the arcane underpinnings of the universe.
WEALTH 1 gp, 4 sp

Numbers shown next to this symbol are added to a d20 roll. ©2023 Paizo Inc. Permission granted to photocopy for personal use only.
EZREN WIZARD 1 check to Earn Income, and you begin play with an extra 2 gp
(already accounted for in your purchases).
EQUIPMENT Cooperative Nature: Your age and experience have granted you
greater perspective and taught you to work with others to achieve
The following rules apply to Ezren’s equipment. greatness. You gain a +4 circumstance bonus on checks to Aid.
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re Reach Spell [one-action] (concentrate, spellshape, wizard) You can extend the
carrying or stowing the pack rather than wearing it on your back, its range of your spells. If the next action you use is to Cast a Spell that
Bulk is light instead of negligible. The first 2 Bulk of items stowed has a range, increase that spell’s range by 30 feet. As is standard for
in your backpack do not count against your Bulk limits (and are not increasing spell ranges, if the spell normally has a range of touch,
included in your worn Bulk). you extend its range to 30 feet.
□□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Widen Spell [one-action] (manipulate, spellshape, wizard) You manipulate the
Activate [one-action] (Interact); Effect Upon drinking this elixir, you regain energy of your spell, causing it to affect a wider area. If the next
1d6 Hit Points and gain a +1 item bonus to saving throws against action you use is to Cast a Spell that has an area of a burst, cone, or
diseases and poisons for 10 minutes. line and does not have a duration, increase the area of that spell. Add
Grappling Hook: You can throw a grappling hook with a rope tied 5 feet to the radius of a burst that normally has a radius of at least 10
to it to make a climb easier. To anchor a grappling hook, make a feet (a burst with a smaller radius is not affected). Add 5 feet to the
secret attack roll against a DC depending on the target (typically length of a cone or line that is normally 15 feet long or smaller, and
20). On a success, your hook has a firm hold, but on a critical add 10 feet to the length of a larger cone or line.
failure, the hook seems like it will hold but actually falls when Wizard Spellcasting: You can cast arcane spells using the Cast a Spell
you’re partway through. activity. See the Spells section below for details on the spells you
□Scroll of Grim Tendrils: When holding this scroll, you can cast grim have prepared.
tendrils (see spells). After you cast the spell, the scroll is destroyed.
Two-Hand (trait): This weapon can be wielded with two hands. Doing SPELLS
so changes its weapon damage die to the indicated value.
Wayfinder (uncommon, invested, magical): This compact compass is Ezren can cast the following spells. He can cast up to two 1st-level
repurposed ancient technology that serves as a badge of office for spells but must memorize them in advance. In addition to the spells he
Pathfinder Society agents and as a status symbol among adventurers has already memorized (see front page), Ezren’s spellbook also contains
of any stripe. A wayfinder functions as a compass. Activate—Light [one-action] ant haul, dizzying colors, frostbite, grease, mystic armor, message, read
(concentrate) Effect The wayfinder is targeted by a 1st-rank light spell. aura, sigil, and telekinetic projectile.

FEATS AND ABILITIES Cantrips


Caustic Blast [two-actions] (acid, cantrip, concentration, manipulate); Range
Ezren’s feats and abilities are described below. 30 feet; Area 5-foot burst; Defense basic Reflex; Effect You fling
Arcane Bond You place some of your magical power in a bonded a large glob of acid that immediately detonates, spraying nearby
item. Each day when you prepare your spells, you can designate a creatures. Creatures in the area take 1d8 acid damage with a basic
single item you own as your bonded item. This is typically an item Reflex save; on a critical failure, the creature also takes 1 persistent
associated with spellcasting, such as a wand, ring, or staff, but you acid damage.
are free to designate a weapon or other item. You gain the Drain Detect Magic [two-actions] (cantrip, concentrate, detection, manipulate) Area
Bonded Item free action. 30-foot emanation; Effect You send out a pulse that registers the
□Drain Arcane Bond [free-action] (arcane, wizard) Frequency once per day; presence of magic. You receive no information beyond the presence
Requirements Your bonded item is on your person; Effect You or absence of magic. You can choose to ignore magic you’re fully
expend the magical power stored in your bonded item. During aware of, such as the magic items and ongoing spells of you and
the current turn, you can cast one spell you prepared today and your allies.
already cast, without spending a spell slot. You must still Cast the You detect illusion magic only if that magic’s effect has a lower
Spell and meet the spell’s other requirements. rank than the rank of your detect magic spell. However, items that
Arcane School: You eschew the idea that magic can be neatly have an illusion aura but aren’t deceptive in appearance (such as an
expressed by the teachings of any single school or college, instead invisibility potion) typically are detected normally.
directing your self-study to pick up the best of every school of Electric Arc [two-actions] (cantrip, concentrate, electricity, manipulate) Range
magic. You gain an additional 1st-level wizard feat (Widen Spell) 30 feet; Targets 1 or 2 creatures; Defense basic Reflex; Effect An arc
and add an additional 1st-rank spell to your spellbook. You gain of lightning leaps from one target to another. Each target takes 2d4
a pool of 1 Focus Point that you can use to cast the hand of the electricity damage with a basic Reflex save.
apprentice focus spell. Light [two-actions] (cantrip, concentrate, light, manipulate); Range 120 feet;
Arcane Thesis (Experimental Spellshaping) : Your thesis posits that the Duration until your next daily preparations; Effect You create an orb
magical practice of spellshaping can be realized more efficiently by of light that sheds bright light in a 20-foot radius (and dim light for
altering variables and parameters as you cast, imitating the wizards the next 20 feet) in a color you choose. If you create the light in the
of long ago who had to work out their own spells themselves. You same space as a willing creature, you can attach the light to the
gain one 1st-level spellshape wizard feat of your choice. For Ezren, creature, causing it to float near that creature as it moves. You can
this is Reach Spell. Sustain the spell to move the light up to 60 feet; you can attach or
Bargain Hunter: You may use Diplomacy when making a Downtime detach it from a creature as part of this movement.

