1. Character: Mellow
    1. Standard Operating Procedures
    2. Class
    3. Hitpoints
    4. Abilities
    5. Saving throws
    6. Armour class
    7. Attacks
    8. Spells per day
    9. Spells known
    10. Languages
    11. Feats
    12. Skill points
    13. Crafting
  1. Familiar: Rowena
    1. Share Spells
    2. Abilities
    3. Saving throws
    4. Armour class
    5. Attacks
    6. Feats
    7. Skill points
  2. Homunculus: Gumby
    1. Abilities
    2. Hitpoints
    3. Skills
    4. Feats
    5. Attacks
    6. Movement
    7. Saving throws
    8. Armour class
    9. Proficiencies
  3. Homunculus: Autopilot
    1. Abilities
    2. Feats
    3. Skills
    4. Attacks
  4. Homunculus: Trackpad
  1. Equipment
  2. DIY item crafting and enchanting
    1. Tiny Balanced MW Darkwood Buckler +1 for Rowena
    2. Tiny Balanced MW Darkwood Heavy shield +1 for Gumby
    3. Tiny Balanced MW Mithral chain shirt +1 for Gumby
    4. Balanced Amulet of Force for Mellow
    5. Balanced Gauntlets of Shillelagh for Mellow
  3. Background
  4. Appendix 1: IRC log
  5. Appendix 2: sources
    1. Feat: Able Learner
    2. Feat: Enspell Familiar
    3. Spell: Repair Minor Damage
    4. Spell: Divine Insight
    5. Craft: Pathfinder Player Companion: Alchemy Manual
    6. Item: Enveloping Pit
  6. Appendix 3: alignment treatise
  7. Appendix 4: polymorph table
  8. Appendix 5: miscellany

Mellow

Dr Emmett Lathrop Brown with Gumby reclining on his forearm
Name

Hagai Mellow

Concept

Recruited when the party was in need of a rogue, I was requested to fulfill this role and took some liberty in doing so in order to be more useful to the party when not clearing trapped dungeons. I created:

  1. Mellow the Roguelike - a spellcaster better at rogue tasks than a rogue
  2. Slinky the Skald - a rogue/bard with a focus on party buffing

This is not that character. By the time the game started six weeks later, there was a real rogue in the party.

Consequently this page now presents a no longer roguelike Mellow the Spellcaster.

Sources

see Appendix 2

Liberties taken
Standard Operating Procedures

Mellow the Fellow

Outlook

Alignment: Lawful Neutral

Deity: Fharlanghn - God of Roads and Travel

To pull his weight in society, Hagai Mellow masters a trade constructive to both industry and art. Extravagance is the prerogative of the gentry. Their whimsies and acumen support an entire economic ecosystem. While the stability of court employment sharpens his wits, the gamble of adventure keeps his physique in shape. Balance in all things. Life's journey takes him to respectable career opportunities, gruesome dungeon challenges, and every step in between. He appreciates all of it. All experience equips him better - the strict, the good, the bad and the ugly - they all add perspectives he hadn't seen previously, and tools to bring to bear in future encounters. Each encounter is an opportunity to be true to oneself and further fulfill your potential, or to dismiss significant segments of reality by giving way to their opposition. He strives to resist the negligence that anthropocentric bigotry nurtures, since so many valuable lessons are learnt from Nature. He strives for victory without conquest - where everyone wins and nobody loses. He's a cosmic conservationist at heart.

Race

Human

By having a familiar with Low-light and Darkvision, he'll get a warning what's in the surroundings.

By having a homunculus with Low-light and Darkvision, he'll get to see what's in the surroundings via the telepathic link: it "can convey to him or her everything it sees and hears, out to a distance of 1,500 feet." This is probably inadequate for combat, but sufficient for most tasks.

By having Polymorph he gets Low-light and Darkvision himself for 10 minutes each time, three times a day. This is probably long enough to cover day-to-day combat.

