Ezren

Ezren so iconic's page

10 posts. Alias of PaleDim.


Race

| ♥️ 19/32 | ⛨ 17 18 with shield raised | F +7 R +7 W +8 | Perc +6(T) | Default Exploration ( Searching)

Classes/Levels

| Speed 25ft | ☐Focus| Spells 1st ☑burning hands, ☑magic missile, ☐true strike; 2nd ☑acid arrow, ☐dispel magic | ☘️ 1/3| Active Conditions: wounded

Gender

Ezren | Male NG Medium Human Wizard 3

About Ezren so iconic

Male human wizard 3
NG, Medium, Human, Humanoid
Perception +6
Languages Common, Draconic, Elven, Halfling, Undercommon, Varisian
Skills Acrobatics +7, Arcana +11, Crafting +9, Diplomacy +5, Mercantile Lore +9, Nature +6, Occultism +9, Religion +6, Society +9, Survival +6
Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 10 (+0)
Other Items explorer’s clothing, +1 staff, lesser frost vial, backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, grappling hook, [i]hand of the mage[/i], [i]lesser healing potion[/i], rations (1 week)s (2), rope (foot)s (50), [i]scroll of grim tendrils[/i], soap, spellbook, torchs (5), waterskin, writing set, purse (2 gp; 7 sp)
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AC 17; Fort +7; Ref +7; Will +8
HP 32 Focus Points 1 Hero Points 1
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Speed 25 feet
Melee [1] +1 staff +6 (two-hand (1d8), magical), Damage 1d4 bludgeoning
Ranged [1] lesser frost vial +2 (thrown 20 ft., alchemical, bomb,cold,consumable,splash), Damage 1d6 cold plus -5 to Speeds plus 1 cold splash damage
Arcane Wizard Spells DC 14, attack +0; 2nd acid arrow, dispel magic 1st burning hands, magic missile, true strike Cantrips (2nd) acid splash, electric arc, light, ray of frost, shield
Feats Ancestral Paragon, Arcane Sense, Bargain Hunter, Cooperative Nature, Counterspell, Hand Of The Apprentice, Natural Ambition, Reach Spell, Widen Spell
Other Abilities arcane bond, arcane schools, arcane spellcasting, arcane thesis, drain bonded item, merchant, metamagical experimentation, spellbook, universalist, varisia

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Skills:

  • Acrobatics +7 (Trained)
  • Arcana +11 (Expert)
  • Athletics +0
  • Crafting +9 (Trained)
  • Deception +0
  • Diplomacy +5 (Trained)
  • Intimidation +0
  • Mercantile Lore +9 (Trained)
  • Lore Other +4
  • Medicine +1
  • Nature +6 (Trained)
  • Occultism +9 (Trained)
  • Performance +0
  • Religion +6 (Trained)
  • Society +9 (Trained)
  • Stealth +2
  • Survival +6 (Trained)
  • Thievery +2
  • Special Abilities:

  • □ Arcane Bond [free-action] Your staff also serves as your arcane bond, which you can drain once per day as a free action at the start of your turn. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

  • Arcane Sense: Your finely attuned magical senses grant you the ability to cast level 1 detect magic at will as an arcane innate spell.

  • Arcane School: You are a universalist, believing that arcane mastery comes from well-rounded knowledge of all schools of magic rather than specializing in one. You gain a bonus wizard feat (Widen Spell).

  • Arcane Spellcasting: You can cast arcane spells using the Cast a Spell activity. See the Spells section below for details on the spells you have prepared.

  • Arcane Thesis (Metamagical Experimentation) : Your arcane thesis grants you one additional metamagic feat as a bonus feat. For Ezren, this is Reach Spell.

  • Bargain Hunter: You may use Diplomacy when making a Downtime check to Earn Income, and you begin play with an extra 2 gp (already accounted for in your purchases).

  • Cooperative Nature: Your age and experience have granted you greater perspective and taught you to work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.

  • ▫ Focus Points: You gain a pool of Focus Points that allow you to cast your universalist spell: hand of the apprentice. Each use of this spell uses 1 Focus Point and you have a total pool of 1 point.

  • Hand of the Apprentice [one-action] (somatic); Effects: You hurl your staff at a target within 500 feet, making a spell attack roll. On a success, you deal the staff’s damage as if you had hit with a melee Strike (you can deal the staff’s two-hand damage), but adding your spellcasting ability modifier (+4) to damage, rather than your Strength modifier. On a critical success, you deal double damage, and you knock the target up to 10 feet directly away from you. Regardless of the outcome, the staff then flies back to you and returns to your hand.

