Got myself Herolab tonight after some serious pondering. Needed a few modules beyond the basic to get me up to where we're at in the campaign a friend is GM'ing. It is not needed to play Pathfinder, it just makes things easier. It supports heaps of different nerdy games.
Anyway, I know you've *all* been dying to meet the muppet character I've been playing. Not.
Let the theorycrafting nerding begin.
Male human (Chelaxian) wizard 8/Archmage 2
CG Medium humanoid (human)
10, touch 10, flat-footed 10
+7; +2 trait bonus vs. fear
hard to kill
30 ft. (20 ft. in armor)
quarterstaff +4 (1d6)
heavy crossbow +0 (1d10/19-20) or
. . light crossbow +4 (1d8/19-20)
hand of the apprentice (9/day), mythic power (7/day, surge +1d6)
Wizard Spells Prepared
(CL 8th; concentration +14)
. . 4th—detonate[APG] (DC 20), dimension door, summon monster IV
. . 3rd—fireball[M] (DC 19), magic circle against chaos, communal protection from arrows[UC]
. . 2nd—hideous laughter[M] (DC 18), invisibility, mirror image, resist energy
. . 1st—mage armor, magic missile[M] (2), ray of enfeeblement[M] (DC 17), stunning barrier[ACG] (DC 17)
. . 0 (at will)—daze (DC 16), detect magic, light, message
. . M
Arcane Builder[UM], Combat Casting, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Elemental Spell[APG], Improved Initiative, Mythic Spell Lore[M], Scribe Scroll
courageous, dangerously curious
Acrobatics -3 (-7 to jump), Appraise +15, Diplomacy +5, Fly +5, Knowledge (arcana) +17, Knowledge (dungeoneering) +17, Knowledge (engineering) +17, Knowledge (geography) +14, Knowledge (history) +13, Knowledge (nature) +13, Knowledge (nobility) +12, Knowledge (planes) +16, Linguistics +10, Profession (teacher) +5, Spellcraft +18, Use Magic Device +13
Abyssal, Catfolk, Common, Draconic, Gnoll, Infernal, Varisian
amazing initiative, arcane bond (amulet), human wizard, metamagic mastery (1/day)
Combat Gear scroll of resist energy
, scroll of shocking grasp
, scroll of silent image
, wand of magic missile
; Other Gear
crossbow bolts (10), heavy crossbow, light crossbow, quarterstaff, - arcane bond amulet -
, cloak of resistance +1
, backpack, hemp rope (100 ft.), torch (5), 802 gp, 5 sp
+2 Spells in Spellbook
Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
Amazing Initiative (1/round) (Ex)
As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond (Amulet) (1/day) (Sp)
Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Builder (Wondrous Items)
You have an exceptional understanding of the theory behind creating magical items. Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or
Arcane Surge (Su)
Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs. SR.
+4 to Concentration checks to cast while on the defensive.
+2 save vs. fear.
Elemental Spell (Cold)
You can cast a spell with half or all its damage type replaced with this feat's damage type.
Hand of the Apprentice (9/day) (Su)
As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Hard to Kill (Ex)
Automatically stabilize when dying, and only die at neg Con x 2.
Metamagic Mastery (1/day) (Su)
Spend 1 use per spell level increase to apply a known metamagic feat for free.
Mythic Power (7/day, Surge +1d6)
Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic]
Gain mythic spells equal to your mythic tier.
Rapid Preparation (Su)
Prepare all spells in 15 min, fill 1 slot in 1 min or use 1 power to do so as a swift action.
Surge (1d6) (Su)
Use 1 power to increase any d20 roll by the listed amount.
Part of the aristocratic Dondo family, Biglet grew up pampered and relatively ignorant of anything resembling the real world, which naturally led to following the path of magic. Indoor work with no heavy lifting and alot of hanging around beardy types that drank a lot. Unfortunately upon the mysterious (only to the criminally stupid) death of his parents, all the family wealth went to his mother's close advisor, Ras Al Putin.
Biglet was forced into the big scary world on his own to fend for himself and thus fell into a path of adventuring. Still aiming to avoid all heavy lifting.
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