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About Ezren
Ezren was raised as a younger son of a successful spice merchant. He enjoyed the comforts
of a well-to-do family, lived in a neighborhood relatively safe from crime, and had no
lofty ambitions. However, when the church of the merchant god accused his father of
heresy and corruption, ruining the family business, Ezren was determined to prove his
fathers innocence. To his shock, the churchs accusations were true. Outraged, Ezren left
his home and began studying magic on his own, as no wizard would take a 40-year-
old as an apprentice. Now he wants to travel the world and make a difference in other
peoples lives. Ezren is skeptical of human nature, and puts his trust in his own brilliant
intellect and magical abilities.
Throwing weapons
with telekinesis
B Ability Scores and Ability Modifiers your Will save is 1d20+4. Rolling a 20 on the die always
Ability Scores represent your raw physical and mental talent. Higher B Ability scores Ability Modifiers F Class Features Hit
Points 7 succeeds. Rolling a 1 on the die always fails.
numbers are better. The better an Ability Score is, the better its Ability
Modifier is. Strength 12 +1 Str Modifier Fortitude save
CLASS
0 +
CON Mod
1 +
MISC
2 =
ToTal
0
cha Mod
+ 0 = +0 G Weapons And Attacks
H Armor and Defense
+ + =
Improved initiative DEX Mod TOTAL
areas of knowledge. Bluff 0 -1 0 = -1 Initiative 4 + 0 4
Your Armor Class represents how hard it is for enemies to hit you.
str Mod Higher numbers mean youre harder to hit. Wizards cant wear armor.
0 + 1 + 0 = +1
You make a skill check when you try to use a skill. Higher numbers Climb
+ =
Attack bonus STR MOD TOTAL
20 Melee Attack 0 1 1
are better. Roll 1d20 and add the Total (the last column) for that cha Mod
Diplomacy 0 + -1 + 0 = -1
+ = i Feats
Attack bonus DEX MOD TOTAL
skill. For example, to make a Spellcraft check you roll 1d20+7. Youre Ranged Attack 0 0 0
DEX Mod
Great Fortitude: You have a +2 bonus built into your Fortitude save.
trying to equal or exceed the Difficulty Class (DC) number for the Disable Device* + + = Weapon Quarterstaff
skill. You can use a skill only if there is a number in its Total box. wis Mod Improved Initiative: You have a +4 bonus built into your
Attack Critical Damage Range
Heal 1 + 2 + 0 = +3 Bonus
Damage
Threat TYPE Increment Ammunition
initiative total.
+1 1d6+1 20 B
INT Mod
Knowledge Arcana* 1 + 3 + 3 = +7
What You Can Do On Your Turn Knowledge Dungeoneering* +
INT Mod
+ =
Weapon
Weapon Light Crossbow J EQuipment
INT Mod Attack Damage Critical Damage Range Ammunition light crossbow bedroll spellbook
Bonus Threat
HIT TYPE Increment
You can do one standard action: Knowledge Geography* + + = crossbow bolts (10) belt pouch torches (10)
INT Mod +0 1d8 19-2O P 80 feet 10 dagger candles trail rations (5 days)
Cast a spell or cantrip Knowledge History * 1 + 3 + 3 = +7 quarterstaff sack waterskin
Use arcane bond or hand of the apprentice (Section F) backpack set of clothes 6 gp
H Armor and Armor Class
INT Mod
Move up to 30 feet = AC 0 + 0 + 0 0 10
INT Mod
Knowledge Religion* + + = You have prepared two spells: burning hands and magic missile.
When you cast a spell, mark it off for the day. Remember that your
i FEATS
WIS Mod
And one move action: Perception 1 + 2 + 0 = +3 arcane bond class feature (Section F) lets you cast one spell an
DEX Mod
extra time. Each day, your spells come back.
Take an item from your pack Ride 0 + 0 + 0 = +0 Great Fortitude
Move up to 30 feet Burning Hands: You create a cone of fire that extends 15 feet
Improved Initiative
WIS Mod
Pick up an item from the ground Sense motive 0 + 2 + 0 = +2 from you. Creatures in the cone take 1d4 fire damage. They get a
INT Mod
Draw a weapon Spellcraft* 1 + 3 + 3 = +7 Reflex saving throw with a Difficulty Class (DC) of 14 for half damage.
Open or close a door
J
DEX Mod
SteALTh 0 + 0 + 0 = +0 Equipment Magic Missile: You shoot a blast of magic at one enemy that
STR Mod deals 1d4+1 damage.
*Trained Only Swim 1 + 1 + 0 = +2
Your equipment is on the
And one free action:
Drop an item right side of this page Cantrips
E
You can cast detect magic and ray of frost as often as you want.
Speak Armor and weapon Proficiencies
Drop prone in your square Detect Magic: Detects magic within 60 feet, or identifies a
Move 5 feet (if you dont use your standard or move action to move)
Shields
lIght Armor
Medium Armor
Heavy Armor
Simple Weapons
Martial weapons
K Spells magic item youre holding.