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		<id>https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=18747</id>
		<title>Achievements</title>
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		<updated>2017-03-15T02:06:42Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* In-Game, Out of Character Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Achievements are earned by &amp;lt;b&amp;gt;players&amp;lt;/b&amp;gt;, not &amp;lt;b&amp;gt;characters&amp;lt;/b&amp;gt;, therefore one can earn achievements while acting as a substitute. Additionally, as cohorts are mechanically part of the character, achievement-worthy actions taken by cohorts will also trigger achievements for the player.  &lt;br /&gt;
&lt;br /&gt;
===Player Achievements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key:&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;MeFight Team Alpha&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Wydmoor All-Stars&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The GM&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Arabelle Adventurers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Mefighter beta team&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattsters of the Mattiverse&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightblue&amp;quot;&amp;gt;Mefighter gamma team&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Team NPC&amp;lt;/span&amp;gt;, &lt;br /&gt;
&lt;br /&gt;
====Sadist Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| This is Bat Country || Kill a dire or enlarged bat || Approved! || 25xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| Don&#039;t Feed the Troll || Kill a troll that has given you bite damage || Approved! || 25xp || Bartley || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, MSAllen, slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Damage 3 or more allies with a thrown splash weapon attack || Approved! || 30xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| -6 Feet Tall || Kill a dwarf. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, TooMuchPete, Kimberley, Pokeylope, Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dead Ugly || Deliver the killing blow to an ogre. || Yes || 15xp || Mattie  || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Feantari, nubs&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, Mattie, MSAllen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dr. Spock&#039;s Backup Band || Kill a group of at least five giants. || Yes || 20xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel, Mattie, Sarah, Brandy, Travis, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Elementary, My Dear Watson || Destroy an elemental of all four basic elemental types (fire, water, air, earth). || Yes || 40xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel, Helen, Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, TooMuchPete, Kimberley, Xorry, Pokeylope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| FN-2199 || Intentionally cause the demise of a PC || || Sleepless nights || Matt Jones || &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gets the Job Done || Defeat an enemy with an improvised weapon.  || Love It! || 50xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Gnome News is Good News || Kill a gnome. || Yes || 5xp || Mattie  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Haters Gonna Hate || Kill 50 of your favored enemy. || Yes || 50 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hey, Over Here! || Kill an opponent while they have total concealment relative to you from total darkness or your blindness. || Yes || 5xp || Mattie  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hitman || Have a cohort or follower kill a member of the Goodly Races without you being present. || Sure! || 5xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Homicide || Kill a human. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Helen, Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari, Pokeylope, ToomuchPete, Kimberley, Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Morituri te Salutamus || Defeat a creature or NPC at least equal to your level in single combat. || Yes || 10% bonus || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ninjastic || Kill an enemy without them ever knowing you were there. || Yes || 15xp || Mattie, Sarah || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| No Orc Left Untouched || Kill 20 orcs. || Yes || 20 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis, Sarah, Matt A, Helen, Mattie, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nothling || Kill a halfling. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Helen, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Regicide || Kill a king, queen, princess, or prince. || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Eric, Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Two Birds || Kill exactly two enemies with the same spell or attack roll. || Yes || 20xp || Mattie || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Kimberley&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Whack-a-Mole|| Knock the same enemy into negatives three times in the same battle. || Love It! || 65xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Dragonslayer || Kill a Dragon || Yes || 1000 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Brandy, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| We stole their mascot! || Kill the Wa giants&#039; dragon || Yes || 500 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Brandy, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| See no Evil || Spend an entire combat invisible, from init to end of bullet time || Yes || 25xp || Sarah ||&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ra-Ra-Rasputin || Injure, but do not kill, an ally using at least 3 different damage sources. || Yes || 25xp || Kim || Sarah&lt;br /&gt;
|-&lt;br /&gt;
| Damn the Torpedos || Sink a ship. || Yes || 50xp || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Slaughter is the best medicine || Kill 20 enemies with one spell (swarms only count as one enemy for this purpose) || Yes || 100 xp || Travis|| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Kimberley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Not to put too fine a point on it || Kill an enemy using a piercing weapon || Yes || 5 xp || Travis|| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Xorry, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie, Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Legend of Zelda || Defeat an enemy with a wooden sword || Yes || 50 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Inconceivable! || Defeat a giant, a wizard, and a swordsman in the same battle || Yes || 100 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Goodness Gracious Great Balls of Fire || Do over 60 hp of damage to a single target with a Fireball spell || Yes || 40xp || Eric || Sarah&lt;br /&gt;
|-&lt;br /&gt;
| Mind Bleeding || Reduce a creature&#039;s Wisdom or Intelligence attribute to 3 or less. || Yes || 50xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Master || Deal a critical hit with an improvised weapon || Yes || 100xp || Eric/Matt Jones ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Masochist Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| I Warned You About Pits Bro || fall in the same pit twice in one encounter || Approved! || 15xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| 1-800-222-1222 || Suffer the ill effects of poison on two different occasions in the same game session || Yes || 25xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Acid Trip || Suffer 20 points of acid damage from a single attack || Yes || 40xp. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Brinksmanship || Recover from -9 hit points. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cat Napper || Be rendered involuntarily unconscious twice in a single session. || Yes || 50xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Char Broiled || Suffer 35 points of fire damage in a single round. || Yes || 20 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holy Antibodies || Resist disease using Paladin&#039;s immunity to disease, or have a magical disease cured on yourself by another. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Insomnia || Go a two weeks without a full night&#039;s rest. || Yes || 140xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Iron Stomach || Survive eating something not meant to be eaten. || Yes || 15 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Jacket Weather || Suffer 35 points of cold damage in a single round. || Yes || 20 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Brandy, Eric, Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Rod || Suffer 25 points of lightning damage from a single attack. || Yes || 50xp. || Matt Jones ||  &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Helen, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Phenomenal Cosmic Powers... || Suffer having one&#039;s soul entrapped in an object (such as through the [http://www.d20srd.org/srd/spells/soulbind.htm Soul Bind] spell, or a similar effect) || This one makes me happy, but I can&#039;t say why. || 50xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Pincushion || Suffer damage from five or more arrows in a single encounter. || Sure! Germain ought to get this one soon. || 15xp || Slitherrr ||&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Saddle Sores || Spend three months of a journey on horseback || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Titanic || Go to zero or less HP with at least 250 maximum hitpoints  || Approved! || 50 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| These Go to -11 || Die. || Yes || Condolences || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Jason&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Under The Table || Win a drinking contest. || Yes || 10xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Brains! || Die from a zombie or fast zombie attack. || Yes || Condolences || Eric ||&lt;br /&gt;
|-&lt;br /&gt;
| Red-shirted Ensign || Have your character killed in his/her first session. || Yes || +1 Character Point on Reroll || Eric ||&lt;br /&gt;
|-&lt;br /&gt;
| I Wasn&#039;t Even Supposed to Be Here Today || Have a character you are regenting drop to 0 or lower hp || Yes || 50xp (and exemption from regenting duties) || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Take a Fall || Play dead or injured to avoid continuing a battle || Yes || 50xp || Eric|| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Charity Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Animal Shelter || Save a group of five or more animals at one time. || Yes || 100xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Bartender || Create 3 magical potions for three different players || Yes || 30xp || Mattie  ||&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr, Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charity Begins at Home || Give away a magic item worth at least 3,500 gp (to a non-PC). || Yes || 35xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Feantari, Slitherrr, Pokeylope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Family First || Rescue a close family member from dire circumstance or immediate danger. || Yes || 50 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Holier Than Thou || Tithe to a church at least once a month for an entire in game year. || Yes || 120xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Mistaken for Deer || Unintentionally inflict damage upon a teammate with something other than an area affect spell || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Xorry, Bartley (regenting for Xorry)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pity Party || Subdue, but do not kill, all of your opponents in a single encounter against more than one adversary. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Helen, Sarah, Daniel, Travis, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| With Friends Like These || Damage an ally into unconsciousness. || Yes || 35 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Homeopathy || Fail a heal skill check by 5 or more. || Yes || 10 xp|| Travis||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Felicity Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| I Ain&#039;t Afraid of No Ghost || Be the only PC in the party not affected by a fear effect from undead creature(s) in an encounter || Approved! || 150xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| Bastard! || Get the last hit on a bloodied enemy to which you have otherwise dealt no damage. || APPROVED! || 25xp || Slitherrr || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel, Eric, Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clean Up on Aisle 3 || Do maximum damage with a critical hit. || Yes || 10 xp || Matt Jones || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Easy Come, Easy Go || Suffer the loss, disenchantment, or destruction of a magic item worth at least 1500 gold. || Yes || 150 xp || Matt Jones || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel, Sarah, Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Financial Ruin || Lose all your worldly possessions. || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| IMPOTENT RAGE || Enter a rage that results in no hits in melee. || Yes || 25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Learning To Fly || Suffer maximum-dice falling damage. || Yes || 35 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Near Miss || Make a successful reflex save against and take no damage from a trap that damages two or more other allies. || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Overachiever, and proud of it. || Succeed at five or more rolls against your worst stat in one session. || Yes || 50 xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Time for Plan B || Construct an elaborate course of action, plan, or trap which catastrophically fails due to a botched roll || Yes || 25 xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Do You Feel Lucky Punk? || Do something very unwise and live to tell about it by rolling a perfect 20 on a saving throw || Yes || 150xp || Eric||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Social Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Charades || Successfully communicate a message with the bluff (innuendo) check. || Yes || 5xp || Mattie  ||&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Convert the