Pathfinder Iconics in Dungeon Fantasy: Ezren
Welcome back to our series of conversions of Pathfinder’s Iconic Characters to GURPS Dungeon Fantasy! This is the eleventh and final post in the series. Previous entries can be found here:
- Amiri the Barbarian
- Lem the Bard
- Kyra the Cleric
- Lini the Druid
- Seelah the Paladin
- Valeros the Fighter
- Harsk the Ranger
- Sajan the Monk
- Jirelle the Swashbuckler
- Merisiel the Rogue
Today’s template is the Wizard, which means today’s character is Ezren. Here he is:
This is a fairly tame design, especially when compared to some of the other characters in this series. Ezren’s bio is here, and his stats are here. From these we can learn the following:
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Ezren got into adventuring late in life, after wasting his youth trying to clear his father of corruption charges that turned out to be true. He learned his wizardry mostly by himself, as no teacher wanted an apprentice his age.
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He’s the blastier sort of wizard, devoting a large portion of his spell selection to delivering direct damage. The remainder is split between self-buffing and non-damaging hostile spells (like grease and obscuring mist).
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His preferred weapon is a cane, and at higher levels he carries plenty of magical jewelry.
Converting Ezren into a Dungeon Fantasy character is fairly straightforward: he’s just a standard human Wizard. His advanced age doesn’t change anything about his starting stats, and aging rolls aren’t a factor in a DF game. It did give me an excuse to load him up with physical disadvantages that hint at his frail physique while keeping his mind sharp. His spell selection is actually pretty close to the original stats, with fire, lightning and acid attack spells, Shield and Armor for protection, and Grease for control. He also has some nasty area denial options in the form of Stench and Fire Cloud, as well as a bunch of more specialized effects that fill out the prerequisites for the more powerful stuff. His starting power item is his cane, which can be used in combat with the Smallsword skill in emergencies.
Good advancement options for Ezren are mainly more Magery and spells. Keeping a character point or two in reserve is a good way to pick up additional spells mid-delve via Wild Talent, too! While he has a bunch of spells that require Innate Attack, some players might find it better to replace that skill with multiple purchases of the Psychic Guidance perk found in DF 11, p. 15.
Ezren, 250-point Human Wizard
ST 10 {0}; DX 12 {40}; IQ 15 {100}; HT 11 {10}
Damage 1d-2/1d; Basic Lift 10kg; HP 10; Will 15; Per 12 {-15}; FP 11; Basic Speed 6 {5}; Basic Move 6
Advantages
- Energy Reserve (Magic) 6 {18}
- Magery 3 {35}
- Wild Talent (Retention +25%, Magical -20%) {21}
Disadvantages
- Curious (12) {-5}
- Low Pain Threshold {-10}
- Sense of Duty (Adventuring Companions) {-5}
- Skinny {-5}
- Stubborness {-5}
- Unfit {-5}
Skills
- Alchemy (VH) IQ {8} - 15
- Cartography (A) IQ-1 {1} - 14
- Diplomacy (H) IQ-2 {1} - 13
- Fast-Draw (Potion) (E) DX {1} - 12
- First-Aid (E) IQ {1} - 15
- Gesture (E) IQ {1} - 15
- Hazardous Materials (Magical) (A) IQ-1 {1} - 14
- Hidden Lore (Magic Items) (A) IQ {2} - 15
- Hidden Lore (Magical Writings) (A) IQ-1 {1} - 14
- Hiking (A) HT-1 {1} - 10
- Innate Attack (Missile) (E) DX+2 {4} - 14
- Meditation (H) Will-1 {2} - 14
- Occultism (A) IQ {2} - 15
- Research (A) IQ-1 {1} - 14
- Savoir-Faire (High Society) (E) IQ {1} - 15
- Scrounging (E) Per {1} - 12
- Smallsword (A) DX+2 {8} - 14
- Speed-Reading (A) IQ-1 {1} - 14
- Teaching (A) IQ-1 {1} - 14
- Thaumatology (VH) IQ {1}1 - 15
- Writing (A) IQ-1 {1} - 14
Spells
All have +3 from Magery.
- Air College
- Purify Air (H) IQ+1 {1} - 16
- Create Air (H) IQ+1 {1} - 16
- Stench (H) IQ+1 {1} - 16
- Shape Air (H) IQ+1 {1} - 16
- Air Jet (H) IQ+1 {1} - 16
- Walk on Air (H) IQ+1 {1} - 16
- Lightning (H) IQ+1 {1} - 16
- Body Control College
- Frailty (H) IQ+1 {1} - 16
- Vigor (H) IQ+1 {1} - 16
- Earth College
- Seek Earth (H) IQ+1 {1} - 16
- Shape Earth (H) IQ+1 {1} - 16
- Earth to Stone (H) IQ+1 {1} - 16
- Create Earth (H) IQ+1 {1} - 16
- Fire College
- Create Fire (H) IQ+1 {1} - 16
- Shape Fire (H) IQ+1 {1} - 16
- Fireball (H) IQ+1 {1} - 16
- Explosive Fireball (H) IQ+1 {1} - 16
- Fire Cloud (H) IQ+1 {1} - 16
- Healing College
- Lend Energy (H) IQ+1 {1} - 16
- Recover Energy (H) IQ+1 {1} - 16
- Movement College
- Haste (H) IQ+1 {1} - 16
- Grease (H) IQ+1 {1} - 16
- Protection and Warning College
- Shield (H) IQ+1 {1} - 16
- Armor (H) IQ+1 {1} - 16
- Missile Shield (H) IQ+1 {1} - 16
- Water College
- Seek Water (H) IQ+1 {1} - 16
- Purify Water (H) IQ+1 {1} - 16
- Create Water (H) IQ+1 {1} - 16
- Create Acid (H) IQ+1 {1} - 16
- Acid Ball (H) IQ+1 {1} - 16
Equipment
$770, 8.5kg. No Encumbrance!
- Cloth Armor [Torso]: DR 1*. $30, 3kg.
- Ordinary Clothing [Torso, Limbs]: Free, 1kg.
- Distinguished Cane [Torso]: As a fine, balanced short staff. Damage thr cr or sw cr. Decorated with extensive relief (+4 CF) and set with gems that bring its value up to the listed amount. Provides 6 FP as a power item and is enchanted with the Staff spell. $530, 0.5kg.
- Backpack, Small [Torso]: Holds 20kg of gear. $60, 1.5kg.
- Paut x2 [Backpack]: Restores 4 FP or energy lost to magic.
- Scroll Case [Backpack]: Waterproof, holds 20 scrolls or the like. See DF 4, p. 12. $75, 0.5kg.
- Personal Basics [Backpack]: $5, 0.5kg.
- Paper, 20 sheets [Scroll Case]: $20, 0.5kg.
- Scribe’s Kit: [Backpack]: $50, 1kg.
- $230 remaining.
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+3 from Magery ↩