Lawful Evil - Human: Wizard ( 6th ) / Diabolist ( 10th )


AC HP Fort Reflex Will Initiative B.A-B
12 (16*) 99 +6 +6 +10 +2 +7
Strength: 10 (-)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 20 (+5)
Wisdom: 10 (-)
Charisma: 15 (+2)


  • Precocious apprentice - Acid Arrow (Chose and gain one 2nd level spell from a school which the character has access to, and gain an additional 2nd level spell slot with which to cast it with - however until such time as the character is able to cast the spell, he must pass a DC:8 caster-level check in order to cast it successfully. Further more gain a +2 bonus to spell craft checks) [Human Bonus]
  • Acidic Splatter (As long as the character has an acid spell of 2nd level or higher prepared, as a ranged touch attack, the wizard may throw a ball of acid within 5ft per level of highest prepared acid spell. This ball deals 1d6 acid damage per prepared spell level. In addition to this, gain a +1 caster level on all acid spells) [1st]
  • Devils favour (A number of times to per equal to the number of devil touched feats you, you can invoke the dark powers to aid you, granting a +2 (untyped) bonus to any attack, save or check) [3rd]
  • Devils flesh (gain a natural armour bonus equal to the number of devil touch feats you possess. In addition to take penalty equal to this bonus to its diplomacy checks with good creatures) [5th]
  • Demon Mastery (Gain a +2 bonus on charisma checks when using planar ally, or similar spells. In addition your effective caster level is increased by 1 when summoning a demon) [7th]
  • Devil's stamina (Gain +2 HP per devil touched feat possessed. In addition 1/day gain 'Fast Healing' equal to the number of devil touched feats possessed, for 5 rounds) [11th]
  • [13th]
  • [15th]
  • Augment summoning ( Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it) [Wizard granted]


Spellcraft: +29 [16], Knowledge- Arcane: +27 [16], Knowledge- Religion: +24 [16], Knowledge- Planes: +24 [16], Knowledge- Alchemy: +27 [16], Craft- Alchemy: +27 [16], Linguistics: +24 [16], Concentration: +18 [16], Diplomacy: +17 [15]


  • Common, Draconic, Celestial, Infernal, Abyssal, Elfish, Druidic, Aklo, Aquan, Auran, Giant, Goblin, Ignan, Orc, Terran, Undercommon


  • Human racial traits (+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
  • Arcane school: Conjuration (Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. + Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. Prohibited schools = Enchantment and Evocation)
  • Focused Specialist (By adding an additional school to your prohibited schools lists (necromancy) the wizard can prepare two additional conjuration spells of each level per-day)
  • Enhanced summoning (By forsaking the bonus feats a wizard gains by advancing in level, the summoner gains additional abilities based on the wizarding level. At 1st, replace the Scribe scroll bonus feat for Augment summoning)
  • Immediate Magic: Abrupt Jaunt (A number of items per day equal to the wizards intelligence modifier, the conjuration focused wizard may, as an immediate action, teleport up to 10ft in any direction which would normally allow for a teleport. Characters with this option to not gain an Arcane-bond)
  • Damned (When a diabolist is killed, her soul is instantly sent to Hell. Any character attempting to resurrect her must succeed at a caster level check equal to 10 + the diabolist's level or her spell fails. That character cannot attempt to resurrect the diabolist again until the following day, though other characters can attempt as they please)
  • Imp Companion (A diabolist forms a close bond with a particular imp, similar to a druid's bond with an animal companion. The imp is loyal to the diabolist (though ultimately loyal to Hell). The imp companion's abilities, feats, Hit Dice, and skills advance as the diabolist advances in level (see sidebar). If the imp is slain or the diabolist release it from her service, she may gain a new one by performing a ceremony requiring a 24-hour ritual to conjure and bind the new imp to herself.)
  • Infernal Charisma +4 (A diabolist gains a +2 bonus on all Charisma checks made when interacting with devils. This bonus increases to +4 at 4th level and to +6 at 7th level.)
  • Channel hellfire (At 2nd level, a diabolist can alter spells that deal energy damage to instead deal hellfire damage. She can do this as a free action a number of times per day equal to her Charisma modifier (minimum 1). Spells altered to use hellfire gain the lawful and evil descriptors.)
  • Infernal Bargain (At 2nd level, a diabolist making use of planar ally (or a similar spell) can make an opposed Charisma check against a called (but not summoned) devil. If she succeeds, the devil reduces the price it demands to serve by half.)
  • Heresy +4 (Also at 3rd level, a diabolist gains a +2 bonus on all checks made to research specific devils' true names or sigils. This bonus increases to +4 at 9th level.)
  • Hellish soul (At 5th level, a diabolist has been deemed useful enough to the cause of Hell to be allowed a brief respite from damnation. If killed by any means outside of the will of Asmodeus, the archdevils, or another influential force in Hell, the diabolist can be resurrected as normal.)
  • Infernal transport (At 6th level, a diabolist can transport herself through Hell in a burst of brimstone. She may use this ability twice per day as per dimension door, or expend both uses to travel as if using teleport. She cannot use this ability to enter or leave areas warded against evil creatures.)
  • Hellfire ray (At 8th level, a diabolist may use hellfire ray twice per day)
  • Master Conjurer (At 10th level, when a diabolist calls a devil whose name she knows, she may cast the calling spell as a standard action and bargain with it as a move action. She adds half her Bluff, Diplomacy, or Intimidate modifier on the bargaining Charisma check (if any).)
  • Cantrips (Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots)

