Pregen - Wizard
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NameRaceGnome
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ClassWizardLevel1
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AbilityModifierModifier+Level
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STR8-1+0
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CON10+0+1
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DEX16+3+4
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INT18+4+5
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WIS16+3+4
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CHA8-1+0
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AC16AC Mod2
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PD11PD Mod0
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MD16MD Mod0
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Initiative+4Improved InitiativeNo
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maxHP18ToughnessNo
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maxRecoveries8Extra Recoveries0
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Recovery Dice1d6+0Armor TypeNone
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Save BonusShieldNo
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No Armor PenaltyNo
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Melee WeaponBookMelee TypeSmall One-HandedMelee To-Hit Mod0
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Melee vs. AC+0Melee Damage1d4-1Melee Dmg Mod0
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Ranged To-Hit Mod0
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Ranged WeaponBookRanged TypeSmall, ThrownRanged Dmg Mod0
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Ranged vs. AC+4Ranged Damage1d4+3StrongheartNo
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One Unique Thing
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Backgrounds
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Icon Relationships
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Racial FeaturesConfounding: 1/battle on natural 16+ attack, can daze target til end of your next turn. +2 Dex OR +2 Int +2 AC v Opp Atk
Minor Illusions: Standard At-Will - Can make strong smell or sound nearby. Save to recognize as unreal.
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Class FeaturesCantrips (Alarm, Arcane Mark, Ghost Sound, Knock, Light, Mage Hand, Mending, Prestidigitation, Spark)
Cyclic Spells; Overworld Advantage; +2 Int OR +2 Wis
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Cantrips: Cantrips are simple spells that you can cast a number of times per battle equal to your Intelligence modifier (or roughly 3-6 cantrips every 5 minutes if outside of battle). Cantrips of standard duration last for 10-60 minutes (1-6 hours at levels 5-7, 2-12 hours at levels 8-10) + 10 minutes/level.
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Cyclic Spells: As long as you cast cyclic spells whenever the escalation die is even (not zero, not odd), you can still use these spells later in the fight.
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Overworld Advantage: While in the Overworld, daily spells become recharge 16+ spells instead.
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Ritual Magic: Take a spell from your list that will be used/expended for the ritual, explain to the GM what you are trying to accomplish through the ritual, gather materials for the ritual as deemed appropriate by you and/or the GM, spend 1d4 minutes/quarter-hours/hours preparing and casting the ritual (ritual is ruined when you either fall unconscious or make an attack), make a skill check using a magical background and an appropriate ability score (as determined by the GM) against a DC based on your tier and the results you're hoping for (repeated castings of the same ritual results in less likelihood for success as the world builds up resistance to being broken by magic). The results of the ritual are naturally/magically the extensions of your spell's normal effects, but failing to hit the DC means the ritual won't work as expected, and rolling a natural 1 means the ritual fails spectacularly. Regardless, even if the spell is normally at-will, after expending it for a ritual you can only regain the use of the spell at the end of a daily heal-up.
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Class TalentsHigh Arcana: Counterspell, and you can prepare two of the same daily spell.
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Vance's Polysyllabic Verbalizations: Rename each daily and recharge spell in the most over-the-top and highfalutin' style you can muster (if you can make 2-3 names per spell, even better). Spend a quick action and say the spell's name out loud and proud before casting the spell. You can gain an additional benefit (or complication) depending on what the new name is, how you said it, and how well you rolled (GMs cannot give the exact same benefit more than once). See Jack Vance's Dying Earth, Robin D. Law's Dying Earth RPG, or the Ars Magica RPG for examples of possible spell names.
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Cantrip Mastery: Cantrips for you are at-will and take a quick action (instead of the normal limitation of INT mod/battle + standard action). You can also learn homebrew cantrips provided you eventually find a way to learn it. You can roll a normal save for cunning and surprising uses for your cantrips if the GM isn't sure if you can pull it off. Finally, you can swap a 3rd level spell slot or higher with a cantrip, enhancing the cantrip's effect to match the spell level you swapped it into (as agreed upon by you and the GM).
