Characters/Ezren (Level 1): Difference between revisions
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| perception = +1 | | perception = +1 | ||
| speed = 25 ft. | | speed = 25 ft. | ||
| fortitude = + | | fortitude = +4 | ||
| reflex = + | | reflex = +4 | ||
| will = + | | will = +6 | ||
| attributes = '''STR''' +0 | '''DEX''' +1 | '''CON''' +1 | '''INT''' + | | attributes = '''STR''' +0 | '''DEX''' +1 | '''CON''' +1 | '''INT''' +2 | '''WIS''' +1 | '''CHA''' +0 | ||
| key_ability = STR | | key_ability = STR | ||
| gender = M/He/Him | | gender = M/He/Him | ||
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* '''Perception:''' +1 ({{color|#708090|'''Untrained'''}}) | * '''Perception:''' +1 ({{color|#708090|'''Untrained'''}}) | ||
* '''Speed:''' 25 ft. (land) | * '''Speed:''' 25 ft. (land) | ||
* '''Fortitude:''' + | * '''Fortitude:''' +4 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Reflex:''' + | * '''Reflex:''' +4 ({{color|#2e8b57|'''Trained'''}}) | ||
* '''Will:''' + | * '''Will:''' +6 ({{color|#4682b4|'''Expert'''}}) | ||
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! STR !! DEX !! CON !! INT !! WIS !! CHA | ! STR !! DEX !! CON !! INT !! WIS !! CHA | ||
|- | |- | ||
| +0 || +1 || +1 || + | | +0 || +1 || +1 || +2 || +1 || +0 | ||
|} | |} | ||
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| Acrobatics || +4 || {{color|#2e8b57|'''Trained'''}} | | Acrobatics || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Arcana || + | | Arcana || +2 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Athletics || +0 || {{color|#708090|'''Untrained'''}} | | Athletics || +0 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Crafting || + | | Crafting || +5 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Deception || +0 || {{color|#708090|'''Untrained'''}} | | Deception || +0 || {{color|#708090|'''Untrained'''}} | ||
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| Medicine || +1 || {{color|#708090|'''Untrained'''}} | | Medicine || +1 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Mercantile Lore || + | | Mercantile Lore || +2 || {{color|#708090|'''Untrained'''}} | ||
|- | |- | ||
| Nature || +4 || {{color|#2e8b57|'''Trained'''}} | | Nature || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Occultism || + | | Occultism || +5 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Performance || +0 || {{color|#708090|'''Untrained'''}} | | Performance || +0 || {{color|#708090|'''Untrained'''}} | ||
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| Religion || +4 || {{color|#2e8b57|'''Trained'''}} | | Religion || +4 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Society || + | | Society || +5 || {{color|#2e8b57|'''Trained'''}} | ||
|- | |- | ||
| Stealth || +1 || {{color|#708090|'''Untrained'''}} | | Stealth || +1 || {{color|#708090|'''Untrained'''}} | ||
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</div> | </div> | ||
''Last synced: 2026- | ''Last synced: 2026-06-01 19:18'' | ||
[[Category:Characters]] | [[Category:Characters]] | ||
Latest revision as of 00:18, 2 June 2026
Ezren (Level 1)
| Ezren (Level 1) | |
|---|---|
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|
| Level | 1 |
| Size | Medium |
| Key Ability | STR |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 16/16 |
| AC | 14 |
| Saving Throws | Fort +4, Ref +4, Will +6 |
| Perception | +1 |
| Speed | 25 ft. |
| Attributes | |
| STR +0 | |
| Languages | draconic, dwarven, halfling, sakvroth, varisian |
Details
- Ancestry: Human
- Heritage:
Skilled Human (Society) - Background: Merchant
- Class:
Wizard - Key Ability: STR
- Hero Points: 1
- Languages: draconic, dwarven, halfling, sakvroth, varisian
Identity
- Ethnicity: Varisian
Biography
For many adventurers, wanderlust strikes at a young age when minds are impressionable and the urge to escape the doldrums of homelife become too much to resist. In other cases, there's never a choice at all—being raised on the streets leaves few other options available for those who do not wish to become criminals. Rarest are those who come to adventuring late in life.
