Frizzy Cobblemacher
Female Human Wizard 1
Chaotic Neutral
Size: Medium, Height: 5' 8", Weight: 135 lb
Skin: Tan, Eyes: Red, Hair: Black; Wavy
Languages: Abyssal, Celestial, Common, Draconic, Dwarven
Speed: 30 feet
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 8 (-1)
Charisma 8 (-1)
Total Hit Points: 5
Armor Class: 12 = 10 +2 [dex]
Touch AC: 12 = 10 +2 [dex]
Flat-footed: 10 = 10
Initiative: +2 = +2 [dex]
Fortitude save: +1 = 0 [base] +1 [con]
Reflex save: +2 = 0 [base] +2 [dex]
Will save: +1 = 2 [base] -1 [wis]
Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +2 = 0 [base] +2 [dex]
Grapple check: +0 = 0 [base]
Light Crossbow [1d8, 19–20/x2, range 80 ft., piercing]
Club [1d6, crit x2, bludgeoning]
Feats:
Spell Penetration, Greater Spell Penetration, Scribe Scroll
Appraise Int 4 = +4
Balance Dex 2 = +2
Bluff Cha -1 = -1
Climb Str 0 = +0
Concentration Con 1 = +1
Craft (any) Int 4 = +4
Decipher Script Int 8 = +4 +4
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex 2 = +2
Forgery Int 4 = +4
Gather Info Cha -1 = -1
Heal Wis -1 = -1
Hide Dex 2 = +2
Intimidate Cha -1 = -1
Jump Str 0 = +0
Know (arcana) Int 8 = +4 +4
Know (dungeoneer) Int 6 = +4 +2
Know (history) Int 6 = +4 +2
Know (local) Int 6 = +4 +2
Know (nature) Int 6 = +4 +2
Know (nobility) Int 6 = +4 +2
Know (religion) Int 6 = +4 +2
Know (planes) Int 8 = +4 +4
Listen Wis -1 = -1
Move Silently Dex 2 = +2
Perform (any) Cha -1 = -1
Ride Dex 2 = +2
Search Int 4 = +4
Sense Motive Wis -1 = -1
Spellcraft Int 8 = +4 +4
Spot Wis -1 = -1
Survival Wis -1 = -1
Swim Str 0 = +0
Use Rope Dex 2 = +2
Zero-level Wizard spells: 3 per day
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Mage Hand: 5-pound telekinesis.
First-level Wizard spells: 2 (1+1) per day
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mage Armor: Gives subject +4 armor bonus.
Frizzy's Spellbook
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Alarm: Wards an area for 2 hours/level.
Mage Armor: Gives subject +4 armor bonus.
Charm Person: Makes one person your friend.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage
Female Human Wizard 1
Chaotic Neutral
Size: Medium, Height: 5' 8", Weight: 135 lb
Skin: Tan, Eyes: Red, Hair: Black; Wavy
Languages: Abyssal, Celestial, Common, Draconic, Dwarven
Speed: 30 feet
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 18 (+4)
Wisdom 8 (-1)
Charisma 8 (-1)
Total Hit Points: 5
Armor Class: 12 = 10 +2 [dex]
Touch AC: 12 = 10 +2 [dex]
Flat-footed: 10 = 10
Initiative: +2 = +2 [dex]
Fortitude save: +1 = 0 [base] +1 [con]
Reflex save: +2 = 0 [base] +2 [dex]
Will save: +1 = 2 [base] -1 [wis]
Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +2 = 0 [base] +2 [dex]
Grapple check: +0 = 0 [base]
Light Crossbow [1d8, 19–20/x2, range 80 ft., piercing]
Club [1d6, crit x2, bludgeoning]
Feats:
Spell Penetration, Greater Spell Penetration, Scribe Scroll
Appraise Int 4 = +4
Balance Dex 2 = +2
Bluff Cha -1 = -1
Climb Str 0 = +0
Concentration Con 1 = +1
Craft (any) Int 4 = +4
Decipher Script Int 8 = +4 +4
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex 2 = +2
Forgery Int 4 = +4
Gather Info Cha -1 = -1
Heal Wis -1 = -1
Hide Dex 2 = +2
Intimidate Cha -1 = -1
Jump Str 0 = +0
Know (arcana) Int 8 = +4 +4
Know (dungeoneer) Int 6 = +4 +2
Know (history) Int 6 = +4 +2
Know (local) Int 6 = +4 +2
Know (nature) Int 6 = +4 +2
Know (nobility) Int 6 = +4 +2
Know (religion) Int 6 = +4 +2
Know (planes) Int 8 = +4 +4
Listen Wis -1 = -1
Move Silently Dex 2 = +2
Perform (any) Cha -1 = -1
Ride Dex 2 = +2
Search Int 4 = +4
Sense Motive Wis -1 = -1
Spellcraft Int 8 = +4 +4
Spot Wis -1 = -1
Survival Wis -1 = -1
Swim Str 0 = +0
Use Rope Dex 2 = +2
Zero-level Wizard spells: 3 per day
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Mage Hand: 5-pound telekinesis.
First-level Wizard spells: 2 (1+1) per day
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Mage Armor: Gives subject +4 armor bonus.
Frizzy's Spellbook
0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Daze: Humanoid creature of 4 HD or less loses next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.
1ST-LEVEL SORCERER/WIZARD SPELLS
Alarm: Wards an area for 2 hours/level.
Mage Armor: Gives subject +4 armor bonus.
Charm Person: Makes one person your friend.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Disguise Self: Changes your appearance.
Silent Image: Creates minor illusion of your design.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage