Difference between revisions of "Mag Foddlamucks character sheet"

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New, probably final 20-point buy:  
 
New, probably final 20-point buy:  
  
* STR = 8
+
* STR = 8 (-2 racial, -1 age, +1 point)
* DEX = 14
+
* DEX = 14 (-1 age, poured 5 points in)
* CON = 12
+
* CON = 12 (-1 age, brought up to 13)
* INT = 22 (includes +2 ability point improvements)
+
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)
* WIS = 11
+
* WIS = 11 (+1 age)
* CHA = 10
+
* CHA = 10 (+2 racial, +1 age, -3 points)
  
 
== Saves, HP and AC ==
 
== Saves, HP and AC ==
  
* HP: 63
+
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)
 
* Base speed: 20 feet
 
* Base speed: 20 feet
* AC [14] = 10 +3 [Dex] +1 [Small Size]
+
* AC [13] = 10 +3 [Dex] +1 [Small Size]
* Touch AC [14]     
+
* Touch AC [13]     
 
* Flat-Footed [11]
 
* Flat-Footed [11]
  
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]
+
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]
+
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]
* Will save = +10 [+6 (base) + 4 (dress)]
+
* Will save = +11 [+6 (base) + 4 (dress)]
 +
* Initiative: +6 (2 from DEX, 4 from Scorpion) ([http://paizo.com/products/btpy8k8r source on that errata]: Page 117—In the New Familiars table, in the Greensting Scorpion entry, change “+2” to “+4”.)
  
 
== Hexes ==  
 
== Hexes ==  
  
 
* BONUS GNOME HEX: Misfortune
 
* BONUS GNOME HEX: Misfortune
* EXTRA HEX (feat): Ward
+
* EXTRA HEX (feat): Disguise
 
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)
 
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)
 
* Level 1 hex: Flight
 
* Level 1 hex: Flight
Line 30: Line 31:
 
* Level 6 hex: Evil Eye
 
* Level 6 hex: Evil Eye
 
* Level 8 hex: Healing
 
* Level 8 hex: Healing
 +
* Level 10 hex: Retribution
 
* (next bonus gnome hex at level 12 and 18)
 
* (next bonus gnome hex at level 12 and 18)
 
* (save is 10 + 1/2 witch level + int mod, currently 21)
 
* (save is 10 + 1/2 witch level + int mod, currently 21)
Line 35: Line 37:
 
== Patron ==  
 
== Patron ==  
  
Probably Deception.  
+
Deception.
  
 
== Familiar ==  
 
== Familiar ==  
  
GREENSTING SCORPION CR 1/4
+
=== GREENSTING SCORPION ===
XP 100
+
* CR 1/4
N Tiny vermin
+
* XP 100
Init +3; Senses darkvision 60 ft.; Perception +4
+
* N Tiny vermin
DEFENSE
+
* Init +3; Senses darkvision 60 ft.; Perception +4
  
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
+
==== DEFENSE ====
hp 4 (1d8)
+
Fort +2, Ref +3, Will +0
+
Immune mind-affecting effects
+
OFFENSE
+
  
Speed 30 ft.
+
* '''AC''' 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)
Melee sting +5 (1d2–4 plus poison)
+
* '''hp''' 29, 9 hit dice
Space 2-1/2 ft.; Reach 0 ft.
+
* Fort +2, Ref +3, Will +0 (but will use San's when greater, which is almost certainly going to be always)
Special Attacks poison
+
* '''Immune''' mind-affecting effects
STATISTICS
+
  
Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
+
==== OFFENSE ====
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
+
* '''Speed''' 30 ft.
Organization solitary or colony (3–6)
+
* '''Melee''' sting +5 (1d2–4 plus poison)
Treasure none
+
*Space 2-1/2 ft.; Reach 0 ft.
SPECIAL ABILITIES
+
* '''Special Attacks''' poison
 +
* BAB ???
  
