Mag Foddlamucks character sheet

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Revision as of 13:01, 8 May 2016 by Kimberley (Talk | contribs) (Saves, HP and AC)

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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

Saves, HP and AC

  • HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)
  • Base speed: 20 feet
  • 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)]
  • Initiative CONFLICT IN SOURCES: +6 or +4 (2 from DEX, 2 (paizo.com) or 4 (d20pfsrd.com) from Scorpion)

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

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

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
  • (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
  • 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
  • (domain) Passwall
  • 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...