Items, gear and equipment:

Magical Equipment:

  • ~

Mundane Equipment:

  • Quarter-Staff (Heavy wooden staff, deals 1d6 damage. Critical = 20, x2)

Other Items:

  • Simple scholars outfit + a wide brimmed hat
  • Spell book
  • Back-pack (containing: Bedroll, Rope (hemp) 50ft, Grappling hook, Inks and ink-pen, Papers and parchments, Rations (10 days worth), Scroll and parchment cases x2, Candles x10, Torches x10, Empty flasks x5)
GP Pouch

History and Back story:

Ezrune spent much of his early life in a quiet little village, working as a copy clerk for his fathers small firm. When it was noticed that the lad possessed magical ability, his parents could do little else other than scrape up enough money to send him to the nearest magical academy (some 80 miles from his home).

At school, Ezrune learnt a great deal on magical theory in addition to groundings in many fields of academic pursuit. However, despite his rum-drum school life, Ezrune was not just another hum-drum wizards apprentice - Ezrune possessed great intellect and a power beyond his years. Seemingly destined to be a great wizard someday, the school masters paid great attention to Ezrune's needs and desires, at times giving into his whims.

When it was noticed that Ezrune had a natural affinity for the conjuration school, the school master sought to train him to be an exceptionally focused student of the art, even it if meant to the detriment of his other studies. Seeing as the Master of the academy was himself a devotee to the school, such a focused training was not hard to come by - and by the time it came for Ezrune to graduate from the academy, he was one of the most well trained and powerful young wizards the academy had ever produced.

Upon his return to his native village, no longer a young boy but a man, Ezrune set his affirms in order with his family and his work. Promising to return home whenever he could to see his mother and father (maybe even leading money where he could), Ezrune set off into the world, in order to make his fortunes and to try and live up to the expectations of his former school masters.


Ezrune's spellbook


Spells per day: N/A
  • Acid splash
  • Detect magic
  • Mage hand
  • Light


Spells Per day: 9
  • Mage Amour * [x2]
  • Summon Monster #1 [x2]
  • Benign Transposition [x1]
  • Colour spray [x1]


Spells Per day: 10
  • Acid Arrow [x1]


Spells Per day: 8


Spells Per day: 8


Spells Per day: 8


Spells Per day: 7


Spells Per day: 7


Spells Per day: 6

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