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
+
==== STATISTICS ====
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.
+
 
 +
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
 +
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
 +
* '''Feats''' Weapon Finesse
 +
* '''Skills''' Climb +7 (0 ranks, +3 Dex, +4 racial), Perception +4 (0 ranks +4 racial), Stealth +15 (0 ranks +3 Dex +8 size +4 racial); always uses San's ranks, but own other modifiers
 +
 
 +
==== 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.
 +
*'''Familiar Abilities''' Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind
 +
*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 ==
Line 109: Line 119:
 
* Obscuring mist
 
* Obscuring mist
 
* Mage armor
 
* Mage armor
 +
* (domain) ventriloquism: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
  
 
=== 2nd level (4 known; 5 per day) ===
 
=== 2nd level (4 known; 5 per day) ===
Line 119: Line 130:
 
* (from scroll; 150gp) Augury
 
* (from scroll; 150gp) Augury
 
* (from scroll; 150gp) web
 
* (from scroll; 150gp) web
 +
* (domain) invisibility
 +
* (scroll 150gp) burning gaze
  
 
=== 3rd level (4 known; 4 per day) ===
 
=== 3rd level (4 known; 4 per day) ===
  
 
* Bestow curse
 
* Bestow curse
* Dispel magic OR Lightning bolt
+
* Dispel magic  
 +
* Lightning bolt (375gp)
 
* Remove blind/deaf
 
* Remove blind/deaf
 
* Remove curse
 
* Remove curse
 +
* (from scroll; 375gp) Remove disease
 
* (from scroll; 375gp) Ray of exhaustion
 
* (from scroll; 375gp) Ray of exhaustion
 
* (from scroll; 375gp) Sleet storm
 
* (from scroll; 375gp) Sleet storm
 
* (from scroll; 375gp) Stinking cloud
 
* (from scroll; 375gp) Stinking cloud
 +
* (from scroll; 375gp) speak with dead
 +
* (from scroll; 375gp) share senses
 +
* (from scroll; 375gp) Cup of dust
 +
* (from scroll; 375gp) Screech
 +
* Vampiric touch (375gp)
 +
* (domain) Blink
  
 
=== 4th level (4 known; 3 per day) ===
 
=== 4th level (4 known; 3 per day) ===
Line 138: Line 159:
 
* (from scroll; 700gp; did not fail check) 'inflict serious'
 
* (from scroll; 700gp; did not fail check) 'inflict serious'
 
* (from scroll, 700GP) death ward
 
* (from scroll, 700GP) death ward
* FUTURE: Threefold aspect as a scroll, for funsies
+
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]
* FUTURE: Scroll of lesser geas?
+
* (from scroll, 700GP) Threefold aspect
* FUTURE: Scroll of Secure shelter?
+
* (from scroll, 700GP) Scroll of lesser geas
* FUTURE: solid fog?
+
* (from scroll, 700GP) Scroll of Secure shelter
 +
* (from scroll, 700GP) Solid fog
  
 
=== 5th level (2 known; 2 per day): ===
 
=== 5th level (2 known; 2 per day): ===
Line 149: Line 171:
 
* Teleport
 
* Teleport
 
* Summon Monster V
 
* Summon Monster V
* FUTURE: Baleful polymorph
+
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]
* FUTURE: Cloudkill
+
* (scroll 1125gp) Cloudkill
* FUTURE: Cure Critical wounds  
+
* (scroll 1125gp) Cure Critical wounds  
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)
+
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I've bought that)
* FUTURE: Hold monster
+
* (scroll 1125gp) Hold monster
* FUTURE: Suffocation
+
* (scroll 1125gp) Suffocation
 +
* (scroll 1125gp) Baleful polymorph
  
 
== Skills ==  
 
== Skills ==  
Line 160: Line 183:
 
SKILL  Total = Ability Mod. + Ranks + Misc.
 
SKILL  Total = Ability Mod. + Ranks + Misc.
  
* Acrobatics* +3 = DEX 3+0+0
+
* Acrobatics* +2 = DEX 2+0+0
* Appraise +6 = INT 6+0+0
+
* Appraise +7 = INT 7+0+0
 
* Bluff +5 = CHA 0+1+0 + 4 dress
 
* Bluff +5 = CHA 0+1+0 + 4 dress
 
* Climb* -2 = STR -2+0+0
 
* Climb* -2 = STR -2+0+0
* Craft +10 = INT 6+1+3
+
* Craft +11 = INT 7+1+3
* Craft +6 = INT 6+0+0
+
* Craft +6 = INT 6+0+0
+
 
* Diplomacy +5 = CHA 0+1+ 4 dress
 
* Diplomacy +5 = CHA 0+1+ 4 dress
* Disable Device*† +3 = DEX 3+0+0
+
* Disable Device*† +2 = DEX 2+0+0
 
* Disguise +1 = CHA 0+1+0
 
* Disguise +1 = CHA 0+1+0
* Escape Artist* +3 = DEX 3+0+0
+
* Escape Artist* +2 = DEX 2+0+0
* Fly* +11 = DEX 3+5+3
+
* Fly* +10 = DEX 2+5+3
 
