Iconics Reborn: Ezren


Alpha Release 1 General Discussion

Liberty's Edge

Ezren CR 1

Spoiler:
Male Human wizard 1
NG Medium humanoid (human)
Init -1; Senses Perception +4 (+6 when familiar is nearby)

DEFENSE

AC 9, touch 9, flat-footed 9
(Dex -1)
hp 11 (1d6+2 plus 3)
Fort +3, Ref -1, Will +4
Manuever Resistance 15

OFFENSE

Spd 30 ft.
Melee cane +0 (1d6, 20/x2)
Ranged light crossbow -1 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks hand of the apprentice (cane +4, 1d6+4)
Spells Prepared (CL 1st):
1st - mage armor, sleep (DC 15)
0 - daze (DC 13), detect magic, light

STATISTICS

Str 11, Dex 9, Con 12, Int 18, Wis 15, Cha 9
Base Atk +0; CMB +0
Feats Alertness (when familiar is nearby), Combat Casting, Great Fortitude, Heighten Spell, Scribe Scroll
Skills Appraise +8 (+10 when familiar is nearby), Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (religion) +8, Perception +4 (+6 when familiar is nearby), Spellcraft +8 (+12 while casting defensively)
Languages Common, Draconic, Dwarven, Elven, Halfling
SQfavored class (wizard), familiar (toad)
Combat Gear scroll of burning hands, alchemist’s fire (2); Other Gear cane (as club), dagger, light crossbow with 20 bolts, backpack, rations (6), scroll case, spellbook, spell component pouch, 5 gp.

Ezren CR 5

Spoiler:
Male Human wizard 5
NG Medium humanoid (human)
Init +0; Senses Perception +4 (+6 when familiar is nearby)

DEFENSE

AC 12, touch 11, flat-footed 12
(deflection +1, Dex +0, natural +1)
hp 33 (5d6+10 plus 3)
Fort +4, Ref +1, Will +6
Manuever Resistance 17

OFFENSE

Spd 30 ft.
Melee masterwork cane +3 (1d6, 20/x2)
Ranged light crossbow +2 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks hand of the apprentice (masterwork cane +7, 1d6+4)
Spell-Like Abilities (CL 5th)
2/day – shield
1/day – levitate
Spells Prepared (CL 5th):
3rd – fly, haste
2nd – bull’s strength, invisibility, web
1st – burning hands (DC 15), enlarge person, mage armor, magic missile
0 - daze (DC 14), detect magic, light, touch of fatigue (DC 14)

STATISTICS

Str 11, Dex 10, Con 12, Int 18, Wis 15, Cha 9
Base Atk +2; CMB +2
Feats Alertness (when familiar is nearby), Combat Casting, Craft Wondrous Item, Empower Spell, Great Fortitude, Heighten Spell, Scribe Scroll, Spell Penetration
Skills Appraise +12 (+14 when familiar is nearby), Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (the planes) +12, Knowledge (religion) +12, Linguistics +12, Perception +6 (+8 when familiar is nearby), Spellcraft +12 (+16 while casting defensively)
Languages Auran, Common, Draconic, Dwarven, Elven, Halfling, Infernal
SQfavored class (wizard), familiar (toad)
Combat Gear potion of cure moderate wounds (2), scroll of fireball, scroll of fly, tanglefoot bag, wand of magic missile (CL 3rd, 25 charges); Other Gear masterwork cane (as club), dagger, light crossbow with 20 bolts, amulet of natural armor +1, ring of protection +1, handy haversack, rations (6), scroll case, spellbook, spell component pouch, 250 gp.

Ezren CR 10

Spoiler:
Male Human wizard 10
NG Medium humanoid (human)
Init +0; Senses Perception +8 (+10 when familiar is nearby)

DEFENSE

AC 13, touch 12, flat-footed 13
(deflection +2, Dex +0, natural +1)
hp 60 (10d6+20 plus 3)
Fort +6, Ref +5, Will +9
Manuever Resistance 20

OFFENSE

Spd 30 ft.
Melee masterwork cane +6 (1d6, 20/x2)
Ranged light crossbow +5 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks hand of the apprentice (masterwork cane +13, 1d6+6)
Spell-Like Abilities (CL 10th)
5/day – shield
1/day – fireball (DC 12), levitate, teleport
Spells Prepared (CL 10th):
5th – empowered lightning bolt (DC 19), feeblemind (DC 21), hold monster (DC 21)
4th – black tentacles, charm monster (DC 20), greater invisibility, polymorph
3rd – fly (x2), haste (x2)
2nd – bull’s strength, false life (x2), invisibility, web (DC 18, x2)
1st – burning hands (DC 17), enlarge person, mage armor (x2), magic missile (x2)
0 - daze (DC 16), detect magic, light, touch of fatigue (DC 16)

