Difference between revisions of "Mag Foddlamucks character sheet"

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(Familiar)
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== Familiar ==  
 
== Familiar ==  
  
Probably a scorpion? Maybe a bat?
+
GREENSTING SCORPION CR 1/4
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XP 100
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N Tiny vermin
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Init +3; Senses darkvision 60 ft.; Perception +4
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DEFENSE
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AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
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hp 4 (1d8)
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Fort +2, Ref +3, Will +0
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Immune mind-affecting effects
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OFFENSE
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Speed 30 ft.
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Melee sting +5 (1d2–4 plus poison)
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Space 2-1/2 ft.; Reach 0 ft.
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Special Attacks poison
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STATISTICS
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
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Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
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Feats Weapon FinesseB
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Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
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ECOLOGY
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Environment warm or temperate deserts, forests, plains, or underground
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Organization solitary or colony (3–6)
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Treasure none
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SPECIAL ABILITIES
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Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
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Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.
  
 
== Spells ==
 
== Spells ==

Revision as of 07:44, 8 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

Saves and AC

  • AC [14] = 10 +3 [Dex] +1 [Small Size]
  • Touch AC [14]
  • Flat-Footed [11]
  • Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]
  • Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]
  • Will save = +10 [+6 (base) + 4 (dress)]

Hexes

  • BONUS GNOME HEX: Misfortune
  • EXTRA HEX (feat): Ward
  • EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)
  • Level 1 hex: Flight
  • Level 2 hex: Cackle
  • Level 4 hex: Slumber
  • Level 6 hex: Evil Eye
  • Level 8 hex: Healing
  • (next bonus gnome hex at level 12 and 18)
  • (save is 10 + 1/2 witch level + int mod, currently 21)

Patron

Probably Deception.

Familiar

GREENSTING SCORPION CR 1/4 XP 100 N Tiny vermin Init +3; Senses darkvision 60 ft.; Perception +4 DEFENSE

AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size) hp 4 (1d8) Fort +2, Ref +3, Will +0 Immune mind-affecting effects OFFENSE

Speed 30 ft. Melee sting +5 (1d2–4 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison STATISTICS

Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon FinesseB Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth ECOLOGY

Environment warm or temperate deserts, forests, plains, or underground Organization solitary or colony (3–6) Treasure none SPECIAL ABILITIES

Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.

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; 6 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; 6 per day)

  • Unseen servant
  • Mount
  • Cure light wounds
  • Identify
  • Ray of enfeeblement
  • Hypnotism
  • Ill omen (not from Core Rules)
  • Obscuring mist
  • Mage armor

2nd level (4 known; 5 per day)

  • Vomit swarm
  • Blindness/Deafness
  • Cure moderate wounds
  • Glitterdust
  • (from scroll; 150gp) see invis
  • (from scroll; 150gp) Augury
  • (from scroll; 150gp) web

3rd level (4 known; 4 per day)

  • Bestow curse
  • Dispel magic OR Lightning bolt
  • Remove blind/deaf
  • Remove curse
  • (from scroll; 375gp) Ray of exhaustion
  • (from scroll; 375gp) Sleet storm
  • (from scroll; 375gp) Stinking cloud

4th level (4 known; 3 per day)

  • Black tentacles
  • Arcane eye (for scouting)
  • Dimension door (GTFO)
  • Enervation
  • (from scroll; 700gp; did not fail check) 'inflict serious'
  • (from scroll, 700GP) death ward
  • FUTURE: Threefold aspect as a scroll, for funsies
  • FUTURE: Scroll of lesser geas?
  • FUTURE: Scroll of Secure shelter?
  • FUTURE: solid fog?

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

Choose 2 of following:

  • Teleport
  • Summon Monster V
  • FUTURE: Baleful polymorph
  • FUTURE: Cloudkill
  • FUTURE: Cure Critical wounds
  • FUTURE: Hex glyph, greater (requires 400gp diamond dust)
  • FUTURE: Hold monster
  • FUTURE: Suffocation

Skills

SKILL Total = Ability Mod. + Ranks + Misc.

  • Acrobatics* +3 = DEX 3+0+0
  • Appraise +6 = INT 6+0+0
  • Bluff +5 = CHA 0+1+0 + 4 dress
  • Climb* -2 = STR -2+0+0
  • Craft +10 = INT 6+1+3
  • Craft +6 = INT 6+0+0
  • Craft +6 = INT 6+0+0
  • Diplomacy +5 = CHA 0+1+ 4 dress
  • Disable Device*† +3 = DEX 3+0+0
  • Disguise +1 = CHA 0+1+0
  • Escape Artist* +3 = DEX 3+0+0
  • Fly* +11 = DEX 3+5+3
  • Handle Animal† +0 = CHA 0+0+0
  • Heal +12 = WIS 0+9+3
  • Intimidate +4 = CHA 0+0+4 dress
  • K (Arcana)† +18 = INT 6+9+3
  • K (Dungeoneering)† +6 = INT 6+0+0
  • K (Engineering)† +6 = INT 6+0+0
  • K (Geography)† +6 = INT 6+0+0
  • K (History)† +10 = INT 6+1+3
  • K (Local)† +7 = INT 6+1+0
  • K (Nature)† +14 = INT 6+5+3
  • K (Nobility)† +6 = INT 6+0+0
  • K (Planes)† +18 = INT 6+9+3
  • K (Religion)† +6 = INT 6+0+0
  • Linguistics† +6 = INT 6+0+0
  • Perception +9 = WIS 0+9+0
  • Perform +0 = CHA 0+0+0
  • Perform +0 = CHA 0+0+0
  • Profession† +0 = WIS 0+0+0
  • Profession† +0 = WIS 0+0+0
  • Ride +3 = DEX 3+0+0
  • Sense Motive +1 = WIS 0+1+0
  • Sleight of Hand*† +3 = DEX 3+0+0
  • Spellcraft† +18 = INT 6+9+3
  • Stealth* +7 = DEX 3+0+0+4 [Small]
  • Survival +0 = WIS 0+0+0
  • Swim* +3 = STR -2+1+0+4 [from flight hex]
  • Use Magic Device† +12 = CHA 0+9+3

Feats

  • When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)
  • Combat casting
  • Extra Hex
  • Extra Hex (again)
  • Toughness
  • Improved encumbrance

Inventory

2 gold left to work with. At 27/28.5 pounds carrying capacity.

Purchased

To purchase

  • As many scrolls as I can afford after gear, for filling up my familiar

In the future...