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Good afternoon Pathfinders;
I took a day off from work because of our local schools being cancelled. I used this time today to build a human wizard level 1 with HeroLab. This wizard's goal is only fight when necessary. If he has to fight, he will always get the first punch. If you have the time, please provide any constructive criticism you feel is appropriate.
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Jamben Darkeye is a Wizard who used to be a Fighter. He was injured in battle during a Pathfinder mission which prevents him from using martial weapons. Because of his keen intellect and studious manner, he learned to be a wizard through schooling. He retains an offensive mindset from his years as a fighter and favors gaining the initiative on the enemy and finishing him quickly. He has an amazing memory which he developed as a fighter through studying enemy tactics, writing battle plans, and practicing combat maneuvers.
Jamben Darkeye
Male Human (Taldan) Wizard 1
NG Medium humanoid (human)
Init +10; Senses Perception +1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +3
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Offense
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Speed 20 ft.
Melee dagger +0 (1d4/19-20/×2) and
quarterstaff +0 (1d6/×2)
Ranged light crossbow +3 (1d8/19-20/×2)
Wizard Spells Prepared (CL 1st; concentration +6):
1st (2/day)—magic missile, identify, mage armor
0 (at will)—mage hand, light
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Statistics
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Str 10, Dex 16, Con 14, Int 17, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Spell Focus (evocation), Spell Penetration
Traits focused mind, reactionary
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Spellcraft +7
Languages Common, Dwarven, Elven, Kelish
SQ diviner's fortune, forewarned, opposition schools (necromancy, transmutation), specialized schools (divination)
Combat Gear Acid, Alchemist's fire; Other Gear Crossbow bolts (10), Dagger, Light crossbow, Quarterstaff, Backpack (empty), Bedroll, Belt pouch (empty), Candle (10), Chalk (5), Fishhook, Flint and steel, Ink, black, Inkpen, Mirror, Paper (5), Parchment (3), Sack (empty), Scroll case (empty), Sealing wax, Sewing needle, Signal whistle, Signet ring, Soap, Spell component pouch, Spellbook, Torch (10), Trail rations (5), Waterskin, 28 GP, 11 SP, 6 CP
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Special Abilities
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Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (6/day) (Sp) Creature touched gains +1 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Focused Mind +2 to Concentration checks
Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
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