Ezrune Creed
Lawful Neutral - Human (Native Outsider): Wizard ( 3rd )

"A mystery, as with Alchemy, is just a matter of knowing what pieces fit together"

AC HP Fort Reflex Will Initiative B.A-B
12 (16*) 23 +3 +3 +8 +2 +1
Strength: 10 (-)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 10 (-)
Charisma: 10 (-)


  • Otherworldly (Ezrunes type changes to Outsider (native), in addition to this he gains darkvision out to 60ft and a +2 bonus on diplomacy checks) [Human Bonus]
  • Keen Intellect (You may use your Int score to determine your Will bonus, in addition to this, you may use your Int mod in place of wisdom for all wisdom based skills) [1st]
  • 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) [3rd]
  • 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: +13 [3], Knowledge- Arcane: +11 [3], Knowledge- History: +10 [2], Knowledge- Planes: +10 [2], Knowledge- Alchemy: +11 [3], Linguistics: +10 [2], Concentration: +5 [3], Perception: +8 [3]


  • Common, Draconic, Celestial, Infernal, Sylvan


  • 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)
  • 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 1st


Spells per day: N/A
  • Message
  • Detect magic
  • Detect poison
  • Mage hand
  • Light
  • Read magic
  • Caltrops


Spells Per day: 7
  • Mage Amour [st] * (x2)
  • Wall of smoke [st] (x2)
  • Blockade [sw] (x1)
  • Benign Transposition [st] (x1)
  • Protection: Evil [st] (x1)


Spells Per day: 6
  • Glitter dust [st] (x2)
  • Cloud of bewilderment [st] (x2)
  • Dark way [st] (x1)
  • Acid Arrow [st] (x1)

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