Difference between revisions of "Mag Foddlamucks character sheet"

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(Cantrips (all known; 4 per day))
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=== Cantrips (all known; 4 per day) ===
 
=== Cantrips (all known; 4 per day) ===
  
Message
+
* arcane mark,
 
+
** This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
Stabilize
+
* bleed,
 
+
* dancing lights,
Bleed
+
* daze,
 
+
** This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Detect Magic
+
* detect magic,
 +
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
 +
* detect poison,
 +
* guidance,
 +
* light,
 +
* mending,
 +
* message,
 +
* putrefy food and drink* (not from Core Rules) ,
 +
* read magic,
 +
* resistance,
 +
* spark* (not from Core Rules),
 +
* stabilize,
 +
* touch of fatigue
 +
** You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.
  
 
=== 1st level (9 known; 4 per day) ===
 
=== 1st level (9 known; 4 per day) ===

Revision as of 12:31, 1 May 2016

New, probably final 20-point buy:

  • STR = 8
  • DEX = 14
  • CON = 12
  • INT = 22 (includes +2 ability point improvements)
  • WIS = 11
  • CHA = 10

Spells

Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day.

Cantrips (all known; 4 per day)

  • arcane mark,
    • This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
  • bleed,
  • dancing lights,
  • daze,
    • This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
  • detect magic,
    • You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
  • detect poison,
  • guidance,
  • light,
  • mending,
  • message,
  • putrefy food and drink* (not from Core Rules) ,
  • read magic,
  • resistance,
  • spark* (not from Core Rules),
  • stabilize,
  • touch of fatigue
    • You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.

1st level (9 known; 4 per day)

2nd level (4 known; 4 per day)

3rd level (4 known; 3 per day)

4th level (4 known; 2 per day)

5th level (2 known; 1 per day):

Choose 2 of following:

Hungry Earth (not 3rd party, paizo)

Cloudkill

Cure Crit

Damnation Stride (GTFO with style) (not 3rd party, paizo)

Hex glyph, greater (requires 400gp diamond dust)