STATISTICS

Str 11, Dex 10, Con 12, Int 23, Wis 15, Cha 9
Base Atk +5; CMB +5
Feats Alertness (when familiar is nearby), Combat Casting, Craft Wondrous Item, Craft Wand, Empower Spell, Great Fortitude, Heighten Spell, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Penetration
Skills Appraise +19 (+21 when familiar is nearby), Diplomacy +5, Fly +13, Knowledge (arcana) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (the planes) +19, Knowledge (religion) +19, Linguistics +19, Perception +8 (+10 when familiar is nearby), Spellcraft +19 (+23 while casting defensively)
Languages Abyssal, Auran, Celstial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Terran
SQfavored class (wizard), familiar (toad), metamagic mastery 10/day
Combat Gear potion of cure moderate wounds, rod of extend metamagic, scroll of fireball, staff of size alteration (20 charges), wand of magic missile (CL 3rd, 50 charges); Other Gear masterwork cane (as club), dagger, headband of intellect +4, light crossbow with 20 bolts, amulet of natural armor +1, ring of protection +2, handy haversack, rations (6), scroll case, spellbook, spell component pouch, 70 pp, 50 gp.

Ezren CR 15

Spoiler:
Male Human wizard 15
NG Medium humanoid (human)
Init +5; Senses Perception +11 (+13 when familiar is nearby)

DEFENSE

AC 21, touch 13, flat-footed 20
(armor +5, deflection +2, Dex +1, natural +3)
hp 106 (15d6+45 plus 6)
Fort +8, Ref +8, Will +11
Manuever Resistance 23

OFFENSE

Spd 30 ft.
Melee masterwork cane +8 (1d6, 20/x2)
Ranged light crossbow +8 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks hand of the apprentice (masterwork cane +16, 1d6+8)
Spell-Like Abilities (CL 15th)
7/day – shield
1/day – fireball (DC 12), globe of invulnerability, levitate, limited wish, teleport
Spells Prepared (CL 15th, +8 ranged touch):
8th – maximized cone of cold (DC 23), quickened enervation
7th – delayed blast fireball (DC 25), greater teleport, spell turning
6th – chain lightning (DC 24), greater dispel magic, maximized lightning bolt (DC 21), true seeing
5th – dismissal, feeblemind (DC 23), hold monster (DC 23, x2), quickened magic missile
4th – black tentacles, charm monster (DC 22, x2), dimension door, greater invisibility, polymorph
3rd – fireball (DC 23), fly (x2), haste (x2), invisibility sphere
2nd – bull’s strength, false life (x2), invisibility, web (DC 20, x2)
1st – burning hands (DC 19), comprehend languages, enlarge person, magic missile (x2), ray of enfeeblement
0 - daze (DC 18), detect magic, light, touch of fatigue (DC 18)

STATISTICS

Str 11, Dex 12, Con 12, Int 26, Wis 15, Cha 9
Base Atk +7; CMB +8
Feats Alertness (when familiar is nearby), Combat Casting, Craft Wondrous Item, Craft Wand, Empower Spell, Great Fortitude, Heighten Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Spell Penetration, Toughness
Skills Appraise +26 (+28 when familiar is nearby), Diplomacy +8, Fly +19, Knowledge (arcana) +26, Knowledge (architecture and engineering) +26, Knowledge (dungeoneering) +26, Knowledge (geography) +26, Knowledge (history) +26, Knowledge (local) +26, Knowledge (the planes) +26, Knowledge (religion) +26, Linguistics +26, Perception +11 (+13 when familiar is nearby), Spellcraft +26 (+30 while casting defensively)
Languages Abyssal, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Infernal, Terran
SQfavored class (wizard), familiar (toad), inherent bonus to Intelligence (+1), metamagic mastery 15/day
Combat Gear potion of cure moderate wounds, rod of quicken metamagic, scroll of fireball, staff of fire (50 charges), wand of magic missile (CL 9th, 50 charges); Other Gear masterwork cane (as club), dagger, headband of intellect +6, light crossbow with 20 bolts, amulet of natural armor +3, bracers of armor +5, gloves of Dexterity +2, ring of protection +2, handy haversack, rations (6), scroll case, spellbook, spell component pouch, 23 pp, 29 gp.

There are really two things that stick out in comparison to an equivalent 3.5 wizard. The first is, at 1st level Ezren has a lot more to do - his cane is almost as effective as a cleric or rogue's weapon would be, even the fighter's potentially; it trades damage for range. He's also much, much better equipped for survival in terms of hit points, something that remains true throughout his career.

The second is, the spell-like and supernatural abilities stand out on the universalist a great deal. Unlike Kyra, who basically just swapped SLAs for domain slots, Ezren is getting nothing but bonuses, and these can be huge. At 15th level, he has a 3/day free quicken, with enough oomph leftover to maximize something as well - and that's without using his metamagic rod. I know universalists are due for a redesign, but you can see here just how scary they are as they stand.


When they nerf the universal, which they have already said they will, it'll end up quite balanced but with better lv1 options and survival, which is exatcly what their aim was.

Thanks for doing these, they really show that pathfinder rules acheive alot of they want to do.

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