Class

SRD Spellcaster:

Hitpoints
Level HP Constitution modifier Feats
1 4 1 1 temp
2 1 1 1 temp
3 2 1 1 temp
4 3 1 1 temp
5 2 1 1 temp
6 1 1 1 temp
7 3 1 1 temp
8 1 1 1 temp
9 1 1 1 temp
Total 18 9 27 (+9 temp) HP
Mean 22.5

Minor Shapeshift grants 1 temporary hitpoint per hitdie for four rounds as a Swift Action indefinitely. Therefore Mellow is considered to always have +9 temporary hitpoints while awake and conscious, so long as he has at least one level 4 spell slot uncast.

These 9 temporary hitpoints are not healed by cure spells. However, they refresh fully the moment Mellow gets a chance to activate a Swift Action. This feat can therefore act a little like a weakened form of Complete Warrior p101 / Libris Mortis p27: "Improved Toughness" which increases hp by HD.

Abilities
Ability Base Racial Age Level 4 Level 8 Total (Modifier)
Str: 11 - -1 10 (+0)
Dex: 11 - -1 10 (+0)
Con: 12 - -1 +1 12 (+1)
Int: 18 - +1 +1 20 (+5)
Wis: 15 - +1 16 (+3)
Cha: 13 - +1 14 (+2)
Total 71

Improvements: PHB p22 (the SRD doesn't provide ability advancement for legal reasons or even the XP table)

Saving throws
Level Save Base Ability Total
8 Fort 3 +1 4
8 Ref 3 +0 3
8 Will 6 +3 9
Armour class
Type Base Natural Size Armour Shield Dex Total
Base 10 - - 4 4 18
Touch 10 N/A - N/A N/A 10
Flat-Footed 10 - - 4 4 N/A 18
Attacks
Type BAB Ability Enhancement Total Reach Vertical Reach Range Weapon Damage
Melee 4 Str(0) +1 5 5 8   Masterwork Staff d6 (+2)
Melee 4 Str(0) +1 5 5 8   Shillelagh 2d6+1 (+2)
Melee 4 Str(0) 4 5 8   primary Claw d6
Range 4 Dex(0) 4 5 touch 8 touch 120 touch Produce Flame 1d6+5

The Balanced Gauntlets of Shillelagh function for 1 minute, thrice per day. They modify a non-magical (but masterwork) quarterstaff. If it is resized in the course of Polymorph, it gains 1d6 per size gained and the assumed Strength bonus applies.

The Quarterstaff is a double weapon:

Minor Shapeshift grants +2 bonus on melee damage rolls, or a primary claw attack dealing 1d6 points of damage (assuming Medium size), so long as he has at least one level 4 spell slot uncast.

Spells per day

"The spellcaster most closely resembles the sorcerer, though she has fewer spells per day than that class."

"Some spellcasters (such as sorcerers and bards) have a natural talent for spellcasting and essentially employ a spell merely by completing its final portion. An instinctive caster readies spells each day rather preparing them (see page 179 in the Players Handbook). To ready spells for the day, an instinctive caster must first rest for 8 hours. After waking, an instinctive caster requires 15 minutes of concentration to make all his daily spell slots available."

Level Base Bonus Total DC
0 6 - 6 15
1 6 2 8 16
2 6 1 7 17
3 5 1 6 18
4 3 1 4 19
Spells known

"Whether arcane or divine, the spellcaster has an array of magical effects at her beck and call. Depending on her choice of spells, she can be a healer or an enchanter, a necromancer or a trickster."

"New spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study."

"Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one."

