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4656946

4656946

paizo.com, Danillo Fernandes Da Costa <megalioon@gmail.com>, Feb 11, 2023

Ezren
the Wizard
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 that was relatively free

of crime, and had no lofty ambitions.

However, when the church of the

merchant god accused his father of

heresy and corruption, ruining the family


24181140 4656946

business, Ezren was determined

to prove his father’s innocence.

To his shock, the church’s PLAY A WIZARD IF YOU WANT TO...


accusations were true. Outraged,
• Cast spells to devastate foes and protect allies
Ezren left his home and began studying

magic on his own, as no wizard would • Know secrets about magic and ancient lore
take a 40-year-old as an apprentice. • Solve problems with your magic
Now he wants to travel the world and make

a difference in other peoples’ lives. Ezren is

skeptical of human nature, instead putting

his trust in his own brilliant intellect and

magical abilities.

24181140
paizo.com, Danillo Fernandes Da Costa <megalioon@gmail.com>, Feb 11, 2023 24181140
4656947
4656947

paizo.com, Danillo Fernandes Da Costa <megalioon@gmail.com>, Feb 11, 2023

CHARACTER SHEET d10 N SPELLCASTING P ADVENTUR


BEGINNER BOX CHARACTER NAME NAME PRONOUNS ALIGNMENT L LEVEL
Your Character Sheet
7
DATE
He/him Neutral good 1 This character sheet has all the statistics, abilities, spells, and equipment for 4 3
Ezren
SPELL ATTACK ROLL = + T
DICE PLAYER NAME XP playing Ezren the wizard. Take a reference card from the box for details on INT PROF
rolls, DCs, and actions. The action counters can help you track your actions.
Each portion of the character sheet has a letter code. You can find out more
SPELL DC 17 =10+ 4 + 3 T
A ANCESTRY B BACKGROUND C CLASS d12
Human Scholar
INT PROF
Wizard about what they mean below. For statistics, a higher number is always better.
PREPARED
d4
Skilled CANTRIPS 5
HERITAGE BACKGROUND ABILITY CLASS ABILITIES
Assurance: For Arcana
(LEVEL 1) A ANCESTRY You have prepared the spells magic missile and shocking grasp. When you
PREP
PER DAY
PREPthat your arcane bond class ability
ANCESTRY ABILITY
checks, you can use a result Spell Substitution: You can spend 10 minutes to You have extra skills from being a human. cast a spell, check it off. Remember
Three extra trained skills exchange one prepared spell that you have not
of 13 instead of rolling. d20 (section C) lets you cast one spell an extra time. At the start of each day, your
(already chosen) (LEVELyet
2) cast for another spell of the same level from B BACKGROUND spells come back and you uncheck them.
your spellbook. ACTIONS
d6 Arcane Bond: Once per day, you can drain magical power
As a scholar, you learned about academics, giving you the Academia Lore ❏ Magic Missile [one-action], [two-actions], or [three-actions] For every action you spend to cast this spell,
D ABILITY MODIFIERS E HIT POINTS Q NOTES
stored in your staff to choose a spell that you skill, and you gain the Assurance ability for Arcana checks.
[one-action] you shoot a dart of magical force toward a creature you can see within 120
(LEVEL 3)
STRENGTH +0 STR MAXIMUM CURRENT already cast today and cast it again. feet. It hits automatically, dealing 1d4+1 force damage. Choose the target
DEXTERITY +2 DEX 16 C CLASS One Action for each missile individually.
H PERCEPTION
+2
You’re a wizard, which gives you spells and the two abilities listed here. ❏ Shocking Grasp [two-actions] Make a spell attack roll against one creature you can
CONSTITUTION CON NOTES
+4 = 1 + 3
SENSES AND NOTES
d8 T
INTELLIGENCE +4 INT
E
D ABILITY MODIFIERS [two-acin][two-actions][thre-acion] touch. If you
1ST-LEVEL hit, the target takes 2d12 electricity
SPELLS
is wearing metal armor or is made of metal, you gain a +1 bonus to your
PREPARED
damage. If the target
PER DAY
25
WIS PROF
F SPEED
Two Actions
+1 FEET These numbers represent your basic physical and mental capabilities. They’re PREP
attack roll and, on a hit, you also deal 1d4 persistent electricity damage.
WISDOM WIS
I SAVING THROWS used to determine your other statistics. On a critical hit, double the initial damage, but not the persistent damage.
+0
STRIDE [one-action] (move)
+5 [three-actions]
T
CHARISMA CHA
2 3
Move up to your Speed NOTES
FORTITUDE = +
d10 CON PROF
E
E HIT POINTS Spellbook: If you want to prepare different spells, see page 36 of the
G SKILLS T Three Actions
ACROBATICS 5 = 2 + 3
T – REFLEX +5 = 2 + 3 E
You can take 16 damage before being knocked out. Healing can restore lost Hero’s Handbook. Your spellbook contains burning hands, fleet step, gust
E DEX PROF Hit Points, but your Hit Points can’t go above this maximum. of wind, magic missile, and shocking grasp.