Heathen || Get someone to worship something they originally were at best indifferent about. || Yes || 50xp || Travis || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic Internship || Acquire a human or humanoid follower for at least three game sessions. || Yes || 25 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ice To An Eskimo || Diplomacy check your way from a hostile to friendly reaction level from an NPC. || Yes || 45 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Interpreter || Be the only person in the party who can communicate with a group during a role playing encounter || Yes || 25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel, Eric, Brandy&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Papers, Please? || Obtain a license, writ, citation, or diploma. || Yes || 15 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Sarah, Brandy, Travis, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Renowned || Gain 10 character levels. || Sure! || Other characters gain a +2 on knowledge checks to recall the character&#039;s identity || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel, Helen, Mattie, Travis, Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || Gain 15 character levels. || Sure! || Other characters gain a +4 on knowledge checks to recall the character&#039;s identity || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Epic || Gain 20 character levels. || Approval || The character&#039;s name, standards, and reputation - though not necessarily appearance - is known by any Mainland inhabitant || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| That&#039;s What Your Wife Said || Unintentionally provoke an NPC to a negative reaction through poor role-playing or a botched roll || Yes || 10 xp || Daniel E || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Would You Like Syphilis With That? || Engage in sexual relations, in-game || Yes || 50 xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Laugh it Up Fuzzball || Get an NPC with fur who can&#039;t speak your language to laugh at you || Yes || 25xp || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Clean Me Up Scotty || Take a bath in a &amp;quot;fine&amp;quot; or better establishment || Yes || 5 xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Element of Truth || Have an elemental intimidate an NPC into revealing some secret || Yes || 5 xp || Travis||&lt;br /&gt;
|-&lt;br /&gt;
| Courtesy Cleric || A cleric successfully uses diplomacy || Approved! || 50xp || Travis || n/a &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skulduggery Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| All Dressed Up And Nowhere To Go || Spend at least 20 minutes creating a disguise that is never used, or is used improperly || Yes || 5 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Chime and Punishment || Ring a church bell without authorization, and suffer some consequence || Yes || 5 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;D B&amp;amp;E || Take at least 1000 gold pieces worth of items from someone&#039;s house. || Yes || 50xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Like the Wind || Stand within thirty feet of at least ten hostiles at once without alerting any of them.  || Yes || 100xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Oof! || Be run into while invisible. || Hahaha I like it || 20xp || Slitherrr || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prison Break || Escape from a dungeon, jail, prison, stockade, or similar pickle. || Yes || 25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thiefdom || Pickpocket or steal two things in a single game session without being noticed/caught. || Yes || 10xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;What was that?&amp;quot; || Be heard by an NPC while sneaking, without being subsequently discovered || Yes || 25xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| The Wire || Spy on someone remotely || Yes || 25 xp || Travis || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis, Mattie, Sarah, Brandy, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PUMP (clap) YOU UP || Have a least ten buffs/modifiers on your character at once. || Approved! || 10xp || Silverwalkers || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Silverwalkers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, TooMuchPete, xorry, Feantari, Kimberley, Pokeylope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Frankenhulked || Have a least twenty buffs/modifiers on your character at once. || Approved! || 20xp || Silverwalkers || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Silverwalkers&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These Are Not the Droids You Are Looking For || Completely avoid a battle by using an illusion, charm, or mind control spell || Yes || 50xp || Eric||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other In Character Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Channel with Poor Reception || Heal at least 2 enemies with a channel energy || Approved! || 40xp || Bartley || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;MSAllen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| One Pill Makes You Larger and One Pill Makes You Small || In one session be subject to both enlarge and reduce effects || Approved! || 30xp || Bartley ||&lt;br /&gt;
|-&lt;br /&gt;
| American Express || Charge 5 enemies in a single session. || Yes || 10 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Civic Pride || Become a government official || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Collecting Cobwebs || Neglect the use of an ability for an entire level || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Xorry, Feantari, Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Travis, Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Could be Handy, Someday || Use a character trait or non-typical skill (e.g. basket weaving) in a way that significantly helps the party || Yes || 10xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cunning Linguist || Learn 12 Languages || APPROVED || 240xp || Slitherrr || absalom, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Customs Tax || Be forced to leave behind an item of value during a border crossing || I&#039;ve been meaning to incorporate the issue of Passports!! &amp;gt;:) || 10xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim&#039;s Progress || Visit every Alexandrian Nation. || Approved || +2 to all Religion Knowledge checks, and you may roll Knowledge Religion untrained. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Follower of Twoflower || Visit three almanack regions in game (backstory does not count). || Approved || 150 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Matt A, Sarah, Travis, Helen, Daniel, Brandy&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;MSAllen, Mattie, Slitherrr, Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disciple of Twoflower || Visit six different almanack regions in game. || Approved || 300 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Master Tourist || Visit all 13 almanack regions in game. || Approved || +2 to all Local Knowledge checks, and you may roll Knowledge Local untrained. || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Don&#039;t Be a Hater || Go from the moment you receive one favored enemy bonus to the moment you receive another without killing an enemy of the former type. || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Drizzt Do&#039;What Now? || Enter the Underdark. || Yes || 100 XP || Matt Jones || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Silverwalkers&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| FCC Intervention || Use a silencing effect to interrupt an enemy in the middle of spellcasting || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Hearts and Crafts || Create a magical item worth at least 500 gold pieces || Yes || 50xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holly, Eleven Inches, Phoenix Feather || Craft a wand. || Yes || 50xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| In Plane Sight || Visit each of the four elemental planes (Fire, Air, Earth and Water) || Good luck with THIS one. Heh. Achievement: Impossible! || 1000xp || Slitherrr || !&lt;br /&gt;
|-&lt;br /&gt;
| Jossed || Through carelessness, neglect, or general ill-will, allow an NPC with major storyline significance to die.  || Yes || -25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Leave No Bone Unturned || Turn 5+ skeletons in a single turn attempt || Yes || 15 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Line Leader || Get top initiative roll in three consecutive combats. || Yes || 20 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjackal || Chop down 10 trees. || Yes || 30xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Midlife Crisis || Spend at least 100,000 gp on the creation of a new magical item || Sure! good luck on this one, too || 5xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Midwife Crisis || Save a baby from imminent harm || Yes || 50 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Miser|| Accumulate at least 50,000 gp in coins. || Approved || 100 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Odessan Dream || Buy a house. || Yes || 200 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Prestigious  || Gain a level in a prestige class. || For sure! &#039;&#039;(Retroactive!)&#039;&#039; || 3xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A, Sarah, Mattie, Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, TooMuchPete, Feantari, Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prestigious Maximus|| Gain all possible levels of a prestige class || APPROVED! || The character may choose a second core class that he or she considers preferred.|| Mattie || (Mattie)&lt;br /&gt;
|-&lt;br /&gt;
| Ratachat Chat || Talk to a rodent for more than fifteen minutes. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Run &amp;amp; Hide || Successfully escape from a creature with hit dice equal to twice your level. || Yes || 5% of creature || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Scrooge McDuck || Accumulate at least 250,000 gp in coins, gems, and artworks. || Sure! (Good Luck!) || 250xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Soothe the Savage || Befriend a group of four or more animals that would normally try to kill you or your party. || Yes || 40xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tapped Out || Use your entire daily allotment of spells in a single encounter. || Yes || 50xp || Matt Jones  ||  &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Zealeus, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie, Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These Are Not The Druids You Are Looking For. || Charm a humanoid enemy. || Yes || 15xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| UU || Counter a spell. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Wealth Redistribution || Rich become less rich, poor become less poor.  All for everyone&#039;s own good. || Yes || 25xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| See the Constellation || Navigate a distance of over 100 miles using only the stars || Yes || 5 xp || Travis||&lt;br /&gt;
|-&lt;br /&gt;
| Beam Me Up Scotty || Teleport or dimension door out of certain death || Yes || 50xp || Eric|| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Brandy, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Black Butler || Summon a Demon using a Gate or Planar Binding spell || Yes || 500 xp || Travis||&lt;br /&gt;
|-&lt;br /&gt;
| Destroy the Shield Generator || Dispel an enemy Abjuration of 4th level or greater || Yes || 50xp || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Impregnable || End the round with an Armor Class of 35 or greater || Yes || 35 xp|| Eric|| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Talk to the Hand || Use a Bigsby&#039;s spell (or non-copyright-encumbered equivalent) to interrupt an enemy&#039;s Spellcasting || Yes || 50 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Druish Princess || Meet a female druid || Yes || 5 xp || Travis|| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Headache || Spend over 100 psp in a single encounter || Yes || 25 xp || Eric || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Just Keep Swimming || Make 5 consecutive swim checks || Yes || 15xp || Eric ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====In-Game, Out of Character Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Actors Anonymous || Win role-playing award two games in a row. || Yes || 200xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| I&#039;d Like a Dozen Munchkins || Instruct a party member on how to better use or increase a stat, skill, or ability without their disapproval || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Attendence || Witness the absence of every other player from at least one game, without missing a game yourself. || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pun Hit Wonder || Make a particularly good/terrible pun. || Yes || 10xp || Mattie  || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari, TooMuchPete, Slitherrr, xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Guard Said WHAT || Make more than 5 typos in a row where you say something in character that you should have said OOC. || Yes || Embarrassment || Matt Allen || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Matt Jones&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Student Has Become the Dungeon Master || Run a game with detarame as a player. || APPROVED! || Personal Sense of Satisfaction || Detarame || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Kim&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Trivial Pursuit || Spend at least two game sessions chasing after an enemy that the GM had never planned to have any storyline relevance.  || Sure! || 10xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| It&#039;s Comcastic! || Have your game called off due to technical issues. || Yes || 50 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Eric, Daniel, Mattie, Sarah, Travis, Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grumpy Matt || Annoy the DM || Yes || Personal Satisfaction|| Travis|| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel, Travis, Brandy, Sarah&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Suck it Trebeck || Stump the DM on a historical backstory aspect of the game || Yes || 250xp || Eric ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wiki Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| History Will Judge || Use game notes or wiki text to remind the GM of something forgotten || Yes || 25xp || Mattie  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A, Mattie, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stubdown || Create 10 stub articles. || Yes || 50 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rub a Stub Stub || Create 30 stub articles. || Yes || 100 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| StubHub || Create 60 stub articles. || Yes || 200 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Underachiever || Have 5 achievements approved. || Yes || 50 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, Bartley&lt;br /&gt;