Level Count Spells known Spells to learn
0 8 Detect Magic§, Detect Poison, Guidance§, Mending, Message§, Prestidigitation, Read Magic§, Repair Minor Damage Launch Item, No Light
1 5 Benign Transposition, Goodberry, Produce Flame§, Sanctuary§, Shield of Faith§ Beget bogun, Divine Favour§, Unseen Servant
2 4 Divine Insight§, Barkskin§, Rope Trick, Unseen Crafter Insidious Insight, Invisibility§, Pathfinder's version of Make Whole, Shield Other
3 3 Animate Dead, Cure Serious Wounds§ , Shrink Item Planar Familiar, Call Lightning§, Stone Shape
4 2 Polymorph§, Reincarnate Imbue with Spell Ability, Lesser Planar Ally / Lesser Holy Transformation§
5 0 Awaken§, Magic Jar, Plane Shift§, Revivify, Secret Chest, Surge of Fortune§, Tree Stride§
Languages

Common +Int (+5):

  1. Common
  2. Celestial (Good outsiders)
  3. Infernal (devils, Lawful Evil outsiders)
  4. Draconic (dragons, kobolds, troglodytes, lizardfolk)
  5. Sylvan (fey, dryads, brownies, leprechauns)
  6. Daan (the Plane of Law, Inevitables, formians). Yes, practically useless, I know, but this is a RPG.
Feats
Level Source Name Source
1 Human Able Learner Races of Destiny p150
1 Class Alternative Class Feature: Familiar SRD
1 Standard Enspell Familiar Dragon Compendium Volume 1 p97
3 Standard Craft Wondrous Item (RotG) SRD
5 Class Craft Magic Arms And Armor (RotG) SRD
6 Standard Craft Construct SRD
9 Standard Minor Shapeshift (Reserve) Complete Mage p45
Skill points
Skill points accumulated:
Level Int(Mod) Racial Ranks Max
1 19(+4) +4 28 4
2 19(+4) +1 7 5
3 19(+4) +1 7 6
4 20(+5) +1 8 7
5 20(+5) +1 8 8
6 20(+5) +1 8 9
7 20(+5) +1 8 10
8 20(+5) +1 8 11
9 20(+5) +1 8 12
Total 90
Skill points allocated:
Ranks Ability(Mod) Tool Synergy Total Name
Int(+5) +3(F) 8 Appraise (Int)
1 Wis(+3) +2 6 Autohypnosis (Wis)
7 Cha(+2) 9 Bluff (Cha)
12 Con(+1) +2 15 Concentration (Con)
1 Int(+5) 6 Craft: Alchemy (Int)
1 Int(+5) 6 Craft: Armoursmithing (Int)
4 Int(+5) +2 11 Craft: Sculpting (Int)
4 Int(+5) +2 +2 13 Craft: Trapmaking (Int)
1 Int(+5) 6 Decypher Script (Int)
12 Cha(+2) +2 +6 22 Diplomacy (Cha)
5 Wis(+3) +2 10 Heal (Wis)
5 Int(+5) +2 12 Knowledge: Arcana (Int)
1 Int(+5) +2 8 Knowledge: Dungeoneering (Int)
1 Int(+5) 6 Knowledge: Geography (Int)
5 Int(+5) +2 +2 14 Knowledge: Nature (Int)
5 Int(+5) 10 Knowledge: Nobility and Royalty (Int)
1 Int(+5) 6 Knowledge: Religion (Int)
Wis(+3) +2(F) 5 Listen (Wis)
5 Wis(+3) 8 Sense Motive (Wis)
1 Int(+5) +2 +2 10 Spellcraft (Int)
Wis(+3) +2(F) 7 Spot (Wis)
5 Wis(+3) +2 10 Survival (Wis)
5 Cha(+2) 7 Use Magic Device (Cha)
4×2 Skill Tricks:
90 Total
Crafting

To Craft: Alchemy:

  1. determine the craft DC for the alchemical item:
  2. the Alchemist's Lab masterwork tool is prohibitive at 500gp (so just get regular artisan's tools in any small town where you'll do the manufacturing)
  3. tally up skill ranks +Intelligence bonus +Artisan tool (+Aid another) +Divine Insight +Guidance
  4. for Craft (Alchemy) that is 1 +5 +13 +1 = 20
  5. buff up and roll the check 1d20+20:
      min: 21; mean: 30.5; max: 40
    • if the result fails by 5 or more, half the materials (one sixth the value) are wasted
    • if the result fails by 1 to 4, no progress is made
    • if the result succeeds, increase the value of the product by DC×result in silver pieces
  6. continue until the product's price is reached