ARCANA 7 =
DEX

4 +
PROF

3
T
ARMOR
WILL +6 = 1 + 5
T
E
F SPEED
[reaction] School Spell
d12 INT PROF
E WIS PROF Reaction R SPELLBOO
When you use the Stride action, you move up to 25 feet. You can cast force bolt. Rather than getting it back only once each day, you
ATHLETICS 0 = 0 + 0
T –
E
J DEFENSES
Unarmored Defense T T
PROFICIENCY can spend 10 minutes studying your spellbook to get it back.
STR PROF ARMOR ARMOR Light
G SKILLS UNTRAINED ❏ Force Bolt [two-actions] (arcane, evocation, force, manipulate) You fire a dart of force
7 T PROFICIENCIES Medium Heavy
4 3
= + T T
CRAFTING
E Skills are things anyone can do, like climb using Athletics or try to remember
0 that automatically
2ND-LEVEL SPELLS hits and deals 1d4+1 force damagePREPARED
to a target within 30 feet.
PER DAY
2 3 0
AC
d20 INT PROF
=10+ + T + + something using Nature. For a skill check, roll a 20-sided die (d20) and add
15
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0
T PREP
ACTIONS
DECEPTION = 0 + 0 E DEX or DEX CAP PROF ITEM OTHER the skill statistic (in the leftmost box). Cantrips
CHA PROF TRAINED You can cast these five spells any number of times per day.
[one-action] 3 0 3
T
H 2 + level
NOTES
DIPLOMACY = +
E
PERCEPTION Detect Magic [two-actions] You detect any magic in effect within 30 feet of you.
CHA PROF You use this ability to try to find things using your senses. For a Perception Light [two-actions] Touch an object to make it glow with bright light in a 20-foot radius
One Action
0 K WEAPONS AND ATTACKS
T
IMTIMIDATION = 0 + 0 E WEAPON T T T
check, roll a 20-sided die (d20) and add the Perception statistic (the number
EXPERT until you either cast light again or prepare your spells.
CHA PROF Simple Martial Fist in the magnifying glass). Mage Hand [two-actions] A magical hand grasps a small object within 30 feet that
4 + level
[two-acin][two-actions][thre-acion] LORE7 = 4 + 3
T PROFICIENCIES
Other Weapon Proficiencies
E E E
T
no one is holding. You can move the object slowly up to 20 feet in any
Two Actions INT PROF
E
club, crossbow, dagger, heavy crossbow, staff E I SAVING THROWS direction.
Academia MELEE WEAPON To resist some spells, poisons, and other dangers, you need toPermission
make atosaving Message [two-actions] Words you speak go directly to the ears of one creature within
+5
photocopy.
T
[three-actions] MEDICINE 4 = 1 + 3
T
Dagger
= 2 + 3 E
throw. Roll a 20-sided die (d20) and add one of three saving throw statistics
© Paizo Inc. 2020 120 feet. The target can give a brief response as a reaction.
E ATTACK DEX
DEX/STR PROF determined by the effect you’re rolling against: Fortitude, Reflex, or Will. Ray of Frost [two-actions] Make a spell attack roll against the AC of a target within 120
1d4 + 0
WIS PROF
Three Actions feet. If you hit, the ray deals cold damage equal to 1d4 + your Intelligence.
4 T DAMAGE BLUDGEONING PIERCING
NATURE = 1 + 3 E DIE STR SLASHING J DEFENSES On a critical hit, the target takes double
WIS PROF
[reaction] OCCULTISM 7 = 4 + 3
T
TRAITS
agile, finesse, thrown 10 feet, versatile S
Your Armor Class represents how hard it is for enemies to hit you. As a
wizard, you can’t wear armor.
damage and takes a –10-foot
status penalty to its Speeds
Reaction E
MELEE WEAPON
+3
INT PROF
T for 1 round.
PROFICIENCY PERFORMANCE 0 = 0 + 0
T
Staff
= 0 + 3 E K WEAPONS AND ATTACKS
E ATTACK STR
DEX
STR PROF