* Handle Animal† +0 = CHA 0+0+0
 
* Handle Animal† +0 = CHA 0+0+0
 
* Heal +12 = WIS 0+9+3
 
* Heal +12 = WIS 0+9+3
 
* Intimidate +4 = CHA 0+0+4 dress
 
* Intimidate +4 = CHA 0+0+4 dress
* K (Arcana)† +18 = INT 6+9+3
+
* K (Arcana)† +19 = INT 7+9+3
* K (Dungeoneering)† +6 = INT 6+0+0
+
* K (Dungeoneering)† +7 = INT 7+0+0
* K (Engineering)† +6 = INT 6+0+0
+
* K (Engineering)† +7 = INT 7+0+0
* K (Geography)† +6 = INT 6+0+0
+
* K (Geography)† +7 = INT 7+0+0
* K (History)† +10 = INT 6+1+3
+
* K (History)† +12 = INT 7+1+3
* K (Local)† +7 = INT 6+1+0
+
* K (Local)† +8 = INT 7+1+0
* K (Nature)† +14 = INT 6+5+3
+
* K (Nature)† +15 = INT 7+5+3
* K (Nobility)† +6 = INT 6+0+0
+
* K (Nobility)† +7 = INT 7+0+0
* K (Planes)† +18 = INT 6+9+3
+
* K (Planes)† +19 = INT 7+9+3
* K (Religion)† +6 = INT 6+0+0
+
* K (Religion)† +7 = INT 7+0+0
* Linguistics† +6 = INT 6+0+0
+
* Linguistics† +7 = INT 7+0+0
 
* Perception +9 = WIS 0+9+0
 
* Perception +9 = WIS 0+9+0
 
* Perform +0 = CHA 0+0+0
 
* Perform +0 = CHA 0+0+0
Line 191: Line 212:
 
* Profession† +0 = WIS 0+0+0
 
* Profession† +0 = WIS 0+0+0
 
* Profession† +0 = WIS 0+0+0
 
* Profession† +0 = WIS 0+0+0
* Ride +3 = DEX 3+0+0
+
* Ride +2 = DEX 2+0+0
 
* Sense Motive +1 = WIS 0+1+0
 
* Sense Motive +1 = WIS 0+1+0
* Sleight of Hand*† +3 = DEX 3+0+0
+
* Sleight of Hand*† +2 = DEX 2+0+0
* Spellcraft† +18 = INT 6+9+3
+
* Spellcraft† +19 = INT 7+9+3
* Stealth* +7 = DEX 3+0+0+4 [Small]
+
* Stealth* +6 = DEX 2+0+0+4 [Small]
 
* Survival +0 = WIS 0+0+0
 
* Survival +0 = WIS 0+0+0
 
* Swim* +3 = STR -2+1+0+4 [from flight hex]
 
* Swim* +3 = STR -2+1+0+4 [from flight hex]
Line 211: Line 232:
 
== Inventory ==  
 
== Inventory ==  
  
2 gold left to work with.  
+
6370 gold left to work with.  
At 27/28.5 pounds carrying capacity.  
+
At 24/28.5 (BASE) vs  36.5/76 (Muleback cords) pounds carrying capacity.  
  
 
===Purchased===
 
===Purchased===
Line 221: Line 242:
 
* Witch's kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html
 
* Witch's kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html
 
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger
 
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger
* 3 level 2 scrolls; 4 level 3; 2 level 2
+
* 3 level 2 scrolls; 4 level 3; 2 level 4
 +
* Handy Haversack
 +
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance
 +
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1)
 +
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords
 +
* Vast intelligence (headband)
 +
* 20 5gp silver crescents
 +
* Familiar satchel.
 +
* Wand of lesser restoration (27 charges)
 +
* Ring of sustenance
  
 
===To purchase===
 
===To purchase===
Line 229: Line 259:
 
===In the future...===
 
===In the future...===
  
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance
 
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection
 
 
* Wand of Cure Light
 
* Wand of Cure Light
* Handy Haversack
 
* Periapt of wound closure
 

Latest revision as of 15:42, 20 November 2016

New, probably final 20-point buy:

  • STR = 8 (-2 racial, -1 age, +1 point)
  • DEX = 14 (-1 age, poured 5 points in)
  • CON = 12 (-1 age, brought up to 13)
  • INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)
  • WIS = 11 (+1 age)
  • CHA = 10 (+2 racial, +1 age, -3 points)

Saves, HP and AC

  • HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)
  • Base speed: 20 feet
  • AC [13] = 10 +3 [Dex] +1 [Small Size]
  • Touch AC [13]
  • Flat-Footed [11]
  • Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]
  • Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]
  • Will save = +11 [+6 (base) + 4 (dress)]
  • Initiative: +6 (2 from DEX, 4 from Scorpion) (source on that errata: Page 117—In the New Familiars table, in the Greensting Scorpion entry, change “+2” to “+4”.)