  • Counterspell [reaction] Trigger A creature casts a spell that you have prepared. Effect When a foes casts a spell that you have prepared and you can see its manifestations, you can use your own magic to disrupt it. This expends the prepared spell as if you had cast it. Roll a counteract check against the spell (Core Rulebook 458). Your bonus on this check is +9.

  • Reach Spell [one-action] (concentrate, metamagic, wizard) You can extend the reach of your spells. If the next action you use after activating this ability is to Cast a Spell that has a range, increase that spell’s range by 30 feet (meaning touch spells now have a range of 30 feet).

  • 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 Spell that has an area of burst, cone, or line that does not have a duration, increase the area of that spell as follows: add 5 feet to the radius of a burst of at least 10 feet, add 5 feet to the length of a cone or line that is normally 15 feet or smaller, and add 10 feet to the length of a larger cone or line.
  • Equipment:

  • Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. The first 2 Bulk of items stowed in your backpack do not count against your Bulk limits (and are not included in your worn Bulk).

  • □ Healing Potion, Lesser (consumable, healing, magical, necromancy, potion) Activate [one-action] (Interact); Effect Upon drinking this potion, you regain 2d8+5 Hit Points.

  • Grappling Hook: You can throw a grappling hook with a rope tied to it to make 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 a firm hold, but on a critical failure, the hook seems like it will hold but actually falls when you’re partway through.

  • Hand of the Mage: This mummified elf hand hangs from a golden chain and gives you the ability to cast the mage hand cantrip (see spells).

  • Two-Hand (trait): This weapon can be wielded with two hands. Doing so changes its weapon damage die to the indicated value.
  • Spells:

    Ezren can cast the following spells. He can cast up to three 1st-level spells and two 2nd-level spells but must memorize them in advance. In addition to the spells he has already memorized (see front page), Ezren’s spellbook also contains alarm, color spray, floating disk, grease, mage armor, message, read aura, shocking grasp, sigil, and telekinetic projectile.

  • □ Acid Arrow (acid, attack, evocation) Cast [two-actions] somatic, verbal; Range 120 feet; Targets 1 creature or object; Effect You conjure an arrow of acid and launch it at a creature within 120 feet. On a hit, the arrow deals 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

  • Acid Splash (acid, attack, cantrip, evocation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 creature or object; Effect Make a spell attack roll against the target; if you hit, you deal 1d6 acid damage plus 1 acid splash damage. On a critical success, the target also takes 1 persistent acid damage.

  • □ Burning Hands (evocation, fire); Cast [two-actions] somatic, verbal; Area 15-foot cone; Effect You unleash a gout of flame that deals 2d6 fire damage to all creatures in a 15-foot cone. Creatures are allowed a basic Reflex save.

  • Detect Magic (cantrip, detection, divination); Cast [two-actions] somatic, verbal; Area 30-foot emanation; Effect You send out a pulse that registers the presence of 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, though items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) are typically detected normally.

  • □ Dispel Magic (abjuration) Cast [two-actions] somatic, verbal; Range 120 feet; Targets 1 spell effect or unattended magic item; Effect You unravel the magic behind an effect. Attempt a counteract check against the target (your bonus on this check is +9). If you succeed against a spell effect, you counteract it if its counteract level is 3 or lower; if you critically succeed, you counteract it if its counteract level is 5 or lower. If you succeed against a magic item, the item becomes a mundane item for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.

  • Electric Arc (cantrip, electricity, evocation); Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex Effect You fire an arc of lightning that leaps from one target to another. You deal 2d4+4 electricity damage each target. Creatures are allowed a basic Reflex save.

  • Light (cantrip, evocation, light); Cast [two-actions] somatic, verbal; Range touch; Targets 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally; Effect You can make the target object shed bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. This lasts until you next prepare your spells for the day or until you cast this spell on another object.

  • Mage Hand (cantrip, evocation) Cast [two-actions] somatic, verbal; Range 30 feet; Targets 1 unattended object of light Bulk or less; Effect You create a single magical hand, either invisible or ghostlike, that grasps the target and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

  • □ Magic Missile (evocation, force); Cast [one-action], [two-actions], or [three-actions] somatic, verbal; Range 120 feet; Targets 1 creature; Effect You fire a dart of force that automatically hits the target, dealing 1d4+1 force damage. For each additional action you spend Casting this Spell, you fire one additional dart that you can aim at any target within 120 feet.

  • Ray of Frost (attack, cantrip, cold, evocation) Cast [two-actions] somatic, verbal; Range 120 feet; Targets 1 creature; Effect When you cast this spell, make a spell attack roll against the target; if you hit, you deal 2d4+4 cold damage.
    Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
    Success The target takes normal damage.

  • 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.

  • □ True Strike (divination, fortune) Cast [one-action] verbal; Effect The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.