Wizard
Wizard
the Wizard
About Ezren
Ezren was raised as a younger
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
magical abilities.
CHARACTER SHEET
BEGINNER BOX CHARACTER NAME NAME PRONOUNS L LEVEL Your Character Sheet d10 N SPELLCASTING P ADVENTUR
He/him 1
Ezren
This character sheet has all the statistics, abilities, spells, and equipment for
SPELL ATTACK 7 = 4 + 3 T
E
DATE
DICE PLAYER NAME XP playing Ezren the wizard. Take a reference card from the box for details on
ATT PROF
rolls, DCs, and actions. The action counters can help you track your actions.
A ANCESTRY B BACKGROUND C CLASS Each portion of the character sheet has a letter code. You can find out more SPELL DC 17 =10+ 4 + 3
T
E
d4
Human Scholar Wizard
CLASS ABILITIES
about what they mean below. For statistics, a higher number is always better. d12 ATT PROF
HERITAGE BACKGROUND ABILITY
Skilled Assurance: For Arcana (LEVEL 1)
A ANCESTRY You have prepared the spells force barrage and
CANTRIPS
PREPARED
5 mystic
PERarmor.
DAY When you cast
ANCESTRY ABILITY checks, you can use a result Spell Substitution: You can spend 10 minutes to You have extra skills from being a human. a spell, check it off. Remember that your arcane bond class ability (section
Three extra trained skills of 13 instead of rolling. exchange one prepared spell that you have not PREP PREP
yet cast for another spell of the same rank from C) lets you cast one spell an extra time. At the start of each day, your spells
(already chosen) (LEVEL 2)
your spellbook. B BACKGROUND d20 come back and you uncheck them.
d6 D ATTRIBUTE MODIFIERS E HIT POINTS Arcane Bond: Once per day, you can drain magical power As a scholar, you learned about academics, giving you the Academia Lore ❏ ❏ Force Barrage [one-action], [two-actions], or [three-actions] For every action you spend to cast this
(LEVELstored
3) in your staff to choose a spell that you ACTIONS
+0
skill, and you gain the Assurance ability for Arcana checks. spell, you shoot a shard of magic toward a creature you can see within 120
STRENGTH STR MAXIMUM CURRENT already cast today and cast it again. Q NOTES
feet. It hits automatically, dealing 1d4+1 force damage. Choose the target
DEXTERITY +2 DEX
16 H PERCEPTION C CLASS
One Action
for each missile individually.
CONSTITUTION +2 CON Dying You’re a wizard, which gives you spells and the two abilities listed here. ❏ Mystic Armor [two-actions] You ward yourself with shimmering magical energy,
+4 = 1 + 3
SENSES AND NOTES
d8 Wounded
T
gaining a +1 item bonus to AC (increasing your AC to 16). This bonus lasts
+4
E
INTELLIGENCE INT
F SPEED
25
WIS PROF
D ATTRIBUTE MODIFIERS 1ST-RANK SPELLS
until the next time you prepare your spells. While
PREPARED
PERwearing
DAY mystic armor,
WISDOM +1 WIS
FEET
I SAVING THROWS
These numbers represent your basic physical and mental capabilities.
Two ActionsThey’re you use your proficiency bonus for unarmed defense to calculate your AC.
PREP
+0
STRIDE [one-action] (move) used to determine your other statistics.
d10
CHARISMA CHA Move up to your Speed FORTITUDE +5 = 2 + 3 T NOTES
E
5
REFLEX = + You can take 16 damage before being knocked out. Healing can restore lost Hero’s Handbook. Your spellbook contains breathe fire, fleet step, force
ACROBATICS T = 2 + 3 –
DEX PROF
E
Three Actions
E Hit Points, but your Hit Points can’t go above this maximum. barrage, gust of wind, and mystic armor.
+6
DEX PROF ARMOR
1 5
T
= +
7
WILL
4 3
E
= +
d12
ARCANA T
E
INT PROF
WIS PROF F SPEED School Spell
Reaction You can cast force bolt. Rather than getting it back only once each Rday,SPELLBOOK
0 J DEFENSES When you use the Stride action, you move up to 25 feet. you
ATHLETICS T
E
= 0 + 0 –
can spend 10 minutes studying your spellbook to get it back.
Armor Class Shield Hardness
PROFICIENCY
STR PROF ARMOR
G SKILLS ❏ Force Bolt [two-actions] (arcane, force, manipulate) You fire a dart of force that
7
Armor Proficiencies
4 3
AC
= + UNTRAINED
15
T
CRAFTING E
Unarmored Light Medium Heavy + HP Skills are things anyone can do, like climb using Athletics or try to remember automatically hits and deals 1d4+1 force damage to a target within 30 feet.