|-&lt;br /&gt;
| Overachievement|| Have 30 achievements approved by the GM. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WikiWonder || Create 20 non-stub articles for the source wiki. || Yes || 100xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A, Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WikiWizard || Create 50 non-stub articles for the source wiki. || Yes || 250xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| X || Gain 10 Achievements || Yes || 1000 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, Xorry, TooMuchPete&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Matt A, Daniel, Mattie, Brandy&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;bartley&amp;lt;span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| XXV || Gain 25 Achievements (excepting X)|| Yes || 2000 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| L || Gain 50 Achievements (excepting XXV and X)|| Yes || 4000 xp || Matt Jones ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Meta-Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Albatross Necklace || Gain Achievements : Char Broiled; Jacket Weather; Lightning Rod; Acid Trip || Yes || Gain Elemental (Acid, Fire, Cold, Electricity) Resistance/1 || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Better Lucky Than Good || Gain Achievements : Lightning Rod, Brinksmanship, Cat Napper, Clean Up on Aisle 3, Learning to Fly || Yes || Gain +2 to 1 stat, or +1 to 2 stats. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Bloodthirsty Bastard || Gain Achievements : Dead Ugly, Dr. Spock&#039;s Backup Band, Gnome News is Good News, Homicide, No Orc Left Untouched, Nothling, -6 Feet Tall || Yes || +1 bonus to hit in combat. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Fabled Assassin || Gain the Line Leader, Ninjastic, Prison Break and Like the Wind achievements.  || Yes || Gain +1 inherent bonuses to Sneak, Hide, and initiative. || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Hogwart&#039;s Diploma || Gain Achievements: UU, Tapped Out, Two Birds; PLUS Holly, Eleven Inches OR Phoenix Feather OR Bartender || Yes || +1 on Spell DCs. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Second In Line || Gain Achievements: Regicide, Civic Pride|| Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Teacher&#039;s Pet || Gain Achievements : WikiWonder, StubHub, Overachiever || Yes || Gain one level. || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Rabbit&#039;s Luck || Gain Achievements : Easy Come, Easy Go; Time For Plan B; Brinksmanship || Yes || +1 on saves. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Unrivaled Constitution  || Gain the Under The Table, Iron Stomach and 1-800-222-1222 achievements.  || Yes || Gain +2 inherent bonus to Fortitude saves against poison and disease. || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L 4 D &amp;amp; D&#039;&#039;&#039;  || Survive the Draglet Fortress Infestation.  || Yes || 1000 xp, +1 free rank of Knowledge: Dungeoneering  || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Xorry, Slitherrr, Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plans Within Plans&#039;&#039;&#039;  || Discover the traitor(s) to Wydmoor Free-City.  || Yes || 2500 xp. Gain one bonus rank in Knowledge:Local (Wydmoor). || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Mattie, Helen, Travis, Matt A, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Turncoat || Participate in a boss battle... as the boss || || A Sense of Creeping Paranoia || Matt Jones || &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Slitherrr, Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard to Kill || Gain the Albatross Necklace, Brinksmanship and Cat Napper achievements.  || Yes || Gain 2+CON BONUS to your death&#039;s door threshold || Slitherrr ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Proposed Achievements===&lt;br /&gt;
&lt;br /&gt;
{{pendingapproval}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Children should not be seen or heard. || Gain achievements: Oof, Like the Wind, What was that?, Ninjatastic, See no Evil || PENDING || ?? || Sarah || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Inca Mummy Girl || Drink 20 souls || PENDING || 25xp || Sarah || n/a &lt;br /&gt;
|-&lt;br /&gt;
| The Zeppo || Actively participate in an entire combat and have no effect. || PENDING || -25xp || Sarah || n/a &lt;br /&gt;
|-&lt;br /&gt;
| First Storm-Trooper || Get shot by a missile-weapon and drop to 0 or less hp after walking through any doorway  || PENDING || 50xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Crazy Cat-Lady || Summon 27 felines  || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Not Asking Directions || Get lost while Off the map at least 3 times || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| I Thought You Said Crossing the Streams Was Bad || Have two friendly cone-shaped spell effects overlap (same initiative roll) || PENDING || 250xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Take One for the Team || Take greater than 50% of hp damage while protecting at least 2 other PCs from same || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Burning Desire || Enter a fire.  On purpose || PENDING || an xp || Travis|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| I Don&#039;t Have to Be Faster Than the Bear, Just Faster Than You|| Outrun another PC when running from a monster when the monster does sufficient damage to the other PC to reduce his/her hp to 0 or less || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Everything is Negotiable || Talk your way out of character death by arguing a rule with the DM successfully || PENDING || not dying || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Smell the Glove || Punch someone in the face || PENDING || 18xp|| Travis|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Let&#039;s get ready to mumble! || Misunderstand or be misunderstood || PENDING || Laughter, maybe?|| Travis|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Kiss-up || Buy the DM a pizza || PENDING || 50000xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| I am Not Left-Handed || Defeat an Enemy of same or greater hit-dice with you off-hand while not dual-wielding || PENDING || 100xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Braking Bad || Run into something and take 10hp of damage as a result || PENDING || 10xp || Travis || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Selfie || Intentionally inflict 15% of your max HP on yourself || PENDING || 10xp || Travis || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Down They Came Like Huge Black Shadows, or Their Talons Tore at Goblin Faces || have a summoned bird deal damage in an encounter || PENDING || 30xp || Bartley || n/a &lt;br /&gt;
|-&lt;br /&gt;
| They Taste Like Burning || eat poison fruits or plants || PENDING || 15xp || Bartley || n/a &lt;br /&gt;
|-&lt;br /&gt;
| All Day Long My Foot Up a Dog&#039;s Ass || Subdue 2 animals in a session || PENDING || 10xp || Bartley || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Hans or Frans || Cast 5 or more buff spells on one PC || PENDING || 200xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Constitutional Obliteralist || Have your constitution drop to 5 or less || PENDING ||  || Travis || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Severe Nut Allergy || Defeat an Opponent with a Peanut Butter elemental || PENDING || 500xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Sic Semper Tyrannis || Make the killing blow against a head of state || PENDING || Gain +1d6 sneak attack || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Sic Semper Tyrannosaurus  || Make the killing blow against a bird, reptile, or dinosaur of size huge or larger || PENDING ||  400xp and a Flinstones-sized drumstick ||Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Other than that, how was the play, Mrs. Lincoln? || Disrupt a public performance (theater, music, speech, etc) with deadly violence || PENDING || 100xp and the ire of bards || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Come on, it&#039;ll be fun! || Convince a party member to do something contrary to their normal alignment || No || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Daniel E || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Not your brother&#039;s keeper || Be a gnome who kills another gnome || PENDING || 200xp and the shame and pariah status of breaking the biggest taboo among your people || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Bearstronauts || Magically, physically, or through machinery cause a bear to fly at least 20&#039; off the ground || PENDING || 500xp and reminding everyone about Brad Neely || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| I like it better this way || Spend an entire in-game day under a polymorph effect. || PENDING || 200xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Hunting || kill 5 fungal-type creatures || PENDING || 200xp and spores everywhere || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjack || kill 10 plant or tree creatures || PENDING || 100xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Water in the desert || Magically create or find water when you or a team-mate are under the effects of dehydration || PENDING || 50xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Water, water, everywhere, Nor any drop to drink || take damage from dehydration while being on a sea or otherwise surrounded by non-potable water || PENDING || 250xp and IRL thirstiness || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Let&#039;s stay together || through bluff, intimidate, or diplomacy convince a skeptical NPC to stay with your party for at least 2 game sessions || PENDING || 100xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| You&#039;re not Jackie Chan || successfully make an attack using a ladder as an improvised weapon during a fight || PENDING || gain exotic weapon prof. [http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Battle%20ladder Battle Ladder]  || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Where the wild things are || become accepted as the leader of a group of at least 5 monsters size large or huge|| PENDING || 200xp and a fancy crown and scepter || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Listen: Billy Pilgrim has come unstuck in time || time-travel to another point in your own timeline || PENDING || madness and death. so it goes  || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Mushi-Bue || succeed at a handle animal check to calm an insect-type creature of at least large size || PENDING || 200xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Diminished Capacity || have ability damage to all of your ability scores at the same time || PENDING || 250xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Shaka, When the Walls Fell || through magical, mechanical, or physical means create a breach in a wall that is over 20&#039; tall || PENDING || 350xp and some sort of mild bonus when trying to communicate with sentient creatures with which you do not share a language || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Stay! || leave an animal companion to die against overwhelming enemy forces || PENDING || sadness || Bartley ||[[Al]]&lt;br /&gt;
|-&lt;br /&gt;
| Take a Bite Out of Crime || use a bite attack against an opponent who attempted to rob you. || PENDING || 50xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Porcupine&#039;s Dilemma || either use armor spikes to damage a grappled opponent or be damaged by the armor spikes of a grappled opponent|| PENDING || 150xp || Bartley ||&lt;br /&gt;
|-&lt;br /&gt;
| Now we&#039;re playing D&amp;amp;D || roll a 20 then fail a followup roll with a 1 || PENDING || 50xp || Bartley || &amp;lt;span style=&amp;quot;color:lightblue&amp;quot;&amp;gt;Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Iconoclast/What a lovely heretical statue you&#039;ve got there || Destroy 20 statues, preferably animated || PENDING || 50xp || Kim || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE:&lt;br /&gt;
A player may only gain one level per session, and a full session must pass before the gaining of an additional level, regardless of experience totals.&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=18746</id>
		<title>Achievements</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Achievements&amp;diff=18746"/>
		<updated>2017-03-15T02:05:26Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Proposed Achievements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Achievements are earned by &amp;lt;b&amp;gt;players&amp;lt;/b&amp;gt;, not &amp;lt;b&amp;gt;characters&amp;lt;/b&amp;gt;, therefore one can earn achievements while acting as a substitute. Additionally, as cohorts are mechanically part of the character, achievement-worthy actions taken by cohorts will also trigger achievements for the player.  &lt;br /&gt;
&lt;br /&gt;
===Player Achievements===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Key:&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;MeFight Team Alpha&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Wydmoor All-Stars&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;The GM&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Arabelle Adventurers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Mefighter beta team&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattsters of the Mattiverse&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lightblue&amp;quot;&amp;gt;Mefighter gamma team&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Team NPC&amp;lt;/span&amp;gt;, &lt;br /&gt;
&lt;br /&gt;
