Victor
Human arcane trickster 1/rogue (unchained) 1/wizard 3/Archmage 1 (Pathfinder Unchained 20)
CN Medium humanoid (human)
Init +9; Senses Perception +7
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 35 (5 HD; 4d6+1d8+13)
Fort +2, Ref +7, Will +3
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Special Attacks intense spells (+1 damage), mythic power (5/day, surge +1d6), sneak attack (unchained) +1d6
Wizard Spells Prepared (CL 5th; concentration +10)
2nd—acid arrow, invisibility, mirror image, scorching ray
1st—color spray (DC 16), mage armor, magic missile, magic missile, shocking grasp, vanish[APG] (DC 16)
0 (at will)—dancing lights, detect magic, mage hand, prestidigitation
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 16, Con 12, Int 20, Wis 9, Cha 7
Base Atk +1; CMB +1; CMD 14
Feats Accomplished Sneak Attacker, Arcane Armor Training[M], Improved Initiative, Scribe Scroll, Toughness, Weapon Finesse
Traits magical knack, reactionary
Skills Acrobatics +7, Disable Device +12, Escape Artist +10, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +12, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +12, Perception +7, Sleight of Hand +11, Spellcraft +11, Stealth +11
Languages Abyssal, Celestial, Common, Draconic, Sylvan, Undercommon
SQ arcane bond (ring), legendary power, legendary surge, mythic bond, ranged legerdemain, trapfinding +1, undetectable, versatile evocation
Other Gear - arcane bond ring -, - legendary/dynamic item -, 50 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Saving Throws - All) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Magical Knack (Wizard) +2 CL for a specific class, to a max of your HD.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).