Quinn

Sindar il Daratas's page

63 posts. Organized Play character for Tangaroa.


Classes/Levels

HP 22/58 | Wizard 7 | AC 16/15/13 CMD 18 | F +8, R +6, Wl +8 | perception +1 |

About Sindar il Daratas

Spell Recall (1/day): [x]
Pearl of Power

4th—dimension door
3rd—
2nd—scorching ray
1st—burning hands (DC 17), magic missile (1)
0 (at will)—acid splash, detect magic, light, mage hand
Special Attacks hand of the apprentice (8/day; +11 to hit, 1d6+1 damage)

Combat Gear 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

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.
EZREN
Male human wizard 7
NG Medium humanoid (human)
Init +2; Senses Perception +1
DEFENSE
AC 16, touch 15, flat-footed 13 (+2 deflection, +2 Dex, +1 dodge, +1 natural)
hp 58 (7d6+28)
Fort +8, Ref +6, Will +8; +1 vs. divine spells
OFFENSE
Speed 30 ft.
Melee +1 cane +4 (1d6+1) or
dagger +3 (1d4/19–20)
Ranged mwk light crossbow +6 (1d8/19–20)
Special Attacks hand of the apprentice (8/day; +11 to hit, 1d6+1 damage)
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
STATISTICS
Str 10, Dex 14, Con 14, Int 20, Wis 12, Cha 10
Base Atk +3; CMB +3; CMD 18
Feats Combat Casting*, Dodge*, Great Fortitude*, Greater Spell
Focus (evocation)*, Spell Focus (evocation)*, Spell Penetration,
Toughness*
Skills Appraise +15, Fly +12, Knowledge (arcana) +15, Knowledge
(history) +15, Knowledge (nature) +15, Knowledge (planes) +15,
Linguistics +15, Spellcraft +15
Traits focused mind*, history of heresy*
Languages Abyssal, Celestial, Common, Draconic, Elven, Giant,
Goblin, Ignan, Infernal, Kelish, Osiriani, Terran, Undercommon
SQ arcane bond (cane)
Combat Gear pearl of power (1st-level spell), 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; Other Gear +1 cane,
dagger, masterwork light crossbow with 10 bolts, ring of protection
+2, amulet of natural armor +1, cloak of resistance +2, 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),
40 gp
* The effects of this ability have already been calculated into
Ezren’s statistics.
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.
Born to a successful spice merchant in one of Absalom’s more
aff luent districts, Ezren lived a pleasantly safe childhood. He
enjoyed the comforts of a well-to-do family, lived in a neighborhood
relatively safe from crime, and seemed poised for a life of mediocrity.
That changed when his father was taken away, charged with
heresy by the church of Abadar. Though his father escaped
excommunication, the damage had been done—his father’s
business fell to pieces. Convinced his father was innocent, Ezren
spent his adult life trying to repair his father’s reputation. So when
Ezren finally uncovered irrefutable proof of his father’s guilt, and
he realized he’d wasted his life on a lie, he turned his evidence over
to the church and said goodbye to his home, his family, and his life.
At his advanced age, Ezren knows he’s missed his adulthood, yet
looks forward to discovering the world. His dissatisfaction with
family, religion, and government left him precious little to trust
but his own intellect—in fighting for his father’s redemption, he
had become a gifted researcher, scholar, and intellectual. He hoped
to join one of several prestigious schools of wizardry. Yet time and
time again, he was turned away due to his age. So Ezren was forced
to strike out on his own once again.
Over the next decade, Ezren studied where he could, picking
up tricks of the wizard’s trade here and there. The combination of
arcane study mixed with his worldly experiences has given him an
edge over young wizards fresh out of apprenticeship.
©2013 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
“Some say knowledge flows from sweat and
blood. I prefer a tidier approach.”
Wizard (Level 7)