====Sadist Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| This is Bat Country || Kill a dire or enlarged bat || Approved! || 25xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| Don&#039;t Feed the Troll || Kill a troll that has given you bite damage || Approved! || 25xp || Bartley || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, MSAllen, slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Friendly Fire || Damage 3 or more allies with a thrown splash weapon attack || Approved! || 30xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| -6 Feet Tall || Kill a dwarf. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, TooMuchPete, Kimberley, Pokeylope, Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dead Ugly || Deliver the killing blow to an ogre. || Yes || 15xp || Mattie  || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Feantari, nubs&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, Mattie, MSAllen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Dr. Spock&#039;s Backup Band || Kill a group of at least five giants. || Yes || 20xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel, Mattie, Sarah, Brandy, Travis, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Elementary, My Dear Watson || Destroy an elemental of all four basic elemental types (fire, water, air, earth). || Yes || 40xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel, Helen, Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, TooMuchPete, Kimberley, Xorry, Pokeylope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| FN-2199 || Intentionally cause the demise of a PC || || Sleepless nights || Matt Jones || &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Gets the Job Done || Defeat an enemy with an improvised weapon.  || Love It! || 50xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Gnome News is Good News || Kill a gnome. || Yes || 5xp || Mattie  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Haters Gonna Hate || Kill 50 of your favored enemy. || Yes || 50 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hey, Over Here! || Kill an opponent while they have total concealment relative to you from total darkness or your blindness. || Yes || 5xp || Mattie  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Hitman || Have a cohort or follower kill a member of the Goodly Races without you being present. || Sure! || 5xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Homicide || Kill a human. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Helen, Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari, Pokeylope, ToomuchPete, Kimberley, Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Morituri te Salutamus || Defeat a creature or NPC at least equal to your level in single combat. || Yes || 10% bonus || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ninjastic || Kill an enemy without them ever knowing you were there. || Yes || 15xp || Mattie, Sarah || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| No Orc Left Untouched || Kill 20 orcs. || Yes || 20 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis, Sarah, Matt A, Helen, Mattie, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nothling || Kill a halfling. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Helen, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Regicide || Kill a king, queen, princess, or prince. || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Eric, Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Two Birds || Kill exactly two enemies with the same spell or attack roll. || Yes || 20xp || Mattie || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Kimberley&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Whack-a-Mole|| Knock the same enemy into negatives three times in the same battle. || Love It! || 65xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Dragonslayer || Kill a Dragon || Yes || 1000 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Brandy, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| We stole their mascot! || Kill the Wa giants&#039; dragon || Yes || 500 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Brandy, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| See no Evil || Spend an entire combat invisible, from init to end of bullet time || Yes || 25xp || Sarah ||&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ra-Ra-Rasputin || Injure, but do not kill, an ally using at least 3 different damage sources. || Yes || 25xp || Kim || Sarah&lt;br /&gt;
|-&lt;br /&gt;
| Damn the Torpedos || Sink a ship. || Yes || 50xp || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Slaughter is the best medicine || Kill 20 enemies with one spell (swarms only count as one enemy for this purpose) || Yes || 100 xp || Travis|| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Kimberley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Not to put too fine a point on it || Kill an enemy using a piercing weapon || Yes || 5 xp || Travis|| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Xorry, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie, Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Legend of Zelda || Defeat an enemy with a wooden sword || Yes || 50 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Inconceivable! || Defeat a giant, a wizard, and a swordsman in the same battle || Yes || 100 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Goodness Gracious Great Balls of Fire || Do over 60 hp of damage to a single target with a Fireball spell || Yes || 40xp || Eric || Sarah&lt;br /&gt;
|-&lt;br /&gt;
| Mind Bleeding || Reduce a creature&#039;s Wisdom or Intelligence attribute to 3 or less. || Yes || 50xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Drunken Master || Deal a critical hit with an improvised weapon || Yes || 100xp || Eric/Matt Jones ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Masochist Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| I Warned You About Pits Bro || fall in the same pit twice in one encounter || Approved! || 15xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| 1-800-222-1222 || Suffer the ill effects of poison on two different occasions in the same game session || Yes || 25xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Acid Trip || Suffer 20 points of acid damage from a single attack || Yes || 40xp. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Brinksmanship || Recover from -9 hit points. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cat Napper || Be rendered involuntarily unconscious twice in a single session. || Yes || 50xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Char Broiled || Suffer 35 points of fire damage in a single round. || Yes || 20 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holy Antibodies || Resist disease using Paladin&#039;s immunity to disease, or have a magical disease cured on yourself by another. || Yes || 5 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Insomnia || Go a two weeks without a full night&#039;s rest. || Yes || 140xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Iron Stomach || Survive eating something not meant to be eaten. || Yes || 15 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Jacket Weather || Suffer 35 points of cold damage in a single round. || Yes || 20 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Brandy, Eric, Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Rod || Suffer 25 points of lightning damage from a single attack. || Yes || 50xp. || Matt Jones ||  &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis, Daniel, Sarah, Helen, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Phenomenal Cosmic Powers... || Suffer having one&#039;s soul entrapped in an object (such as through the [http://www.d20srd.org/srd/spells/soulbind.htm Soul Bind] spell, or a similar effect) || This one makes me happy, but I can&#039;t say why. || 50xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Pincushion || Suffer damage from five or more arrows in a single encounter. || Sure! Germain ought to get this one soon. || 15xp || Slitherrr ||&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley, Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Saddle Sores || Spend three months of a journey on horseback || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Titanic || Go to zero or less HP with at least 250 maximum hitpoints  || Approved! || 50 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| These Go to -11 || Die. || Yes || Condolences || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Jason&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Under The Table || Win a drinking contest. || Yes || 10xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| Brains! || Die from a zombie or fast zombie attack. || Yes || Condolences || Eric ||&lt;br /&gt;
|-&lt;br /&gt;
| Red-shirted Ensign || Have your character killed in his/her first session. || Yes || +1 Character Point on Reroll || Eric ||&lt;br /&gt;
|-&lt;br /&gt;
| I Wasn&#039;t Even Supposed to Be Here Today || Have a character you are regenting drop to 0 or lower hp || Yes || 50xp (and exemption from regenting duties) || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Take a Fall || Play dead or injured to avoid continuing a battle || Yes || 50xp || Eric|| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Charity Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
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!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
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!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Animal Shelter || Save a group of five or more animals at one time. || Yes || 100xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Bartender || Create 3 magical potions for three different players || Yes || 30xp || Mattie  ||&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr, Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charity Begins at Home || Give away a magic item worth at least 3,500 gp (to a non-PC). || Yes || 35xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Feantari, Slitherrr, Pokeylope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Family First || Rescue a close family member from dire circumstance or immediate danger. || Yes || 50 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Holier Than Thou || Tithe to a church at least once a month for an entire in game year. || Yes || 120xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Mistaken for Deer || Unintentionally inflict damage upon a teammate with something other than an area affect spell || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Xorry, Bartley (regenting for Xorry)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pity Party || Subdue, but do not kill, all of your opponents in a single encounter against more than one adversary. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Helen, Sarah, Daniel, Travis, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| With Friends Like These || Damage an ally into unconsciousness. || Yes || 35 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Homeopathy || Fail a heal skill check by 5 or more. || Yes || 10 xp|| Travis||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Felicity Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| I Ain&#039;t Afraid of No Ghost || Be the only PC in the party not affected by a fear effect from undead creature(s) in an encounter || Approved! || 150xp || Bartley || &lt;br /&gt;
|-&lt;br /&gt;
| Bastard! || Get the last hit on a bloodied enemy to which you have otherwise dealt no damage. || APPROVED! || 25xp || Slitherrr || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel, Eric, Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clean Up on Aisle 3 || Do maximum damage with a critical hit. || Yes || 10 xp || Matt Jones || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Easy Come, Easy Go || Suffer the loss, disenchantment, or destruction of a magic item worth at least 1500 gold. || Yes || 150 xp || Matt Jones || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel, Sarah, Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Financial Ruin || Lose all your worldly possessions. || Yes || 30xp || Mattie  ||&lt;br /&gt;
|-&lt;br /&gt;
| IMPOTENT RAGE || Enter a rage that results in no hits in melee. || Yes || 25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Learning To Fly || Suffer maximum-dice falling damage. || Yes || 35 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Near Miss || Make a successful reflex save against and take no damage from a trap that damages two or more other allies. || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Overachiever, and proud of it. || Succeed at five or more rolls against your worst stat in one session. || Yes || 50 xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Time for Plan B || Construct an elaborate course of action, plan, or trap which catastrophically fails due to a botched roll || Yes || 25 xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Do You Feel Lucky Punk? || Do something very unwise and live to tell about it by rolling a perfect 20 on a saving throw || Yes || 150xp || Eric||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Social Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Charades || Successfully communicate a message with the bluff (innuendo) check. || Yes || 5xp || Mattie  ||&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Convert the Heathen || Get someone to worship something they originally were at best indifferent about. || Yes || 50xp || Travis || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Heroic Internship || Acquire a human or humanoid follower for at least three game sessions. || Yes || 25 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Ice To An Eskimo || Diplomacy check your way from a hostile to friendly reaction level from an NPC. || Yes || 45 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Interpreter || Be the only person in the party who can communicate with a group during a role playing encounter || Yes || 25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel, Eric, Brandy&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Papers, Please? || Obtain a license, writ, citation, or diploma. || Yes || 15 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Sarah, Brandy, Travis, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Renowned || Gain 10 character levels. || Sure! || Other characters gain a +2 on knowledge checks to recall the character&#039;s identity || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel, Helen, Mattie, Travis, Matt A&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || Gain 15 character levels. || Sure! || Other characters gain a +4 on knowledge checks to recall the character&#039;s identity || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Epic || Gain 20 character levels. || Approval || The character&#039;s name, standards, and reputation - though not necessarily appearance - is known by any Mainland inhabitant || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| That&#039;s What Your Wife Said || Unintentionally provoke an NPC to a negative reaction through poor role-playing or a botched roll || Yes || 10 xp || Daniel E || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Would You Like Syphilis With That? || Engage in sexual relations, in-game || Yes || 50 xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Laugh it Up Fuzzball || Get an NPC with fur who can&#039;t speak your language to laugh at you || Yes || 25xp || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Clean Me Up Scotty || Take a bath in a &amp;quot;fine&amp;quot; or better establishment || Yes || 5 xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| Element of Truth || Have an elemental intimidate an NPC into revealing some secret || Yes || 5 xp || Travis||&lt;br /&gt;