Hexes

  • BONUS GNOME HEX: Misfortune
  • EXTRA HEX (feat): Disguise
  • 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
  • Level 10 hex: Retribution
  • (next bonus gnome hex at level 12 and 18)
  • (save is 10 + 1/2 witch level + int mod, currently 21)

Patron

Deception.

Familiar

GREENSTING SCORPION

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

DEFENSE

  • AC 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)
  • hp 29, 9 hit dice
  • Fort +2, Ref +3, Will +0 (but will use San's when greater, which is almost certainly going to be always)
  • 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
  • BAB ???

STATISTICS

  • Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
  • Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
  • Feats Weapon Finesse
  • Skills Climb +7 (0 ranks, +3 Dex, +4 racial), Perception +4 (0 ranks +4 racial), Stealth +15 (0 ranks +3 Dex +8 size +4 racial); always uses San's ranks, but own other modifiers

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.
  • Familiar Abilities Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind
  • 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
  • (domain) ventriloquism: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).

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
  • (domain) invisibility
  • (scroll 150gp) burning gaze

3rd level (4 known; 4 per day)

  • Bestow curse
  • Dispel magic
  • Lightning bolt (375gp)
  • Remove blind/deaf
  • Remove curse
  • (from scroll; 375gp) Remove disease
  • (from scroll; 375gp) Ray of exhaustion
  • (from scroll; 375gp) Sleet storm
  • (from scroll; 375gp) Stinking cloud
  • (from scroll; 375gp) speak with dead
  • (from scroll; 375gp) share senses
  • (from scroll; 375gp) Cup of dust
  • (from scroll; 375gp) Screech
  • Vampiric touch (375gp)
  • (domain) Blink

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
  • (domain) Confusion
  • (from scroll, 700GP) Threefold aspect
  • (from scroll, 700GP) Scroll of lesser geas
  • (from scroll, 700GP) Scroll of Secure shelter
  • (from scroll, 700GP) Solid fog

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

Choose 2 of following:

  • Teleport
  • Summon Monster V
  • (domain) Passwall
  • (scroll 1125gp) Cloudkill
  • (scroll 1125gp) Cure Critical wounds
  • (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I've bought that)
  • (scroll 1125gp) Hold monster
  • (scroll 1125gp) Suffocation
  • (scroll 1125gp) Baleful polymorph

Skills

SKILL Total = Ability Mod. + Ranks + Misc.

  • Acrobatics* +2 = DEX 2+0+0
  • Appraise +7 = INT 7+0+0
  • Bluff +5 = CHA 0+1+0 + 4 dress
  • Climb* -2 = STR -2+0+0
  • Craft +11 = INT 7+1+3
  • Diplomacy +5 = CHA 0+1+ 4 dress
  • Disable Device*† +2 = DEX 2+0+0
  • Disguise +1 = CHA 0+1+0
  • Escape Artist* +2 = DEX 2+0+0
  • Fly* +10 = DEX 2+5+3
  • Handle Animal† +0 = CHA 0+0+0
  • Heal +12 = WIS 0+9+3
  • Intimidate +4 = CHA 0+0+4 dress
  • K (Arcana)† +19 = INT 7+9+3
  • K (Dungeoneering)† +7 = INT 7+0+0
  • K (Engineering)† +7 = INT 7+0+0
  • K (Geography)† +7 = INT 7+0+0
  • K (History)† +12 = INT 7+1+3
  • K (Local)† +8 = INT 7+1+0
  • K (Nature)† +15 = INT 7+5+3
  • K (Nobility)† +7 = INT 7+0+0
  • K (Planes)† +19 = INT 7+9+3
  • K (Religion)† +7 = INT 7+0+0
  • Linguistics† +7 = INT 7+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 +2 = DEX 2+0+0
  • Sense Motive +1 = WIS 0+1+0
  • Sleight of Hand*† +2 = DEX 2+0+0
  • Spellcraft† +19 = INT 7+9+3
  • Stealth* +6 = DEX 2+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

6370 gold left to work with. At 24/28.5 (BASE) vs 36.5/76 (Muleback cords) pounds carrying capacity.

Purchased

To purchase

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

In the future...

  • Wand of Cure Light