Numbers shown next to this symbol are added to a d20 roll. ©2023 Paizo Inc. Permission granted to photocopy for personal use only.
EZREN WIZARD 1 FOCUS SPELLS
You can Dismiss the spell. If you Cast the Spell while you already Ezren can cast a school spell. School spells are a type of focus spell.
have four light spells active, you must choose one of the existing It costs 1 Focus Point to cast a focus spell, and you start with a focus
spells to end. pool of 1 Focus Point. You refill your focus pool during your daily
Shield [one-action] (cantrip, concentrate, force); Duration until the start of your preparations, and you can regain 1 Focus Point by spending 10 minutes
next turn; Effect You raise a magical shield of force. This counts as using the Refocus activity (Player Core 298) to study your spellbook
the Raise a Shield action, giving you a +1 circumstance bonus to AC or conduct arcane research.
until the start of your next turn (though it doesn’t require a hand to Hand of the Apprentice [one-action] (uncommon, attack, focus, manipulate,
use), and allows you to use the Shield Block reaction. This shield has wizard); Range 500 feet; Targets 1 creature; Defense AC; Effect You
Hardness 5. You can use the spell’s reaction to reduce damage from take advantage of one of the most fundamental lessons of magic
any spell or magical effect, even if it doesn’t deal physical damage. to levitate and propel your weapon. You hurl a held melee weapon
After using the Shield Block action, this spell ends and you can’t use with which you are trained at the target, making a spell attack roll.
it again for 10 minutes. On a success, you deal the weapon’s damage as if you had hit with a
Shield Block [reaction] Trigger You would be damaged by a physical melee Strike, but add your spellcasting attribute modifier to damage,
attack while your shield is conjured; Effect You interpose your rather than your Strength modifier. On a critical success, you deal
magical shield between yourself and the attack, reducing the double damage, and you add the weapon’s critical specialization
damage by 5. You take any remaining damage. effect. Regardless of the outcome, the weapon flies back to you and
returns to your hand.
1st
Breathe Fire [two-actions] (concentrate, fire manipulate); Area 15-foot cone;
Defense basic Reflex; Effect A gout of flame sprays from your
mouth. You deal 2d6 fire damage to creatures in the area with a
basic Reflex save.
Force Barrage [one-action] to [three-actions] (concentrate, force, manipulate); Range 120
feet; Targets 1 creature; Effect You fire a shard of solidified magic
toward a creature that you can see. It automatically hits and deals
1d4+1 force damage. For each additional action you use when
Casting the Spell, increase the number of shards you shoot by one,
to a maximum of three shards for 3 actions. You choose the target
for each shard individually. If you shoot more than one shard at
the same target, combine the damage before applying bonuses or
penalties to damage, resistances, weaknesses, and so forth.
Grim Tendrils [two-actions] (concentrate, manipulate, void); Area 30-foot line;
Defense Fortitude; Effect Tendrils of darkness curl out from your
fingertips and race through the air. You deal 2d4 void damage and
1 persistent bleed damage to living creatures in the line. Each living
creature in the line must attempt a Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half the void damage and no persistent
bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double void damage and double
persistent bleed damage.

Numbers shown next to this symbol are added to a d20 roll. ©2023 Paizo Inc. Permission granted to photocopy for personal use only.

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