To Craft: Armoursmithing:

  1. the craft DC for armour is 10+AC bonus
  2. The masterwork component has its own price and a Craft DC of 20
  3. tally up skill ranks +Intelligence bonus (+Artisan tool) (+Aid another) +Divine Insight +Guidance (+Racials)
  4. for Craft (Armoursmithing) that is 1 +5 +13 +1 = 20
  5. buff up and roll the check 1d20+20:
      min: 21; mean: 30.5; max: 40
    • ≤15: if the result fails by 5 or more, half the materials (one sixth the value) are wasted
    • 16-19: if the result fails by 1 to 4, no progress is made
    • ≥20: if the result succeeds, increase the value of the product by DC×result in silver pieces
  6. as negative consequences are not possible, Take 20
  7. this increases the product's value by DC×result ie 20×(20+20) = 800sp = 80gp for a full week of work
  8. continue until the product's price is reached

To Craft: objets d'art:

  1. the craft DC for "Complex or superior item" is 20
  2. this can be voluntarily raised in order to increase progress rate
  3. set the DC to the skill check (above) +Aid another +Divine Insight +Guidance (+Racials) +5
  4. for Craft (Sculpting) that is 11 +2 +13 +1 +5 = DC 32
  5. buff up and roll the check 1d20+27:
      min: 28; mean: 37.5; max: 47
    • ≤27: if the result fails by 5 or more, half the materials (one sixth the value) are wasted
    • 28-31: if the result fails by 1 to 4, no progress is made
    • ≥32: if the result succeeds, increase the value of the product by DC×result in silver pieces
  6. as negative consequences are not possible, Take 20
  7. this increases the product's value by DC×result ie 32×(20+27) = 1504sp = 150gp for a full week of work. That'll pay the rent but it won't upset the economy.

To Craft: Trapmaking:

  1. since Survival is about keeping oneself fed in the wild, 5 ranks in it could grant synergy to crafting traps
  2. the maximum base Craft DC of CR 10 mechanical or magical traps is 30
  3. tally up skill ranks +Intelligence bonus +Synergy +MW Artisan tool +Aid another +Divine Insight +Guidance +Racials
  4. for Craft (Trapmaking) that is 4 +5 +2 +2 +2 +13 +1 +4 = 33
  5. buff up and roll the check 1d20+33:
      min: 34; mean: 43.5; max: 53
    • ≤25: if the result fails by 5 or more, half the materials (one sixth the value) are wasted
    • 26-29: if the result fails by 1 to 4, no progress is made
    • ≥30: if the result succeeds, increase the value of the product by DC×result in silver pieces
  6. as negative consequences are not possible, Take 20
  7. this increases the product's value by DC×result ie 30×(20+33) = 1590sp = 159gp for a full week of work
  8. continue until the product's price is reached. For mechanical traps this ranges from CR×100gp upwards depending on options. For spell traps, there is no cost (the feat Craft Wondrous Item and some XP is costly enough).
  9. Web enhancements - Kobolds: Of Traps and Perfection
  10. Enveloping Pit portable trap
  11. Arms & Equipment Guide p36 contains detailed information on poisons, poisoncrafting, legality, and the effect poison has on a trap's Challenge Rating
  12. Dungeonscape p117 expands on trap options. p53 details the Trapsmith prestige class

To reduce crafting times, consider the Craft Points variant rule:

  1. grant each character a number of Craft Points equal to (level)×(level+1)÷2
  2. for each Craft / Item Creation feat, grant more Craft Points
  3. don't both about alchemical laboratories and homunculus labs
  4. pay 1/10 of the market price in Craft Points
  5. pay 1/2 of the market price in gold
  6. pay the normal XP cost if crafting a magical item
  7. For nonmagical items, you must make a successful Craft check to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher.
  8. the item is ready the next day
This works out to be 17% more expensive for non-magical items. "The system simply assumes that characters are always working on various projects in their spare time, whether between forays into the dungeon, while on the road, or even while gathered around the campfire after battling goblins in the Sunless Citadel. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later."