PREPARED
d20 INT PROF T T T T 0 add
something using Nature. For a skill check, roll a 20-sided die (d20) and 2ND-RANK SPELLS PER DAY
0
E E E E
ACTIONS
T = 0 + 0 the skill statistic (in the leftmost box). Cantrips
10 + 2 + 3 0
DECEPTION E +
Max HP BT PREP
CHA PROF
/ TRAINED You can cast these six spells any number of times per day.
3
Base Dex* Prof Item
DIPLOMACY T = 0 + 3 * Use armor’s Dex cap if lower
H PERCEPTION Daze [two-actions] You jolt the mind of a single target within 60 feet. This deals 1d6 mental
E
CHA PROF 2 + level
You use this ability to try to find things using your senses. For a Perception damage and the target must attempt a basic Will save. If the target critically
One Action K WEAPONS AND ATTACKS
INTIMIDATION T
E
0 = 0 + 0 WEAPON Simple Martial Fist
check, roll a 20-sided die (d20) and add the Perception statistic (the number fails, it loses its first action on its next turn, and it can’t use reactions until then.
CHA PROF
PROFICIENCIES
T
E
T
E
T
E in the magnifying glass). EXPERT Detect Magic [two-actions] You detect any magic in effect within 30 feet of you.
LORE T 7 = 4 + 3 Other Weapon Proficiencies 4 + level Gouging Claw [two-actions] Your arm hand transforms into a sharp claw, allowing you to
Two Actions E
Academia
INT PROF
club, crossbow, dagger, heavy crossbow, staff
T
E I SAVING THROWS make an attack against a single target that is next to you. Make a spell attack
To resist some spells, poisons, and other dangers, you need to make a saving roll against the target’s AC. If you hit the target takes 2d6 slashing damage
T 4 = 1 + 3 MELEE WEAPON
2 3
throw. Roll a 20-sided die (d20) and add one of three saving Permission
throw statistics
to photocopy. and 2 persistent bleed damage. Double the damage and bleed on a critical hit.
+5
MEDICINE E = + T © Paizo Inc. 2024
WIS PROF Dagger E determined by the effect you’re rolling against: Fortitude, Reflex, or Will. Light [two-actions] Create an orb that sheds light of a color you choose in a 20-foot radius
Three Actions
4
ATTACK DEX
STR/DEX PROF
= 1 + 3 until the next time you prepare your spells. You can have it follow a willing
1d4 0
T
NATURE E
WIS PROF
DAMAGE + BLUDGEONING PIERCING J DEFENSES creature. You can have up to four light spells active at one time.
PZO2106 Character Sheet-3rd Printing.indd 2
7
DIE STR SLASHING Your Armor Class represents how hard it is for enemies to hit you. As a Message [two-actions] Words you speak go directly to the ears of one creature within 120
OCCULTISM T = 4 + 3 TRAITS
Reaction E
INT PROF agile, finesse, thrown 10 feet, versatile S wizard, you can’t wear armor. feet. The target can give a brief response as a reaction.
0
Telekinetic Projectile [two-actions] You hurl a rock or other small object at one target within
= 0 + 0 MELEE WEAPON
0 3
PROFICIENCY +3 K
T T
PERFORMANCE E = + E WEAPONS AND ATTACKS 30 feet. Make a spell attack roll against the target’s AC. If you hit, the target
CHA PROF Staff ATTACK STR
STR/DEX PROF
4
UNTRAINED You can make a melee or ranged attack with the Strike action (see your takes 2d6 bludgeoning damage. On a critical hit, you deal double damage.
RELIGION T = 1 + 3 DAMAGE 1d8 + 0 BLUDGEONING PIERCING reference card). Roll a 20-sided die (d20), add the attack statistic, and
0 E
WIS PROF
SLASHING compare it to the target’s AC.
7
DIE STR
SOCIETY T
E
= 4 + 3 TRAITS
TRAINED INT PROF
L LEVEL
2 + level STEALTH T
E
2 = 2 + 0 – RANGED WEAPON
Crossbow +5 = 2 + 3 T
E You’re a 1st-level wizard. As you gain Experience Points in adventures, you
DEX PROF ARMOR ATTACK DEX PROF
can track it in the XP box.
EXPERT SURVIVAL T 4 = 1 + 3 DAMAGE 1d8+ 0 PIERCING 120 1
M
E FEET
4 + level
WIS PROF DIE STR (thrown) RANGE INC. RELOAD EQUIPMENT
THIEVERY T
E
5 = 2 + 3 - TRAITS AMMO
60 backpack compass flint and steel soap waterskin
DEX PROF ARMOR
SKILL NOTES
bedroll crossbow with 60 bolts rations (2 weeks) spellbook writing set
Permission to photocopy.
© Paizo Inc. 2024
ARE ON THEand
M N Equipment FACING PAGE
Spells on Reverse Side chalk (10 pieces) dagger rope (50 feet) staff 8 gold pieces (gp)