Full Name |
Ezren |
Race |
Human |
Classes/Levels |
Wizard (7) / HP 58/58, AC 16/ T 15/ FF 13/ Saves: Fort +8, Ref +6, Will +8 (/9 vs divine spells) / Perception: +1, Init +2/ AB: 0/1; Spells : 0 - 0/4; 1 - 0/6; 2 - 0/4; 3 - 0/3; 4 - 0/2 |
Gender |
M |
Size |
M |
Special Abilities |
Arcane Bond (1/day), Hand of the Apprentice, Spell Penetration |
Alignment |
Neutral Good |
Deity |
None |
Languages |
Abyssal, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon |
Strength |
10 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
20 |
Wisdom |
12 |
Charisma |
10 |
About Ezren_Core_Lvl7
Ezren
NG Human Wizard 7
Deity: None
Init: +2 Perception: +1
Languages: Abyssal, Celestial, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon
Special Abilities:
Arcane Bond: If Ezren attempts to cast a spell without wielding his cane, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Ezren may use his cane to cast any single spell from his spellbook, even if the spell hasn’t been prepared, as if he had memorized it that morning.
Hand of the Apprentice: As a standard action, Ezren can make a single attack with his cane at a range of 30 feet, the weapon flying from his hand to strike a foe and then instantly returning to him. This attack is treated as a ranged attack with a thrown weapon, with a +5 bonus to hit. This ability cannot be used to perform combat maneuvers.
Spell Penetration: Ezren adds a +2 bonus on all caster level checks to overcome spell resistance.
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Statistics:
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Str 10
Dex 14
Con 14
Int 20
Wis 12
Cha 10
Base Attack +3; CMB +3; CMD 18
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DEFENSE
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AC 16, Touch 15, Flat-footed 13 (+2 deflection, +2 Dex, +1 dodge, +1 natural)
HP: 58
Fort +8
Ref +6
Will +8; +1 vs. divine spells
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OFFENSE
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Spd: 30 feet
Melee +1 cane (+4/1d6+1) or dagger (+3/1d4/19–20)
Ranged mwk light crossbow (+6/1d8/19–20)
10 Bolts
Special Attacks hand of the apprentice (8/day; +11 to hit, 1d6+1 damage)
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Equipment and Money
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Starting Money: 300 GP
Combat gear:
Defense: Amulet of Natural Armor +1
Offense: Dagger
+1 Cane
Masterwork Light Crossbow
10 Bolts
Other possessions:
Pearl of Power (extra 1st-level spell/day, choose amongst those prepared), Potion of Cat’s Grace, Potion of Cure Moderate Wounds, Potion of Fly, Potion of Tongues, Scroll of Blur, Scroll of Charm Person, Scroll of Magic Weapon, Wand of Magic Missile (50 charges), Tanglefoot Bag, Ring of Protection +2 (deflection bonus to AC), Amulet of Natural Armor +1, Cloak of Resistance +2 (on all saving throws), Headband of Vast Intelligence +2, Backpack, Scroll case, Spell Component Pouch, Spellbook (contains all prepared spells plus all 0-level spells; 1st—Charm Person, Color Spray, Sleep; 3rd—Lightning Bolt)
Purchases: Cold Weather Outfit, Teapot, Tea, Pitons (10), Silk Rope, Blanket, Bedroll, Earplugs, Grappling Hook
Spare Money:
PP: 0
GP: 20
SP: 1
CP: 5
Other valuable:
Carried Weight: 43
Encumbrance:
0-50 () lbs: Light Load
51 ()-100 () lbs: Medium Load
101 ()-150 (): Heavy Load
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Feats:
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Combat Casting (You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.)
Dodge ( You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. )
Great Fortitude (+2 on all Fortitude throws)
Spell Focus (evocation) (+1 to DC vs all evocation spells)
Greater Spell Focus (evocation) (another +1 to DC vs all evocation spells; stacks with Spell Focus)
Spell Penetration (+2 bonus on all caster level checks to overcome spell resistance)
Toughness (additional HPs)
Skills:
Appraise +15
Fly +12
Knowledge (arcana) +15
Knowledge (history) +15
Knowledge (nature) +15
Knowledge (planes) +15
Linguistics +15
Spellcraft +15
Traits:
Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
History of Heresy: You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings. As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws against divine spells.
Wizard Spells Prepared:
Wizard Spells Prepared (CL 7th; concentration +14 [+16 to cast defensively])
4th—dimension door, shout (DC 21)
3rd—dispel magic, fireball (DC 20), haste
2nd—glitterdust (DC 17), knock, scorching ray, spider climb
1st—burning hands (DC 17), expeditious retreat, mage armor, magic missile, obscuring mist, shield
0 (at will)—acid splash, detect magic, light, mage hand