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CantripsAlarm [standard duration] creates a magical alarm when a trigger is set.
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Arcane Mark [standard duration] creates a magical mark on an object or person (supposedly visible; anyone can make a perception or magical check to check for invisible arcane marks).
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Ghost Sound lets you create false noises, DC 15 to use it for distraction in adventurer environments (higher in higher environments), or auto-success if you're truly imaginative.
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Knock lets you make an Intelligence check using an appropriate magical background against an environment's DC to unlock the door, chest or similar item (does not handle traps).
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Light [standard duration]: Creates a field of of light up to 30' in diameter.
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Mage Hand: Creates a telekinetic effect that lasts for a round at most, which is roughly half as strong as your strongest hand at best.
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Mending: Attempts to make small repairs for 1d6 rounds, which usually involves anything that can normally be fixed in around 2-4 hours of devoted work. More elaborate repairs may require an Intelligence check or Cantrip Mastery.
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Prestidigitation: Around a minute of fun magic tricks that works much like stage magic, but nowhere near as powerful as the Mage Hand in affecting the physical world.
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Spark: If it can be set on fire by several seconds of being exposed to a candle, it can be set on fire by Spark. It's more of a convenience and show-off spell than an actual combat-ready cantrip.
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Class Powers & Spells (6 level 1 spell slots, not counting Counter-Magic)Counter-Magic (1/battle close quarters spell): Free action against a nearby creature you see that is casting a spell. Intelligence + Level vs. MD, Hit: The action used to cast the spell is wasted, and if the spell is a limited use spell AND you rolled a natural even, the spell is wasted as well. (Note: Spell-like abilities require an epic feat to be countered)
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Utility Spell: Instead of preparing a spell ahead of time, you can give up a spell slot to prepare Utility Spell, which gives you access to a variety of spells you can use when the need comes up.
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Magic Missile (ranged at-will spell): Standard Action, one nearby or far away creature takes 2d4 force damage.
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Blur (ranged daily spell): Standard Action vs. yourself or one nearby ally. All attacks against the target have a 20% chance to miss.
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Acid Arrow (ranged daily spell): Standard Action vs. one nearby or far away creature. Intelligence + Level vs. PD. Hit: 4d10 acid damage and 5 ongoing acid damage. (Miss: 5 ongoing acid damage, and you regain the spell during your next quick rest.)
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Color Spray (close quarters cyclic spell): Standard Action vs. 1d4 nearby enemies in a group. Intelligence + Level vs. MD. Hit: 2d8 psychic damage, and if the target has 10HP or fewer after the damage, it is weakened until the end of your next turn.
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Ray of Frost (ranged at-will spell): Standard Action vs. one nearby enemy. Intelligence + Level vs. PD. Hit: 3d6 cold damage. (Miss: damage equal to your level.)
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Shield (close quarters recharge 11+ spell): Free Action when an attack hits your AC. The triggering attacker must reroll the attack, but you must accept the new result.
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Utility Spell Choices[1st level, close quarters, standard action daily] Disguise Self: gives you an effective magical disguise that lasts around 10 minutes, making disguise attempts one step easier. It only affects appearance (not size), and you gain a -2 to -5 penalty to disguise attempts if you're trying to disguise as a specific creature.
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[1st level, close quarters, free action daily] Feather Fall: arrests your fall for 1-2 rounds; best cast when you're just about to land on the ground
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[1st spell, ranged, standard action daily] Hold Portal: a door is rendered immune to adventurer tier creatures and resistant to champion tier creatures (you must roll a DC 20 Intelligence check to resist the champion tier creatures' attempts to break it down). Epic tier creatures have no problem going through.
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FeatsCantrip Mastery (A): As long as you haven't expended a spell you've prepared for the day, you can use a cantrip style version of that spell.
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