1d8 + 0
CHA PROF
You can make a melee or ranged attack with the Strike action (see your
UNTRAINED
4
T DAMAGE BLUDGEONING PIERCING
RELIGION = 1 + 3 E SLASHING reference card). Roll a 20-sided die (d20), add the attack statistic, and
0 WIS PROF
DIE STR
compare it to the target’s AC.
7
T TRAITS
SOCIETY = 4 + 3 E
TRAINED INT PROF RANGED WEAPON L LEVEL
+5
T
2 3
2
T – = +
2 + level STEALTH = 2 + 0 E Crossbow ATTACK DEX PROF
E You’re a 1st-level wizard. As you gain Experience Points in adventures, you
DEX PROF ARMOR can track it in the XP box.
EXPERT SURVIVAL 4 = 1 + 3
T
E
DAMAGE 1d8 + 0 PIERCING 120FEET 1
4 + level
WIS PROF DIE STR (thrown) RANGE INC. RELOAD M EQUIPMENT
5
T -
THIEVERY = 2 + 3 E
TRAITS AMMO
60 backpack compass flint and steel rope (50 feet) waterskin
DEX PROF ARMOR
bedroll crossbow with 60 bolts material component pouch soap writing set
Permission to photocopy. SKILL NOTES M N Equipment
ARE ON THEand
FACING PAGE
Spells on Reverse Side chalk (10 pieces) dagger rations (2 weeks) staff 8 gold pieces (gp)
© Paizo Inc. 2020

24181141
paizo.com, Danillo Fernandes Da Costa <megalioon@gmail.com>, Feb 11, 2023 24181141
4656948
4656948