To craft non-intelligent constructs based on normal critters: Effigy creature (Complete Arcane p151; p30 details the Effigy Master prestige class) At higher levels, golems become more affordable.

  1. Making magical items: variations and new designs
  2. Making magical items: cost and pricing magical items
  1. Design & Development - Magic Item Compendium: cost-to-benefit ratio
  2. Design & Development - Magic Item Compendium: benefit (or lack thereof)
  3. Design & Development - Magic Item Compendium: cost and pricing magical items

When crafting wands requiring 50 applications of a material component, consider providing the castings from a Caster Shield which halves material costs.


Familiar

click to see portrait
Name: Rowena
Type: Tiny magical beast (Augmented animal, Raven)
Hp: 13hp (9HD) (half master's)
Speed: 10; fly 40 (average)
Initiative: +2
Cost: 4 skill points; 1 feat; 100gp
Description

Rowena is a black raven perched on Mellow's shoulder, keeping up a running critique on everything going on in the vicinity. Unlike most familiars, she is capable of speaking Common in addition to master/familiar pidgin. She is empathically linked with her master within 1 mile.

Languages
Purpose out of combat
  1. Aid Another
  2. Speak with Animals of its Kind (birds) and anything that speaks Common using Diplomacy 11 +6 (Synergy) -2 (Cha 6) = 15
  3. Alertness, with Low-light and Darkvision
Purpose in combat
  1. Deliver Touch Spells by landing on friendly units within a mile
  2. Join Grapples while polymorphed
  3. Produce Flame:
  4. Polymorph:
Share Spells
Any spell cast also affects the familiar if:
Abilities
Ability Base Modifier
Str: 1 (-5)
Dex: 15 (+2)
Con: 10 (+0)
Int: 10 (0)
Wis: 14 (+2)
Cha: 6 (-2)
Saving throws
Source Save Base Ability Total
Familiar Fort 6 +0 6
Familiar Ref 6 +2 8
Master Will 6 +2 8
Armour class
Type Base Natural Size Armour + Shield + Dex Total
Base 10 +5 +2 1 1 +2 21
Touch 10 N/A +2 N/A N/A N/A N/A +2 14
Flat-Footed 10 +5 +2 1 1 N/A 19
Attacks
Source BAB Ability Size Total Weapon Reach Vertical Reach Range Damage
Master 4 Dex(+2) +2 8 Claws 0 2   1d2-5
Share Spells 4 Dex(+2) +2 8 Produce Flame     120 touch 1d6+5

Movement:

Feats
Level Source Name Source
0 Racial bonus Weapon Finesse SRD
1 Standard Alertness SRD
Skill points from Master (and familiar):
Ranks Ability(Mod) Size / Tool Synergy Total Name
Int(0) 0 Appraise (Int)
1 Wis(+2) +2 5 Autohypnosis (Wis)
7 Cha(-2) 5 Bluff (Cha)
12 Con(0) 12 Concentration (Con)
1 Int(0) 1 Craft: Alchemy (Int)
1 Int(0) 1 Craft: Armoursmithing (Int)
4 Int(-10) 4 Craft: Sculpting (Int)
4 Int(0) +2 6 Craft: Trapmaking (Int)
1 Int(0) 1 Decypher Script (Int)
12 Cha(-2) +2 +6 18 Diplomacy (Cha)
5 Wis(+2) 7 Heal (Wis)
Dex(+2) +8 10 Hide (Dex)
5 Int(0) 5 Knowledge: Arcana (Int)
1 Int(0) 1 Knowledge: Dungeoneering (Int)
1 Int(0) 1 Knowledge: Geography (Int)
5 Int(0) +2 7 Knowledge: Nature (Int)
5 Int(0) 5 Knowledge: Nobility and Royalty (Int)
1 Int(0) 1 Knowledge: Religion (Int)
3(F) Wis(+2) 5 Listen (Wis)
Dex(+2) 2 Move Silently (Dex)
5 Wis(+2) 7 Sense Motive (Wis)
1 Int(0) +2 3 Spellcraft (Int)
5(F) Wis(+2) 7 Spot (Wis)
5 Wis(+2) +2 9 Survival (Wis)
5 Cha(-2) 3 Use Magic Device (Cha)
4×2 Skill Tricks:
90 (+8F) Total

When considering which Body Slots for magical items a Familiar has, for avians, treat the feet and legs as hands and arms and the wings as legs and feet.


