Ezren Level 4 Pregen's page

48 posts. Alias of PaleDim.


| HP 49/49 | AC 18*, T 14, FF 15* | CMD 15| F +6 R +4 W +6; +1 vs. divine spells | Init +5 | Perc +1 | Speed 30ft |


Spells glitterdust, scorching ray, spider climb, burning hand, mage armor, magic missile, obscuring mist | Hand of the Apprentice 7/7 | Arcane Bond 1/1 | Mythic Power 3/11 | Active Conditions: mage armor (4H)


”Ezren” | Male NG Medium Sage-Blessed Human Wizard 4

About Ezren Level 4 Pregen

A pragmatist, skeptic, and atheist, the self-taught wizard Ezren often comes across as gruff and curmudgeonly, but his mastery of the arcane arts makes him a valued member of the Pathfinder Society.

Male sage-blessed human wizard 4
NG Medium humanoid (human, mythic)
Init +5; Senses Perception +1

AC 14, touch 14, flat-footed 11 (+1 deflection, +1 dodge, +2 Dex)
HP 49 (4d6+31)
Fort +6, Ref +4, Will +6; +1 vs. divine spells

Speed 30 ft.
Melee mwk cane +3 (1d6) or
dagger +2 (1d4/19–20)
Ranged light crossbow +4 (1d8/19–20)
Special Attacks hand of the apprentice (7/day; +9 to hit, 1d6 damage)
Wizard Spells Prepared (CL 4th; concentration +10 [+14 to cast defensively])
2nd—glitterdust (DC 17), scorching ray, spider climb
1st—burning hands (DC 17), mage armor, magic missile, obscuring mist
0 (at will)—acid splash, detect magic, light, mage hand

Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Combat Casting*, Great Fortitude*, Spell Focus (evocation)*, Toughness*
Skills Appraise +11, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (nature) +11, Knowledge (planes) +11, Linguistics +11, Spellcraft +11
Traits focused mind*, history of heresy*
Languages Abyssal, Common, Draconic, Giant, Goblin, Infernal, Keleshite, Osiriani, Terran
SQ arcane bond (cane), mythic heroics (Heroic Dodge, Heroic Spellcasting)
Combat Gear oil of magic weapon, pearl of power (1st level spell), potions of cure light wounds (2), potion of fly, scroll of blur, scroll of charm person, scroll of comprehend languages, wand of magic missile (50 charges), tanglefoot bag;
Other Gear dagger, light crossbow with 10 bolts, masterwork cane, cloak of resistance +1, ring of protection +1, backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all 0-level spells;
1st—charm person, color spray, expeditious retreat, shield, sleep;
2nd—bull’s strength), 65 gp

* The effects of this ability have already been calculated into Ezren’s statistics.

Amazing Initiative (Ex) You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
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.
Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Heroic Dodge You gain a +1 dodge bonus to your AC.
Heroic Spellcasting Increase the saving throw DC of all of your spells by 1.
Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Recuperation (Ex) You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Spells Ezren can cast the following 1st- or 2nd-level spells from memory. For full spell descriptions of these, spells on scrolls Ezren carries, and the unprepared spells in his spellbook, see Chapter 10 of the Pathfinder RPG Core Rulebook.


Burning Hands: 15-foot cone of fire deals 4d4 points of fire damage to all within range (Reflex save for half damage).
Glitterdust: Golden particles cover everything in a 10-foot-radius spread, blinding creatures and outlining invisible things (Will save negates).
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Magic Missile: Two darts of force automatically hit one or more targets within 140 feet, dealing 1d4+1 points of force damage each.
Obscuring Mist: A 20-foot-radius cloud obscures all sight and grants concealment to those inside it.
Scorching Ray: Ranged touch attack (+4 to hit, range 35 feet) dealing 4d6 points of fire damage.
Spider Climb: Touched creature gains a climb speed of 20 feet for 40 minutes.

Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Versatile Surge You can expend one use of mythic power to do any of the following. Except when noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.
Ezren was born to a successful spice merchant in one of Absalom’s affluent districts, but his father was taken away and charged with heresy by the church of Abadar. Though his father escaped excommunication, his father’s business fell to pieces. Ezren spent his adult life trying to repair his father’s reputation, but when he uncovered irrefutable proof of his father’s guilt, he realized he’d wasted his life on a lie. He turned his evidence over and said goodbye to his home, his family, and his former life. Ezren knows he’s missed his adulthood, yet looks forward to discovering the world. In fighting for his father’s redemption, he had become a gifted researcher, scholar, and intellectual, but after being refused acceptance to wizard schools due to his age, he’s had to pick up magical techniques here and there.

“Some say knowledge flows from sweat and blood. I prefer a tidier approach.” ~Ezren