|-&lt;br /&gt;
| Courtesy Cleric || A cleric successfully uses diplomacy || Approved! || 50xp || Travis || n/a &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skulduggery Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| All Dressed Up And Nowhere To Go || Spend at least 20 minutes creating a disguise that is never used, or is used improperly || Yes || 5 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Chime and Punishment || Ring a church bell without authorization, and suffer some consequence || Yes || 5 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| D&amp;amp;D B&amp;amp;E || Take at least 1000 gold pieces worth of items from someone&#039;s house. || Yes || 50xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Like the Wind || Stand within thirty feet of at least ten hostiles at once without alerting any of them.  || Yes || 100xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Oof! || Be run into while invisible. || Hahaha I like it || 20xp || Slitherrr || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prison Break || Escape from a dungeon, jail, prison, stockade, or similar pickle. || Yes || 25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel, Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Thiefdom || Pickpocket or steal two things in a single game session without being noticed/caught. || Yes || 10xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;What was that?&amp;quot; || Be heard by an NPC while sneaking, without being subsequently discovered || Yes || 25xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| The Wire || Spy on someone remotely || Yes || 25 xp || Travis || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis, Mattie, Sarah, Brandy, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| PUMP (clap) YOU UP || Have a least ten buffs/modifiers on your character at once. || Approved! || 10xp || Silverwalkers || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Silverwalkers&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, TooMuchPete, xorry, Feantari, Kimberley, Pokeylope&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Frankenhulked || Have a least twenty buffs/modifiers on your character at once. || Approved! || 20xp || Silverwalkers || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Silverwalkers&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These Are Not the Droids You Are Looking For || Completely avoid a battle by using an illusion, charm, or mind control spell || Yes || 50xp || Eric||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Other In Character Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Channel with Poor Reception || Heal at least 2 enemies with a channel energy || Approved! || 40xp || Bartley || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;MSAllen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| One Pill Makes You Larger and One Pill Makes You Small || In one session be subject to both enlarge and reduce effects || Approved! || 30xp || Bartley ||&lt;br /&gt;
|-&lt;br /&gt;
| American Express || Charge 5 enemies in a single session. || Yes || 10 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Civic Pride || Become a government official || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Collecting Cobwebs || Neglect the use of an ability for an entire level || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Xorry, Feantari, Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Travis, Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Could be Handy, Someday || Use a character trait or non-typical skill (e.g. basket weaving) in a way that significantly helps the party || Yes || 10xp || Daniel E || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Cunning Linguist || Learn 12 Languages || APPROVED || 240xp || Slitherrr || absalom, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Customs Tax || Be forced to leave behind an item of value during a border crossing || I&#039;ve been meaning to incorporate the issue of Passports!! &amp;gt;:) || 10xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Pilgrim&#039;s Progress || Visit every Alexandrian Nation. || Approved || +2 to all Religion Knowledge checks, and you may roll Knowledge Religion untrained. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Follower of Twoflower || Visit three almanack regions in game (backstory does not count). || Approved || 150 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Matt A, Sarah, Travis, Helen, Daniel, Brandy&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;MSAllen, Mattie, Slitherrr, Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Disciple of Twoflower || Visit six different almanack regions in game. || Approved || 300 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Daniel&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Master Tourist || Visit all 13 almanack regions in game. || Approved || +2 to all Local Knowledge checks, and you may roll Knowledge Local untrained. || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Don&#039;t Be a Hater || Go from the moment you receive one favored enemy bonus to the moment you receive another without killing an enemy of the former type. || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Drizzt Do&#039;What Now? || Enter the Underdark. || Yes || 100 XP || Matt Jones || &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;Silverwalkers&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| FCC Intervention || Use a silencing effect to interrupt an enemy in the middle of spellcasting || Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Hearts and Crafts || Create a magical item worth at least 500 gold pieces || Yes || 50xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Holly, Eleven Inches, Phoenix Feather || Craft a wand. || Yes || 50xp || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| In Plane Sight || Visit each of the four elemental planes (Fire, Air, Earth and Water) || Good luck with THIS one. Heh. Achievement: Impossible! || 1000xp || Slitherrr || !&lt;br /&gt;
|-&lt;br /&gt;
| Jossed || Through carelessness, neglect, or general ill-will, allow an NPC with major storyline significance to die.  || Yes || -25 xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Leave No Bone Unturned || Turn 5+ skeletons in a single turn attempt || Yes || 15 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Line Leader || Get top initiative roll in three consecutive combats. || Yes || 20 xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjackal || Chop down 10 trees. || Yes || 30xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Midlife Crisis || Spend at least 100,000 gp on the creation of a new magical item || Sure! good luck on this one, too || 5xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Midwife Crisis || Save a baby from imminent harm || Yes || 50 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Miser|| Accumulate at least 50,000 gp in coins. || Approved || 100 xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Odessan Dream || Buy a house. || Yes || 200 xp || Mattie ||&lt;br /&gt;
|-&lt;br /&gt;
| Prestigious  || Gain a level in a prestige class. || For sure! &#039;&#039;(Retroactive!)&#039;&#039; || 3xp || Slitherrr || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A, Sarah, Mattie, Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, TooMuchPete, Feantari, Xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Prestigious Maximus|| Gain all possible levels of a prestige class || APPROVED! || The character may choose a second core class that he or she considers preferred.|| Mattie || (Mattie)&lt;br /&gt;
|-&lt;br /&gt;
| Ratachat Chat || Talk to a rodent for more than fifteen minutes. || Yes || 25xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Run &amp;amp; Hide || Successfully escape from a creature with hit dice equal to twice your level. || Yes || 5% of creature || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Scrooge McDuck || Accumulate at least 250,000 gp in coins, gems, and artworks. || Sure! (Good Luck!) || 250xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Soothe the Savage || Befriend a group of four or more animals that would normally try to kill you or your party. || Yes || 40xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Tapped Out || Use your entire daily allotment of spells in a single encounter. || Yes || 50xp || Matt Jones  ||  &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Zealeus, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Helen&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Mattie, Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| These Are Not The Druids You Are Looking For. || Charm a humanoid enemy. || Yes || 15xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| UU || Counter a spell. || Yes || 25 xp || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Wealth Redistribution || Rich become less rich, poor become less poor.  All for everyone&#039;s own good. || Yes || 25xp || Travis ||&lt;br /&gt;
|-&lt;br /&gt;
| See the Constellation || Navigate a distance of over 100 miles using only the stars || Yes || 5 xp || Travis||&lt;br /&gt;
|-&lt;br /&gt;
| Beam Me Up Scotty || Teleport or dimension door out of certain death || Yes || 50xp || Eric|| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Brandy, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Black Butler || Summon a Demon using a Gate or Planar Binding spell || Yes || 500 xp || Travis||&lt;br /&gt;
|-&lt;br /&gt;
| Destroy the Shield Generator || Dispel an enemy Abjuration of 4th level or greater || Yes || 50xp || Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Impregnable || End the round with an Armor Class of 35 or greater || Yes || 35 xp|| Eric|| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis, Eric&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Talk to the Hand || Use a Bigsby&#039;s spell (or non-copyright-encumbered equivalent) to interrupt an enemy&#039;s Spellcasting || Yes || 50 xp|| Eric||&lt;br /&gt;
|-&lt;br /&gt;
| Druish Princess || Meet a female druid || Yes || 5 xp || Travis|| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Headache || Spend over 100 psp in a single encounter || Yes || 25 xp || Eric || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Just Keep Swimming || Make 5 consecutive swim checks || Yes || 15xp || Eric ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====In-Game, Out of Character Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Actors Anonymous || Win role-playing award two games in a row. || Yes || 200xp || Mattie || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| I&#039;d Like a Dozen Munchkins || Instruct a party member on how to better use or increase a stat, skill, or ability without their disapproval || Yes || 5 xp || Daniel E || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Perfect Attendence || Witness the absence of every other player from at least one game, without missing a game yourself. || Yes || 250xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Xorry&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Pun Hit Wonder || Make a particularly good/terrible pun. || Yes || 10xp || Mattie  || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Daniel&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Feantari, TooMuchPete, Slitherrr, xorry&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Guard Said WHAT || Make more than 5 typos in a row where you say something in character that you should have said OOC. || Yes || Embarrassment || Matt Allen || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Matt Jones&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Student Has Become the Dungeon Master || Run a game with detarame as a player. || APPROVED! || Personal Sense of Satisfaction || Detarame || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Trivial Pursuit || Spend at least two game sessions chasing after an enemy that the GM had never planned to have any storyline relevance.  || Sure! || 10xp || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| It&#039;s Comcastic! || Have your game called off due to technical issues. || Yes || 50 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Eric, Daniel, Mattie, Sarah, Travis, Brandy&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Grumpy Matt || Annoy the DM || Yes || Personal Satisfaction|| Travis|| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Daniel, Travis, Brandy, Sarah&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Suck it Trebeck || Stump the DM on a historical backstory aspect of the game || Yes || 250xp || Eric ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Wiki Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| History Will Judge || Use game notes or wiki text to remind the GM of something forgotten || Yes || 25xp || Mattie  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A, Mattie, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Stubdown || Create 10 stub articles. || Yes || 50 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Rub a Stub Stub || Create 30 stub articles. || Yes || 100 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| StubHub || Create 60 stub articles. || Yes || 200 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Underachiever || Have 5 achievements approved. || Yes || 50 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, Bartley&lt;br /&gt;
|-&lt;br /&gt;