paizo.com, Danillo Fernandes Da Costa <megalioon@gmail.com>, Feb 11, 2023

CHARACTER SHEET d10 N SPELLCASTING P ADVENTUR


BEGINNER BOX CHARACTER NAME NAME PRONOUNS ALIGNMENT L LEVEL
Your Character Sheet
7
DATE
He/him Neutral good 1 This character sheet has all the statistics, abilities, spells, and equipment for 4 3
Ezren
SPELL ATTACK ROLL = + T
DICE PLAYER NAME XP playing Ezren the wizard. Take a reference card from the box for details on INT PROF
rolls, DCs, and actions. The action counters can help you track your actions.
Each portion of the character sheet has a letter code. You can find out more
SPELL DC 17 =10+ 4 + 3 T
A ANCESTRY B BACKGROUND C CLASS d12
Human Scholar
INT PROF
Wizard about what they mean below. For statistics, a higher number is always better.
PREPARED
d4
Skilled CANTRIPS 5
HERITAGE BACKGROUND ABILITY CLASS ABILITIES
Assurance: For Arcana
(LEVEL 1) A ANCESTRY You have prepared the spells magic missile and shocking grasp. When you
PREP
PER DAY
PREPthat your arcane bond class ability
ANCESTRY ABILITY
checks, you can use a result Spell Substitution: You can spend 10 minutes to You have extra skills from being a human. cast a spell, check it off. Remember
Three extra trained skills exchange one prepared spell that you have not
of 13 instead of rolling. d20 (section C) lets you cast one spell an extra time. At the start of each day, your
(already chosen) (LEVELyet
2) cast for another spell of the same level from B BACKGROUND spells come back and you uncheck them.
your spellbook. ACTIONS
d6 Arcane Bond: Once per day, you can drain magical power
As a scholar, you learned about academics, giving you the Academia Lore ❏ Magic Missile [one-action], [two-actions], or [three-actions] For every action you spend to cast this spell,
D ABILITY MODIFIERS E HIT POINTS Q NOTES
stored in your staff to choose a spell that you skill, and you gain the Assurance ability for Arcana checks.
[one-action] you shoot a dart of magical force toward a creature you can see within 120
(LEVEL 3)
STRENGTH +0 STR MAXIMUM CURRENT already cast today and cast it again. feet. It hits automatically, dealing 1d4+1 force damage. Choose the target
DEXTERITY +2 DEX 16 C CLASS One Action for each missile individually.
H PERCEPTION
+2
You’re a wizard, which gives you spells and the two abilities listed here. ❏ Shocking Grasp [two-actions] Make a spell attack roll against one creature you can
CONSTITUTION CON NOTES
+4 = 1 + 3
SENSES AND NOTES
d8 T
INTELLIGENCE +4 INT
E
D ABILITY MODIFIERS [two-acin][two-actions][thre-acion] touch. If you
1ST-LEVEL hit, the target takes 2d12 electricity
SPELLS
is wearing metal armor or is made of metal, you gain a +1 bonus to your
PREPARED
damage. If the target
PER DAY
25
WIS PROF
F SPEED
Two Actions
+1 FEET These numbers represent your basic physical and mental capabilities. They’re PREP
attack roll and, on a hit, you also deal 1d4 persistent electricity damage.
WISDOM WIS
I SAVING THROWS used to determine your other statistics. On a critical hit, double the initial damage, but not the persistent damage.
+0
STRIDE [one-action] (move)
+5 [three-actions]
T
CHARISMA CHA
2 3
Move up to your Speed NOTES
FORTITUDE = +
d10 CON PROF
E
E HIT POINTS Spellbook: If you want to prepare different spells, see page 36 of the
G SKILLS T Three Actions
ACROBATICS 5 = 2 + 3
T – REFLEX +5 = 2 + 3 E
You can take 16 damage before being knocked out. Healing can restore lost Hero’s Handbook. Your spellbook contains burning hands, fleet step, gust
E DEX PROF Hit Points, but your Hit Points can’t go above this maximum. of wind, magic missile, and shocking grasp.

ARCANA 7 =
DEX

4 +
PROF

3
T
ARMOR
WILL +6 = 1 + 5
T
E
F SPEED
[reaction] School Spell
d12 INT PROF
E WIS PROF Reaction R SPELLBOO
When you use the Stride action, you move up to 25 feet. You can cast force bolt. Rather than getting it back only once each day, you
ATHLETICS 0 = 0 + 0
T –
E
J DEFENSES
Unarmored Defense T T
PROFICIENCY can spend 10 minutes studying your spellbook to get it back.
STR PROF ARMOR ARMOR Light
G SKILLS UNTRAINED ❏ Force Bolt [two-actions] (arcane, evocation, force, manipulate) You fire a dart of force
7 T PROFICIENCIES Medium Heavy
4 3
= + T T
CRAFTING
E Skills are things anyone can do, like climb using Athletics or try to remember
0 that automatically
2ND-LEVEL SPELLS hits and deals 1d4+1 force damagePREPARED
to a target within 30 feet.
PER DAY
2 3 0
AC
d20 INT PROF
=10+ + T + + something using Nature. For a skill check, roll a 20-sided die (d20) and add
15
24181142 4656948