This was Ezren's path to adventure. Born to a successful spice merchant in one of Absalom's more affluent districts, Ezren's childhood was pleasantly safe. As the fourth of six siblings, he never knew the responsibility implicit in being the eldest (and therefore the one expected to carry on father's trade) or the freedom of being the youngest. 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. The charges were too spurious to stick, and while his father escaped excommunication, the damage had been done—his father's business fell to pieces. Shocked, dismayed, and convinced that his father was innocent, Ezren abandoned his future and spent his adult life trying to repair his father's ruined 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 the age of 42, Ezren is full aware that he's missed his adulthood, yet at the same time he looks forward to discovering the world, and making a difference for a cause that he believes in. 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. Lacking the spry limbs of youth, the trust in religion, the strong arm of the soldier, or the way with words of the politician, Ezren felt he had but one option open. He traveled to tarnished Oppara, capital of Taldor and one of the oldest cities of the continent of Avistan, hoping to join one of several prestigious schools of wizardry. Yet time and time again, he was turned away due to his age. No wizard seemed to want an apprentice who, in many cases, was older than them. So Ezren was forced to strike out on his own once again.
Over the next decade, as he traveled Avistan, 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 first-hand experiences have given him an edge over young wizards fresh out of apprenticeship and eager to make names for themselves. Ezren knows about the many ways the world can trick and betray you, but now he's finally begun to master the art of magic, giving him the tools to fight back.
⚔ Defense & Saves
- HP: 16/16
- AC: 14
- Perception: +1 (Untrained)
- Speed: 25 ft. (land)
- Fortitude: +4 (Trained)
- Reflex: +4 (Trained)
- Will: +6 (Expert)
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +0 | +1 | +1 | +2 | +1 | +0 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +4 | Trained |
| Arcana | +2 | Untrained |
| Athletics | +0 | Untrained |
| Crafting | +5 | Trained |
| Deception | +0 | Untrained |
| Diplomacy | +0 | Untrained |
| Intimidation | +0 | Untrained |
| Medicine | +1 | Untrained |
| Mercantile Lore | +2 | Untrained |
| Nature | +4 | Trained |
| Occultism | +5 | Trained |
| Performance | +0 | Untrained |
| Religion | +4 | Trained |
| Society | +5 | Trained |
| Stealth | +1 | Untrained |
| Survival | +4 | Trained |
| Thievery | +1 | Untrained |
💰 Wealth & Carry
| Coin | Bulk | Invested |
|---|---|---|
| None | 0 | 0/10 |
✨ Feats & Features
Heritage
Skilled Human (Society)- Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.
Background Features
- Merchant
- In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You're trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.
Feats
Arcane Bond (wizard)- You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action.
Arcane School (wizard)- Most wizards acquire their knowledge of spells from a formal educational institution, such as the Arcanamirium or the Magaambya. At 1st level, you choose your arcane school, which grants you magical abilities.
You gain additional spells and spell slots from the curriculum taught at the school you attended. Arcane schools are described in detail on page 198. Some wizards follow the school of unified magical theory, which attempts to forge a new school by studying independently and drawing information from a multitude of texts and tutors. Though a wizard with this approach lacks the focus of formal training, they have greater flexibility.
Arcane Thesis (wizard)- During your studies to become a full-fledged wizard, you produced a thesis of unique magical research. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like "On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic."
Bargain Hunter (general, skill)- You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.
Cooperative Nature (human)- The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
Experimental Spellshaping (wizard)- Your thesis posits that the magical practice of spellshaping can be realized more efficiently by altering variables and parameters as you cast, imitating the wizards of long ago who had to work out their own spells themselves. This allows you efficient access to various spellshape effects.
You gain one 1st-rank spellshape wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a spellshape wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.
Reach Spell (bard, cleric, concentrate, druid, oracle, sorcerer, spellshape, witch, wizard)- You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
School of Unified Magical Theory (wizard)- You eschew the idea that magic can be neatly expressed by the teachings of any single school or college, instead directing your self-study to pick up the best of every school of magic. In doing so, you'll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you'll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.