| Overachievement|| Have 30 achievements approved by the GM. || Yes || 100xp || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WikiWonder || Create 20 non-stub articles for the source wiki. || Yes || 100xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Matt A, Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| WikiWizard || Create 50 non-stub articles for the source wiki. || Yes || 250xp || Matt Jones  || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| X || Gain 10 Achievements || Yes || 1000 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr, Feantari, Xorry, TooMuchPete&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Travis&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Matt A, Daniel, Mattie, Brandy&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;bartley&amp;lt;span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| XXV || Gain 25 Achievements (excepting X)|| Yes || 2000 xp || Matt Jones || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie, Travis&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| L || Gain 50 Achievements (excepting XXV and X)|| Yes || 4000 xp || Matt Jones ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Meta-Achievements====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Albatross Necklace || Gain Achievements : Char Broiled; Jacket Weather; Lightning Rod; Acid Trip || Yes || Gain Elemental (Acid, Fire, Cold, Electricity) Resistance/1 || Matt Jones  ||&lt;br /&gt;
|-&lt;br /&gt;
| Better Lucky Than Good || Gain Achievements : Lightning Rod, Brinksmanship, Cat Napper, Clean Up on Aisle 3, Learning to Fly || Yes || Gain +2 to 1 stat, or +1 to 2 stats. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Bloodthirsty Bastard || Gain Achievements : Dead Ugly, Dr. Spock&#039;s Backup Band, Gnome News is Good News, Homicide, No Orc Left Untouched, Nothling, -6 Feet Tall || Yes || +1 bonus to hit in combat. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Fabled Assassin || Gain the Line Leader, Ninjastic, Prison Break and Like the Wind achievements.  || Yes || Gain +1 inherent bonuses to Sneak, Hide, and initiative. || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Hogwart&#039;s Diploma || Gain Achievements: UU, Tapped Out, Two Birds; PLUS Holly, Eleven Inches OR Phoenix Feather OR Bartender || Yes || +1 on Spell DCs. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Second In Line || Gain Achievements: Regicide, Civic Pride|| Yes || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| Teacher&#039;s Pet || Gain Achievements : WikiWonder, StubHub, Overachiever || Yes || Gain one level. || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Mattie&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Slitherrr&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The Rabbit&#039;s Luck || Gain Achievements : Easy Come, Easy Go; Time For Plan B; Brinksmanship || Yes || +1 on saves. || Matt Jones ||&lt;br /&gt;
|-&lt;br /&gt;
| Unrivaled Constitution  || Gain the Under The Table, Iron Stomach and 1-800-222-1222 achievements.  || Yes || Gain +2 inherent bonus to Fortitude saves against poison and disease. || Slitherrr ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;L 4 D &amp;amp; D&#039;&#039;&#039;  || Survive the Draglet Fortress Infestation.  || Yes || 1000 xp, +1 free rank of Knowledge: Dungeoneering  || Matt Jones || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;TooMuchPete, Xorry, Slitherrr, Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plans Within Plans&#039;&#039;&#039;  || Discover the traitor(s) to Wydmoor Free-City.  || Yes || 2500 xp. Gain one bonus rank in Knowledge:Local (Wydmoor). || Matt Jones || &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Sarah, Mattie, Helen, Travis, Matt A, Daniel&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Turncoat || Participate in a boss battle... as the boss || || A Sense of Creeping Paranoia || Matt Jones || &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Slitherrr, Mattie&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Very Hard to Kill || Gain the Albatross Necklace, Brinksmanship and Cat Napper achievements.  || Yes || Gain 2+CON BONUS to your death&#039;s door threshold || Slitherrr ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Proposed Achievements===&lt;br /&gt;
&lt;br /&gt;
{{pendingapproval}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:100%;&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Title&lt;br /&gt;
!width=&amp;quot;400&amp;quot;|Description&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|GM Approved?&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Reward&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Proposed By&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Winners&lt;br /&gt;
|-&lt;br /&gt;
| Children should not be seen or heard. || Gain achievements: Oof, Like the Wind, What was that?, Ninjatastic, See no Evil || PENDING || ?? || Sarah || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Inca Mummy Girl || Drink 20 souls || PENDING || 25xp || Sarah || n/a &lt;br /&gt;
|-&lt;br /&gt;
| The Zeppo || Actively participate in an entire combat and have no effect. || PENDING || -25xp || Sarah || n/a &lt;br /&gt;
|-&lt;br /&gt;
| First Storm-Trooper || Get shot by a missile-weapon and drop to 0 or less hp after walking through any doorway  || PENDING || 50xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Crazy Cat-Lady || Summon 27 felines  || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Not Asking Directions || Get lost while Off the map at least 3 times || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| I Thought You Said Crossing the Streams Was Bad || Have two friendly cone-shaped spell effects overlap (same initiative roll) || PENDING || 250xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Take One for the Team || Take greater than 50% of hp damage while protecting at least 2 other PCs from same || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Burning Desire || Enter a fire.  On purpose || PENDING || an xp || Travis|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| I Don&#039;t Have to Be Faster Than the Bear, Just Faster Than You|| Outrun another PC when running from a monster when the monster does sufficient damage to the other PC to reduce his/her hp to 0 or less || PENDING || 50xp || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Everything is Negotiable || Talk your way out of character death by arguing a rule with the DM successfully || PENDING || not dying || Eric|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Smell the Glove || Punch someone in the face || PENDING || 18xp|| Travis|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Let&#039;s get ready to mumble! || Misunderstand or be misunderstood || PENDING || Laughter, maybe?|| Travis|| n/a &lt;br /&gt;
|-&lt;br /&gt;
| Kiss-up || Buy the DM a pizza || PENDING || 50000xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| I am Not Left-Handed || Defeat an Enemy of same or greater hit-dice with you off-hand while not dual-wielding || PENDING || 100xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Braking Bad || Run into something and take 10hp of damage as a result || PENDING || 10xp || Travis || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Selfie || Intentionally inflict 15% of your max HP on yourself || PENDING || 10xp || Travis || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Down They Came Like Huge Black Shadows, or Their Talons Tore at Goblin Faces || have a summoned bird deal damage in an encounter || PENDING || 30xp || Bartley || n/a &lt;br /&gt;
|-&lt;br /&gt;
| They Taste Like Burning || eat poison fruits or plants || PENDING || 15xp || Bartley || n/a &lt;br /&gt;
|-&lt;br /&gt;
| All Day Long My Foot Up a Dog&#039;s Ass || Subdue 2 animals in a session || PENDING || 10xp || Bartley || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Hans or Frans || Cast 5 or more buff spells on one PC || PENDING || 200xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Constitutional Obliteralist || Have your constitution drop to 5 or less || PENDING ||  || Travis || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Severe Nut Allergy || Defeat an Opponent with a Peanut Butter elemental || PENDING || 500xp || Eric || n/a &lt;br /&gt;
|-&lt;br /&gt;
| Sic Semper Tyrannis || Make the killing blow against a head of state || PENDING || Gain +1d6 sneak attack || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Sic Semper Tyrannosaurus  || Make the killing blow against a bird, reptile, or dinosaur of size huge or larger || PENDING ||  400xp and a Flinstones-sized drumstick ||Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Other than that, how was the play, Mrs. Lincoln? || Disrupt a public performance (theater, music, speech, etc) with deadly violence || PENDING || 100xp and the ire of bards || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Come on, it&#039;ll be fun! || Convince a party member to do something contrary to their normal alignment || No || &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;TBD&amp;lt;/span&amp;gt; || Daniel E || &amp;lt;span style=&amp;quot;color:greenyellow&amp;quot;&amp;gt;Bartley&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Not your brother&#039;s keeper || Be a gnome who kills another gnome || PENDING || 200xp and the shame and pariah status of breaking the biggest taboo among your people || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Bearstronauts || Magically, physically, or through machinery cause a bear to fly at least 20&#039; off the ground || PENDING || 500xp and reminding everyone about Brad Neely || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| I like it better this way || Spend an entire in-game day under a polymorph effect. || PENDING || 200xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom Hunting || kill 5 fungal-type creatures || PENDING || 200xp and spores everywhere || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Lumberjack || kill 10 plant or tree creatures || PENDING || 100xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Water in the desert || Magically create or find water when you or a team-mate are under the effects of dehydration || PENDING || 50xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Water, water, everywhere, Nor any drop to drink || take damage from dehydration while being on a sea or otherwise surrounded by non-potable water || PENDING || 250xp and IRL thirstiness || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Let&#039;s stay together || through bluff, intimidate, or diplomacy convince a skeptical NPC to stay with your party for at least 2 game sessions || PENDING || 100xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| You&#039;re not Jackie Chan || successfully make an attack using a ladder as an improvised weapon during a fight || PENDING || gain exotic weapon prof. [http://www.archivesofnethys.com/EquipmentWeaponsDisplay.aspx?ItemName=Battle%20ladder Battle Ladder]  || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Where the wild things are || become accepted as the leader of a group of at least 5 monsters size large or huge|| PENDING || 200xp and a fancy crown and scepter || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Listen: Billy Pilgrim has come unstuck in time || time-travel to another point in your own timeline || PENDING || madness and death. so it goes  || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Mushi-Bue || succeed at a handle animal check to calm an insect-type creature of at least large size || PENDING || 200xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Diminished Capacity || have ability damage to all of your ability scores at the same time || PENDING || 250xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Shaka, When the Walls Fell || through magical, mechanical, or physical means create a breach in a wall that is over 20&#039; tall || PENDING || 350xp and some sort of mild bonus when trying to communicate with sentient creatures with which you do not share a language || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Stay! || leave an animal companion to die against overwhelming enemy forces || PENDING || sadness || Bartley ||[[Al]]&lt;br /&gt;
|-&lt;br /&gt;
| Take a Bite Out of Crime || use a bite attack against an opponent who attempted to rob you. || PENDING || 50xp || Bartley || n/a&lt;br /&gt;
|-&lt;br /&gt;
| Porcupine&#039;s Dilemma || either use armor spikes to damage a grappled opponent or be damaged by the armor spikes of a grappled opponent|| PENDING || 150xp || Bartley ||&lt;br /&gt;
|-&lt;br /&gt;
| Now we&#039;re playing D&amp;amp;D || roll a 20 then fail a followup roll with a 1 || PENDING || 50xp || Bartley || &amp;lt;span style=&amp;quot;color:lightblue&amp;quot;&amp;gt;Feantari&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Iconoclast/What a lovely heretical statue you&#039;ve got there || Destroy 20 statues, preferably animated || PENDING || 50xp || Kim || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
NOTE:&lt;br /&gt;
A player may only gain one level per session, and a full session must pass before the gaining of an additional level, regardless of experience totals.&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18569</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18569"/>
		<updated>2016-11-20T19:42:53Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8 (-2 racial, -1 age, +1 point)&lt;br /&gt;
* DEX = 14 (-1 age, poured 5 points in)&lt;br /&gt;
* CON = 12 (-1 age, brought up to 13)&lt;br /&gt;
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11 (+1 age)&lt;br /&gt;
* CHA = 10 (+2 racial, +1 age, -3 points)&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  36.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
* Wand of lesser restoration (27 charges)&lt;br /&gt;
* Ring of sustenance&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18568</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18568"/>
		<updated>2016-11-20T19:17:25Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Purchased */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8 (-2 racial, -1 age, +1 point)&lt;br /&gt;
* DEX = 14 (-1 age, poured 5 points in)&lt;br /&gt;
* CON = 12 (-1 age, brought up to 13)&lt;br /&gt;
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11 (+1 age)&lt;br /&gt;
* CHA = 10 (+2 racial, +1 age, -3 points)&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
* Wand of lesser restoration (27 charges)&lt;br /&gt;
* Ring of sustenance&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18567</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18567"/>
