Mag Foddlamucks character sheet

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Revision as of 11:44, 4 May 2016 by Detarame (Talk | contribs) (5th level (2 known; 2 per day):)

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New, probably final 20-point buy:

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


AC [14] = 10 +3 [Dex] +1 [Small Size]

Touch AC [14]

Flat-Footed [11]


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)

Patron

Probably Deception.

Familiar

Probably a scorpion? Maybe a bat?

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)

  • Augury
  • Blindness/Deafness
  • Cure moderate wounds
  • Glitterdust
  • ((other options: see invis, vomit swarm, status, hold person, web...))

3rd level (4 known; 4 per day)

  • Bestow curse
  • Dispel magic OR Lightning bolt
  • Remove blind/deaf
  • Remove curse
  • Scroll of ray of exhaustion, sleet storm, stinking cloud, suggestion

4th level (4 known; 3 per day)

  • Black tentacles
  • Arcane eye (for scouting)
  • Dimension door (GTFO)
  • Enervation
  • Need 'inflict serious' as a scroll
  • Threefold aspect as a scroll, for funsies
  • Scroll of death ward?
  • Scroll of lesser geas?
  • Scroll of Secure shelter?

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

Choose 2 of following:

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

Skills

SKILL Total = Ability Mod. + Ranks + Misc.

  • Acrobatics* +3 = DEX 3+0+0
  • Appraise +6 = INT 6+0+0
  • Bluff +1 = CHA 0+1+0
  • 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 +1 = CHA 0+1+0
  • 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 +0 = CHA 0+0+0
  • 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

2977 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...