No Curriculum You don't have a set curriculum, and so you don't have curriculum spells and can't benefit from abilities that specifically affect them. Instead, you gain an additional 1st-level wizard class feat, and you add one 1st-rank spell of your choice to your spellbook to represent your diverse studies.
Your studies into the very nature of magic itself have let you use it more efficiently—instead of using Drain Bonded Item only once per day, you can use it once per day for each rank of spell you can cast, recalling a spell of that rank each time.
School Spells initial: Hand of the Apprentice; advanced: Interdisciplinary Incantation
Widen Spell (druid, manipulate, oracle, sorcerer, spellshape, witch, wizard)- You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.
Wizard Spellcasting (wizard)- Through dedicated study and practice, you can construct spells with academic rigor by shaping arcane magic. You are a spellcaster, and you can cast spells of the arcane tradition using the Cast a Spell activity. As a wizard, when you cast spells, your incantations likely specify exactly what forces you call on and how to shape them, and your gestures precisely shape and direct your magic while circles of arcane runes flare to life.
At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells in your spellbook (see below), as well as one extra curriculum cantrip and one extra curriculum spell of each rank you can cast from your arcane school. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a wizard, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Wizard Spells per Day table.
Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Details on calculating these statistics appear on page 403.
Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.
Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of wizard spell slot you have. For example, as a 1st-level wizard, your cantrips are 1st-rank spells, and as a 5th-level wizard, your cantrips are 3rd-rank spells.
Spellbook
Every arcane spell has a written version, which you record in your personalized book of spells. You start with a spellbook worth 10 sp or less, which you receive for free and must study each day to prepare your spells. Your spellbook's form and name are up to you. It might be a musty, leather-bound tome or an assortment of thin metal disks connected to a brass ring; its name might be esoteric, like The Tome of Silent Shadows or something more academic, like Advanced Pyromantic Applications of Jalmeri Elemental Theory.
The spellbook contains your choice of 10 arcane cantrips and five 1st-rank arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. You also add two 1st-rank spells from the curriculum of your arcane school (except in the case of the school of unified magical theory, as described in that school).
Each time you gain a level, you add two arcane spells to your spellbook, of any spell rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to and learn via Learn a Spell. When you gain spell slots of a new rank, you also add an additional spell from your school's curriculum (unless it's the school of unified magical theory).
Actions
Cast a Spell (general)- You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, "[reaction] verbal."
Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.
Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as "[three-actions] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.
- Material (manipulate)
- Somatic (manipulate)
- Verbal (concentrate)
- Focus (manipulate)
Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends.
Drain Bonded Item (arcane, wizard)- Frequency once per day
Requirements Your bonded item is on your person.
You expend the magical power stored in your bonded item. During the current turn, you can 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.
🎒 Inventory
Weapons
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Staff | 1 | 1 | 0 | — |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Explorer's Clothing | 1 | 0.1 | 0 | 1 sp |
Consumables
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Elixir of Life (Minor) | 1 | 0.1 | 1 | 3 gp | |
| Elixir of Life (Minor) | 1 | 0.1 | 1 | 3 gp | |
| Scroll of Grim Tendrils (Rank 1) | 1 | 0.1 | 1 | 4 gp |
Equipment
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Wayfinder | 1 | 0 | 2 | 28 gp |
Bags & Storage
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Backpack | 1 | 0 | 0 | 1 sp | |
| |||||
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Gold Pieces | 1 | 1 | 0 | 1 gp | |
| Silver Pieces | 4 | 1 | 0 | 1 sp |
🔮 Spellcasting
Arcane Focus Spells (Arcane) — Focus
Rank 1
Hand of the Apprentice [attack, focus, manipulate, wizard]
Arcane Prepared Spells (Arcane) — Prepared
Rank 1 (0/2 slots)
Breathe Fire [concentrate, fire, manipulate]
Caustic Blast [acid, cantrip, concentrate, manipulate]
Detect Magic [cantrip, concentrate, detection, manipulate]
Electric Arc [cantrip, concentrate, electricity, manipulate]
Force Barrage [concentrate, force, manipulate]
Grim Tendrils [concentrate, manipulate, void]
Light [cantrip, concentrate, light, manipulate]
Shield [cantrip, concentrate, force]
Last synced: 2026-06-01 19:18