		<updated>2016-11-20T19:15:17Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* In the future... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8 (-2 racial, -1 age, +1 point)&lt;br /&gt;
* DEX = 14 (-1 age, poured 5 points in)&lt;br /&gt;
* CON = 12 (-1 age, brought up to 13)&lt;br /&gt;
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11 (+1 age)&lt;br /&gt;
* CHA = 10 (+2 racial, +1 age, -3 points)&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
* Wand of lesser restoration (27 charges)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18566</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18566"/>
		<updated>2016-11-20T18:49:43Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Purchased */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8 (-2 racial, -1 age, +1 point)&lt;br /&gt;
* DEX = 14 (-1 age, poured 5 points in)&lt;br /&gt;
* CON = 12 (-1 age, brought up to 13)&lt;br /&gt;
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11 (+1 age)&lt;br /&gt;
* CHA = 10 (+2 racial, +1 age, -3 points)&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
* Wand of lesser restoration (27 charges)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18565</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18565"/>
		<updated>2016-11-20T18:49:30Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8 (-2 racial, -1 age, +1 point)&lt;br /&gt;
* DEX = 14 (-1 age, poured 5 points in)&lt;br /&gt;
* CON = 12 (-1 age, brought up to 13)&lt;br /&gt;
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11 (+1 age)&lt;br /&gt;
* CHA = 10 (+2 racial, +1 age, -3 points)&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
* Wand of lesser restoration&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18564</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18564"/>
		<updated>2016-11-20T16:34:02Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8 (-2 racial, -1 age, +1 point)&lt;br /&gt;
* DEX = 14 (-1 age, poured 5 points in)&lt;br /&gt;
* CON = 12 (-1 age, brought up to 13)&lt;br /&gt;
* INT = 24 (+2 racial, +1 age, +7 in points, includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11 (+1 age)&lt;br /&gt;
* CHA = 10 (+2 racial, +1 age, -3 points)&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18544</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18544"/>
		<updated>2016-10-27T20:47:14Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Hexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Disguise&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18334</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18334"/>
		<updated>2016-07-31T19:21:06Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6370 gold left to work with. &lt;br /&gt;
At 24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
* Familiar satchel. &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18333</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18333"/>
		<updated>2016-07-31T18:43:12Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Hexes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* Level 10 hex: Retribution&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6405 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18332</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18332"/>
		<updated>2016-07-31T17:54:39Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6405 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
* 20 5gp silver crescents&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18331</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18331"/>
		<updated>2016-07-31T17:43:25Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6405 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18330</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18330"/>
		<updated>2016-07-31T17:37:58Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 3rd level (4 known; 4 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* Vampiric touch (375gp)&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6780 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18329</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18329"/>
		<updated>2016-07-31T17:22:57Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
6780 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18328</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18328"/>
		<updated>2016-07-31T17:22:36Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 3rd level (4 known; 4 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic &lt;br /&gt;
* Lightning bolt (375gp)&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
7155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18327</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18327"/>
		<updated>2016-07-31T16:23:38Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+2 = DEX 2+0+0&lt;br /&gt;
* Appraise	+7 = INT 7+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+11 = INT 7+1+3&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+2 = DEX 2+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+2 = DEX 2+0+0&lt;br /&gt;
* Fly*	+10 = DEX 2+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Dungeoneering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Engineering)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Geography)†	+7 = INT 7+0+0&lt;br /&gt;
* K (History)†	+12 = INT 7+1+3&lt;br /&gt;
* K (Local)†	+8 = INT 7+1+0&lt;br /&gt;
* K (Nature)†	+15 = INT 7+5+3&lt;br /&gt;
* K (Nobility)†	+7 = INT 7+0+0&lt;br /&gt;
* K (Planes)†	+19 = INT 7+9+3&lt;br /&gt;
* K (Religion)†	+7 = INT 7+0+0&lt;br /&gt;
* Linguistics†	+7 = INT 7+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+2 = DEX 2+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+2 = DEX 2+0+0&lt;br /&gt;
* Spellcraft†	+19 = INT 7+9+3&lt;br /&gt;
* Stealth*	+6 = DEX 2+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
7155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18324</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18324"/>
		<updated>2016-07-31T16:03:42Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [13] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [13]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
7155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18323</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18323"/>
		<updated>2016-07-31T15:45:39Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +8 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +9 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +11 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
7155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18087</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18087"/>
		<updated>2016-06-26T19:41:40Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 24 (includes +2 ability point improvements and +2 Vast Intelligence)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
7155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18086</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18086"/>
		<updated>2016-06-26T19:41:10Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
7155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
* Vast intelligence (headband)&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18085</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18085"/>
		<updated>2016-06-26T19:39:38Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
11155 gold left to work with. &lt;br /&gt;
At 13.24/28.5 (BASE) vs  13.5/76 (Muleback cords) pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
* Muleback cords http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/muleback-cords&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18084</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18084"/>
		<updated>2016-06-26T19:29:52Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 3rd level (4 known; 4 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (from scroll; 375gp) Screech&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
22630 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18083</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18083"/>
		<updated>2016-06-26T19:28:32Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 3rd level (4 known; 4 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (from scroll; 375gp) speak with dead&lt;br /&gt;
* (from scroll; 375gp) share senses&lt;br /&gt;
* (from scroll; 375gp) Cup of dust&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
22630 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18082</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18082"/>
		<updated>2016-06-26T19:22:07Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 2nd level (4 known; 5 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
* (scroll 150gp) burning gaze&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
22630 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18081</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18081"/>
		<updated>2016-06-26T19:20:31Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 5th level (2 known; 2 per day): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* (scroll 1125gp) Cloudkill&lt;br /&gt;
* (scroll 1125gp) Cure Critical wounds &lt;br /&gt;
* (scroll 1125gp) Hex glyph, greater (requires 400gp diamond dust; I&#039;ve bought that)&lt;br /&gt;
* (scroll 1125gp) Hold monster&lt;br /&gt;
* (scroll 1125gp) Suffocation&lt;br /&gt;
* (scroll 1125gp) Baleful polymorph&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
22630 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18080</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18080"/>
		<updated>2016-06-26T19:18:50Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 4th level (4 known; 3 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* (from scroll, 700GP) Threefold aspect&lt;br /&gt;
* (from scroll, 700GP) Scroll of lesser geas&lt;br /&gt;
* (from scroll, 700GP) Scroll of Secure shelter&lt;br /&gt;
* (from scroll, 700GP) Solid fog&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
22630 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18079</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18079"/>
		<updated>2016-06-26T19:17:29Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
22630 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18078</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18078"/>
		<updated>2016-06-26T19:16:59Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 3rd level (4 known; 4 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Remove disease&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
23002 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18077</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18077"/>
		<updated>2016-06-26T18:47:12Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
23002 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection (+1) &lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18076</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18076"/>
		<updated>2016-06-26T18:38:09Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
23002 gold left to work with. &lt;br /&gt;
At 13/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:San_Foddlamucks_character_sheet&amp;diff=18042</id>
		<title>Talk:San Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:San_Foddlamucks_character_sheet&amp;diff=18042"/>
		<updated>2016-06-14T09:34:52Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: Kimberley moved page Talk:San Foddlamucks character sheet to Talk:Mag Foddlamucks character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Mag Foddlamucks character sheet]]&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Talk:Mag_Foddlamucks_character_sheet&amp;diff=18041</id>
		<title>Talk:Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Talk:Mag_Foddlamucks_character_sheet&amp;diff=18041"/>
		<updated>2016-06-14T09:34:52Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: Kimberley moved page Talk:San Foddlamucks character sheet to Talk:Mag Foddlamucks character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks witchy! -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
:Definitely some great witch patrons, I&#039;m enjoying a higher-than-average level of Q&amp;amp;A from Paizo here. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
Note that teaching familiars spells from scrolls will be a foregone conclusion for you. Honestly even if you roll it&#039;s almost an auto-success anyway, but the real kicker is that you can take ten on it unless you&#039;re in immediate danger or distracted, which should be the vast majority of the time that you&#039;re teaching familiars spells. -[[User:Slitherrr|slitherrr]] ([[User talk:Slitherrr|talk]])&lt;br /&gt;
&lt;br /&gt;
50k starting wealth for this 9th level starting character.&lt;br /&gt;
&lt;br /&gt;
== Drinking a potion beside a bard? ==&lt;br /&gt;
&lt;br /&gt;
http://i.imgur.com/hp2le4o.jpg&lt;br /&gt;
--[[User:Bartley|Bartley]] ([[User talk:Bartley|talk]]) 02:20, 11 May 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=San_Foddlamucks_character_sheet&amp;diff=18040</id>
		<title>San Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=San_Foddlamucks_character_sheet&amp;diff=18040"/>
		<updated>2016-06-14T09:34:52Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: Kimberley moved page San Foddlamucks character sheet to Mag Foddlamucks character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mag Foddlamucks character sheet]]&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18039</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=18039"/>
		<updated>2016-06-14T09:34:51Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: Kimberley moved page San Foddlamucks character sheet to Mag Foddlamucks character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
25002 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17948</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17948"/>
		<updated>2016-05-31T10:00:55Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Purchased */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
25002 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 4&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17733</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17733"/>
		<updated>2016-05-09T10:22:44Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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”.)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
25002 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17732</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17732"/>
		<updated>2016-05-09T10:19:07Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* 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&lt;br /&gt;