0
T PREP
ACTIONS
DECEPTION = 0 + 0 E DEX or DEX CAP PROF ITEM OTHER the skill statistic (in the leftmost box). Cantrips
CHA PROF TRAINED You can cast these five spells any number of times per day.
[one-action] 3 0 3
T
H 2 + level
NOTES
DIPLOMACY = +
E
PERCEPTION Detect Magic [two-actions] You detect any magic in effect within 30 feet of you.
CHA PROF You use this ability to try to find things using your senses. For a Perception Light [two-actions] Touch an object to make it glow with bright light in a 20-foot radius
One Action
0 K WEAPONS AND ATTACKS
T
IMTIMIDATION = 0 + 0 E WEAPON T T T
check, roll a 20-sided die (d20) and add the Perception statistic (the number
EXPERT until you either cast light again or prepare your spells.
CHA PROF Simple Martial Fist in the magnifying glass). Mage Hand [two-actions] A magical hand grasps a small object within 30 feet that
4 + level
[two-acin][two-actions][thre-acion] LORE7 = 4 + 3
T PROFICIENCIES
Other Weapon Proficiencies
E E E
T
no one is holding. You can move the object slowly up to 20 feet in any
Two Actions INT PROF
E
club, crossbow, dagger, heavy crossbow, staff E I SAVING THROWS direction.
Academia MELEE WEAPON To resist some spells, poisons, and other dangers, you need toPermission
make atosaving Message [two-actions] Words you speak go directly to the ears of one creature within
+5
photocopy.
T
[three-actions] MEDICINE 4 = 1 + 3
T
Dagger
= 2 + 3 E
throw. Roll a 20-sided die (d20) and add one of three saving throw statistics
© Paizo Inc. 2020 120 feet. The target can give a brief response as a reaction.
E ATTACK DEX
DEX/STR PROF determined by the effect you’re rolling against: Fortitude, Reflex, or Will. Ray of Frost [two-actions] Make a spell attack roll against the AC of a target within 120
1d4 + 0
WIS PROF
Three Actions feet. If you hit, the ray deals cold damage equal to 1d4 + your Intelligence.
4 T DAMAGE BLUDGEONING PIERCING
NATURE = 1 + 3 E DIE STR SLASHING J DEFENSES On a critical hit, the target takes double
WIS PROF
[reaction] OCCULTISM 7 = 4 + 3
T
TRAITS
agile, finesse, thrown 10 feet, versatile S
Your Armor Class represents how hard it is for enemies to hit you. As a
wizard, you can’t wear armor.
damage and takes a –10-foot
status penalty to its Speeds
Reaction E
MELEE WEAPON
+3
INT PROF
T for 1 round.
PROFICIENCY PERFORMANCE 0 = 0 + 0
T
Staff
= 0 + 3 E K WEAPONS AND ATTACKS
E ATTACK STR
DEX
STR PROF

1d8 + 0
CHA PROF
You can make a melee or ranged attack with the Strike action (see your
UNTRAINED
4
T DAMAGE BLUDGEONING PIERCING
RELIGION = 1 + 3 E SLASHING reference card). Roll a 20-sided die (d20), add the attack statistic, and
0 WIS PROF
DIE STR
compare it to the target’s AC.
7
T TRAITS
SOCIETY = 4 + 3 E
TRAINED INT PROF RANGED WEAPON L LEVEL
+5
T
2 3
2
T – = +
2 + level STEALTH = 2 + 0 E Crossbow ATTACK DEX PROF
E You’re a 1st-level wizard. As you gain Experience Points in adventures, you
DEX PROF ARMOR can track it in the XP box.
EXPERT SURVIVAL 4 = 1 + 3
T
E
DAMAGE 1d8 + 0 PIERCING 120FEET 1
4 + level
WIS PROF DIE STR (thrown) RANGE INC. RELOAD M EQUIPMENT
5
T -
THIEVERY = 2 + 3 E
TRAITS AMMO
60 backpack compass flint and steel rope (50 feet) waterskin
DEX PROF ARMOR
bedroll crossbow with 60 bolts material component pouch soap writing set
Permission to photocopy. SKILL NOTES M N Equipment
ARE ON THEand
FACING PAGE
Spells on Reverse Side chalk (10 pieces) dagger rations (2 weeks) staff 8 gold pieces (gp)
© Paizo Inc. 2020

24181142
paizo.com, Danillo Fernandes Da Costa <megalioon@gmail.com>, Feb 11, 2023 24181142
Ezren
the Wizard
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 that was relatively free

of 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 father’s innocence.

To his shock, the church’s PLAY A WIZARD IF YOU WANT TO...


accusations were true. Outraged,
• Cast spells to devastate foes and protect allies
Ezren left his home and began studying

magic on his own, as no wizard would • Know secrets about magic and ancient lore
take a 40-year-old as an apprentice. • Solve problems with your magic
Now he wants to travel the world and make

a difference in other peoples’ lives. Ezren is

skeptical of human nature, instead putting

his trust in his own brilliant intellect and

magical abilities.

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