Greensting Scorpion entry, change “+2” to “+4”.&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
25002 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17731</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17731"/>
		<updated>2016-05-09T10:16:45Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative CONFLICT IN SOURCES: +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&lt;br /&gt;
Greensting Scorpion entry, change “+2” to “+4”.&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
25002 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17726</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17726"/>
		<updated>2016-05-09T02:12:15Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative CONFLICT IN SOURCES: +6 or +4 (2 from DEX, 2 (paizo.com) or 4 (d20pfsrd.com) from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
25002 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17722</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17722"/>
		<updated>2016-05-08T17:01:26Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative CONFLICT IN SOURCES: +6 or +4 (2 from DEX, 2 (paizo.com) or 4 (d20pfsrd.com) from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17720</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17720"/>
		<updated>2016-05-08T15:07:53Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* DEFENSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29, 9 hit dice&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17719</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17719"/>
		<updated>2016-05-08T15:07:30Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* OFFENSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
* BAB ???&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17718</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17718"/>
		<updated>2016-05-08T14:44:30Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Patron */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Deception.&lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17717</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17717"/>
		<updated>2016-05-08T14:43:51Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 5th level (2 known; 2 per day): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Probably Deception. &lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/passwall.html#passwall Passwall]&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17716</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17716"/>
		<updated>2016-05-08T14:42:07Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* 4th level (4 known; 3 per day) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Probably Deception. &lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion Confusion]&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17715</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17715"/>
		<updated>2016-05-08T14:41:25Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Probably Deception. &lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
* (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).&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
* (domain) invisibility&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
* (domain) Blink&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* (domain) [Confusion](http://paizo.com/pathfinderRPG/prd/spells/confusion.html#confusion)&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17714</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17714"/>
		<updated>2016-05-08T12:48:34Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* DEFENSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Probably Deception. &lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 29&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17713</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17713"/>
		<updated>2016-05-08T12:36:40Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
* Initiative + 4 (2 from DEX, 2 from Scorpion)&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Probably Deception. &lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 1/2 of San&#039;s HP total (normally 1d8 HD, but currently San&#039;s CL)&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
	<entry>
		<id>https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17712</id>
		<title>Mag Foddlamucks character sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.memphisgamers.com/index.php?title=Mag_Foddlamucks_character_sheet&amp;diff=17712"/>
		<updated>2016-05-08T12:35:53Z</updated>

		<summary type="html">&lt;p&gt;Kimberley: /* Saves, HP and AC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New, probably final 20-point buy: &lt;br /&gt;
&lt;br /&gt;
* STR = 8&lt;br /&gt;
* DEX = 14&lt;br /&gt;
* CON = 12&lt;br /&gt;
* INT = 22 (includes +2 ability point improvements)&lt;br /&gt;
* WIS = 11&lt;br /&gt;
* CHA = 10&lt;br /&gt;
&lt;br /&gt;
== Saves, HP and AC ==&lt;br /&gt;
&lt;br /&gt;
* HP: 58 (8 + 3 + 4 + 1 + 3 + 4 + 4 + + 3 + 4 + 4 + 20 CON mod)&lt;br /&gt;
* Base speed: 20 feet&lt;br /&gt;
* AC [14] = 10 +3 [Dex] +1 [Small Size]&lt;br /&gt;
* Touch AC [14]    &lt;br /&gt;
* Flat-Footed [11]&lt;br /&gt;
&lt;br /&gt;
* Fort save = +9 [3 (base) + 2 (con) + 4 (dress)]&lt;br /&gt;
* Reflex save = +10 [+3 (base) + 3 (Dex) + 4 (dress)]&lt;br /&gt;
* Will save = +10 [+6 (base) + 4 (dress)]&lt;br /&gt;
&lt;br /&gt;
== Hexes == &lt;br /&gt;
&lt;br /&gt;
* BONUS GNOME HEX: Misfortune&lt;br /&gt;
* EXTRA HEX (feat): Ward&lt;br /&gt;
* EXTRA HEX (feat; again): Prehensile Hair (pending DM approval)&lt;br /&gt;
* Level 1 hex: Flight&lt;br /&gt;
* Level 2 hex: Cackle&lt;br /&gt;
* Level 4 hex: Slumber&lt;br /&gt;
* Level 6 hex: Evil Eye&lt;br /&gt;
* Level 8 hex: Healing&lt;br /&gt;
* (next bonus gnome hex at level 12 and 18)&lt;br /&gt;
* (save is 10 + 1/2 witch level + int mod, currently 21)&lt;br /&gt;
&lt;br /&gt;
== Patron == &lt;br /&gt;
&lt;br /&gt;
Probably Deception. &lt;br /&gt;
&lt;br /&gt;
== Familiar == &lt;br /&gt;
&lt;br /&gt;
=== GREENSTING SCORPION ===&lt;br /&gt;
* CR 1/4&lt;br /&gt;
* XP 100&lt;br /&gt;
* N Tiny vermin&lt;br /&gt;
* Init +3; Senses darkvision 60 ft.; Perception +4&lt;br /&gt;
&lt;br /&gt;
==== DEFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;AC&#039;&#039;&#039; 23, touch 20, flat-footed 20 (+3 Dex, +3 natural, +2 size, +5 familiar bonus)&lt;br /&gt;
* &#039;&#039;&#039;hp&#039;&#039;&#039; 1/2 of San&#039;s HP total (normally 1d8 HD, but currently San&#039;s CL)&lt;br /&gt;
* Fort +2, Ref +3, Will +0 (but will use San&#039;s when greater, which is almost certainly going to be always)&lt;br /&gt;
* &#039;&#039;&#039;Immune&#039;&#039;&#039; mind-affecting effects&lt;br /&gt;
&lt;br /&gt;
==== OFFENSE ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; 30 ft.&lt;br /&gt;
* &#039;&#039;&#039;Melee&#039;&#039;&#039; sting +5 (1d2–4 plus poison)&lt;br /&gt;
*Space 2-1/2 ft.; Reach 0 ft.&lt;br /&gt;
* &#039;&#039;&#039;Special Attacks&#039;&#039;&#039; poison&lt;br /&gt;
&lt;br /&gt;
==== STATISTICS ====&lt;br /&gt;
&lt;br /&gt;
* Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2&lt;br /&gt;
* Base Atk +0; CMB +1; CMD 7 (19 vs. trip)&lt;br /&gt;
* &#039;&#039;&#039;Feats&#039;&#039;&#039; Weapon Finesse&lt;br /&gt;
* &#039;&#039;&#039;Skills&#039;&#039;&#039; 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&#039;s ranks, but own other modifiers&lt;br /&gt;
&lt;br /&gt;
==== ECOLOGY ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Environment&#039;&#039;&#039; warm or temperate deserts, forests, plains, or underground&lt;br /&gt;
* &#039;&#039;&#039;Organization&#039;&#039;&#039; solitary or colony (3–6)&lt;br /&gt;
* &#039;&#039;&#039;Treasure&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL ABILITIES ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison (Ex)&#039;&#039;&#039; Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&lt;br /&gt;
*&#039;&#039;&#039;Familiar Abilities&#039;&#039;&#039; Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells, speak with master, speak with animals of its kind&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
Spells: knows +2 every level and 2 + int (then 5) 1st level, but must prepare. Number in parentheses = spells prepped per day. &lt;br /&gt;
&lt;br /&gt;
=== Cantrips (all known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* arcane mark, &lt;br /&gt;
** 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.&lt;br /&gt;
* bleed, &lt;br /&gt;
* &#039;&#039;&#039;dancing lights,&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;daze,&#039;&#039;&#039; &lt;br /&gt;
** 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.&lt;br /&gt;
* &#039;&#039;&#039;detect magic,&#039;&#039;&#039; &lt;br /&gt;
** You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.&lt;br /&gt;
* detect poison, &lt;br /&gt;
* guidance, &lt;br /&gt;
* light, &lt;br /&gt;
* mending, &lt;br /&gt;
* &#039;&#039;&#039;message,&#039;&#039;&#039; &lt;br /&gt;
* putrefy food and drink* (not from Core Rules) , &lt;br /&gt;
* &#039;&#039;&#039;read magic,&#039;&#039;&#039; &lt;br /&gt;
* resistance, &lt;br /&gt;
* spark* (not from Core Rules), &lt;br /&gt;
* stabilize, &lt;br /&gt;
* touch of fatigue&lt;br /&gt;
** 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&#039;s duration.&lt;br /&gt;
&lt;br /&gt;
=== 1st level (9 known; 6 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Unseen servant&lt;br /&gt;
* Mount&lt;br /&gt;
* Cure light wounds &lt;br /&gt;
* Identify&lt;br /&gt;
* Ray of enfeeblement&lt;br /&gt;
* Hypnotism&lt;br /&gt;
* Ill omen (not from Core Rules)&lt;br /&gt;
* Obscuring mist&lt;br /&gt;
* Mage armor&lt;br /&gt;
&lt;br /&gt;
=== 2nd level (4 known; 5 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Vomit swarm&lt;br /&gt;
* Blindness/Deafness&lt;br /&gt;
* Cure moderate wounds&lt;br /&gt;
* Glitterdust &lt;br /&gt;
* (from scroll; 150gp) see invis&lt;br /&gt;
* (from scroll; 150gp) Augury&lt;br /&gt;
* (from scroll; 150gp) web&lt;br /&gt;
&lt;br /&gt;
=== 3rd level (4 known; 4 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Bestow curse&lt;br /&gt;
* Dispel magic OR Lightning bolt&lt;br /&gt;
* Remove blind/deaf&lt;br /&gt;
* Remove curse&lt;br /&gt;
* (from scroll; 375gp) Ray of exhaustion&lt;br /&gt;
* (from scroll; 375gp) Sleet storm&lt;br /&gt;
* (from scroll; 375gp) Stinking cloud&lt;br /&gt;
&lt;br /&gt;
=== 4th level (4 known; 3 per day) ===&lt;br /&gt;
&lt;br /&gt;
* Black tentacles&lt;br /&gt;
* Arcane eye (for scouting)&lt;br /&gt;
* Dimension door (GTFO)&lt;br /&gt;
* Enervation&lt;br /&gt;
* (from scroll; 700gp; did not fail check) &#039;inflict serious&#039;&lt;br /&gt;
* (from scroll, 700GP) death ward&lt;br /&gt;
* FUTURE: Threefold aspect as a scroll, for funsies&lt;br /&gt;
* FUTURE: Scroll of lesser geas? &lt;br /&gt;
* FUTURE: Scroll of Secure shelter?&lt;br /&gt;
* FUTURE: solid fog?&lt;br /&gt;
&lt;br /&gt;
=== 5th level (2 known; 2 per day): ===&lt;br /&gt;
&lt;br /&gt;
Choose 2 of following: &lt;br /&gt;
&lt;br /&gt;
* Teleport&lt;br /&gt;
* Summon Monster V&lt;br /&gt;
* FUTURE: Baleful polymorph&lt;br /&gt;
* FUTURE: Cloudkill&lt;br /&gt;
* FUTURE: Cure Critical wounds &lt;br /&gt;
* FUTURE: Hex glyph, greater (requires 400gp diamond dust)&lt;br /&gt;
* FUTURE: Hold monster&lt;br /&gt;
* FUTURE: Suffocation&lt;br /&gt;
&lt;br /&gt;
== Skills == &lt;br /&gt;
&lt;br /&gt;
SKILL   Total = Ability Mod. + Ranks + Misc.&lt;br /&gt;
&lt;br /&gt;
* Acrobatics*	+3 = DEX 3+0+0&lt;br /&gt;
* Appraise	+6 = INT 6+0+0&lt;br /&gt;
* Bluff	+5 = CHA 0+1+0 + 4 dress&lt;br /&gt;
* Climb*	-2 = STR -2+0+0&lt;br /&gt;
* Craft	+10 = INT 6+1+3&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Craft	+6 = INT 6+0+0&lt;br /&gt;
* Diplomacy	+5 = CHA 0+1+ 4 dress&lt;br /&gt;
* Disable Device*†	+3 = DEX 3+0+0&lt;br /&gt;
* Disguise	+1 = CHA 0+1+0&lt;br /&gt;
* Escape Artist*	+3 = DEX 3+0+0&lt;br /&gt;
* Fly*	+11 = DEX 3+5+3&lt;br /&gt;
* Handle Animal†	+0 = CHA 0+0+0&lt;br /&gt;
* Heal	+12 = WIS 0+9+3&lt;br /&gt;
* Intimidate	+4 = CHA 0+0+4 dress&lt;br /&gt;
* K (Arcana)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Dungeoneering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Engineering)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Geography)†	+6 = INT 6+0+0&lt;br /&gt;
* K (History)†	+10 = INT 6+1+3&lt;br /&gt;
* K (Local)†	+7 = INT 6+1+0&lt;br /&gt;
* K (Nature)†	+14 = INT 6+5+3&lt;br /&gt;
* K (Nobility)†	+6 = INT 6+0+0&lt;br /&gt;
* K (Planes)†	+18 = INT 6+9+3&lt;br /&gt;
* K (Religion)†	+6 = INT 6+0+0&lt;br /&gt;
* Linguistics†	+6 = INT 6+0+0&lt;br /&gt;
* Perception	+9 = WIS 0+9+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Perform	+0 = CHA 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Profession†	+0 = WIS 0+0+0&lt;br /&gt;
* Ride	+3 = DEX 3+0+0&lt;br /&gt;
* Sense Motive	+1 = WIS 0+1+0&lt;br /&gt;
* Sleight of Hand*†	+3 = DEX 3+0+0&lt;br /&gt;
* Spellcraft†	+18 = INT 6+9+3&lt;br /&gt;
* Stealth*	+7 = DEX 3+0+0+4 [Small]&lt;br /&gt;
* Survival	+0 = WIS 0+0+0&lt;br /&gt;
* Swim*	+3 = STR -2+1+0+4 [from flight hex]&lt;br /&gt;
* Use Magic Device†	+12 = CHA 0+9+3&lt;br /&gt;
&lt;br /&gt;
== Feats == &lt;br /&gt;
&lt;br /&gt;
* When familiar is near: Alertness (+2 Perc or Sense Motive; once I get 10 ranks it increases to +4)&lt;br /&gt;
* Combat casting&lt;br /&gt;
* Extra Hex&lt;br /&gt;
* Extra Hex (again)&lt;br /&gt;
* Toughness&lt;br /&gt;
* Improved encumbrance&lt;br /&gt;
&lt;br /&gt;
== Inventory == &lt;br /&gt;
&lt;br /&gt;
2 gold left to work with. &lt;br /&gt;
At 27/28.5 pounds carrying capacity. &lt;br /&gt;
&lt;br /&gt;
===Purchased===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/blouse-cackling-hag-s&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/witching-gown&lt;br /&gt;
* STONE FAMILIAR: protection against my familiar eating it. http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/r-z/stone-familiar&lt;br /&gt;
* Witch&#039;s kit: http://paizo.com/pathfinderrpg/prd/ultimateEquipment/gear/adventuringGear.html&lt;br /&gt;
* A dagger: http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/dagger&lt;br /&gt;
* 3 level 2 scrolls; 4 level 3; 2 level 2&lt;br /&gt;
&lt;br /&gt;
===To purchase===&lt;br /&gt;
&lt;br /&gt;
* As many scrolls as I can afford after gear, for filling up my familiar&lt;br /&gt;
&lt;br /&gt;
===In the future...===&lt;br /&gt;
&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance&lt;br /&gt;
* http://www.d20pfsrd.com/magic-items/rings/ring-of-protection&lt;br /&gt;
* Wand of Cure Light&lt;br /&gt;
* Handy Haversack&lt;br /&gt;
* Periapt of wound closure&lt;/div&gt;</summary>
		<author><name>Kimberley</name></author>
	</entry>
</feed>