Homunculus

click to see portrait
Name: Gumby
Type: Tiny construct
Hp: 43hp (average for 7d10)
Speed: 20; fly 50 (good)
Cost: 4 skill points; 3 feats; 18550gp
Description

Gumby is a 1ft-high, asymmetrically sculpted, humanoid construct made of dark green clay. Unlike most constructs, he is intelligent which grants skills and feats. He is telepathically linked with his creator within 1500ft.

Abilities
Ability Base Lev4 Total (Modifier)
Str: 8 8 (-1)
Dex: 15 +1 16 (+3)
Con: N/A (N/A)
Int: 10 10 (0)
Wis: 12 12 (+1)
Cha: 7 7 (-2)
Hitpoints

A newly created construct has average hit points for its Hit Dice.

Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size. For Tiny constructs, this is 0hp.

Repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The homunculus's Craft DC is 12 +8. A homunculus's Price is —.

If that fails, buy up to 20hp per day at 50gp each. A complete repair would cost 2150gp.

Once constructs migrated from being only NPCs or monsters into being player offsiders (or even a core player race in Eberron) their repair options erupted. Complete Arcane's Repair Light Damage and its family are probably the most widely used.

Although a homunculus has a bite attack, constructs do not eat so Goodberry probably doesn't benefit them. Pathfinder's version of Make Whole spell repairs 1d6 per caster level (max. 5d6) as a 2nd level spell.

Skills

Unusually intelligent for a construct, a homunculus shares its creator's mindset. It literally lives to serve. A homunculus's creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature.

Skill points allocated:
Ranks Ability(Mod) Size Tool Total Name
10 Dex(+3) +8 +2 23 Hide (Dex)
Wis(+1) 1 Listen (Wis)
8 Dex(+3) 11 Move Silently (Dex)
2 Cha(-2) 0 Perform: Dance (Cha)
Wis(+1) 1 Spot (Wis)
20 Total
Feats
Level Source Feat Source
1 Standard Ability Focus (Poison) SRD
1 Flaw Noncombatant (melee) SRD
1 Flaw Weak Will SRD
1 Flaw bonus Flyby Attack SRD
1 Flaw bonus Pointblank Shot SRD
3 Standard Rapid Shot SRD
6 Standard Cloak Dance SRD
Attacks
Type BAB Ability Size Proficiency Feats Total Weapon Reach Vertical Reach Range Damage
Melee 5 Str(-1) +2 -2 4 Bite 0 2   1d4-1 + Poison
Melee 5 Str(-1) +2 -4 -2 0 Tiny glaive 5 2   1d6-1 Slashing
Range 5 Dex(+3) +2 +1 11 Spit   15 (no range increment) 0hp + Poison

Special attacks:

Movement
Flightpath: fight or flight
Hit and run flightpath
Flightpath: duck roll
Vertical hit and run flightpath
Flightpath: bombardment
Aerial bombardment
Hide: d20 +23 -20
Vertical Reach (medium): 8
Saving throws
Level Save Base Ability Feats Total Notes
7 Fort 2 N/A 2 only if it affects objects
7 Ref 2 +3 5
7 Will 2 +1 -3 0 no mind-affecting

A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain, and energy drain, and automatically fails Constitution checks. A creature with no Constitution cannot tire

Armour class
Type Base Natural Size Armour + Shield + Dex Total
Base 10 - +2 4 1 2 1 3 23
Touch 10 N/A +2 N/A N/A N/A N/A 3 15
Flat-Footed 10 - +2 4 1 2 1 N/A 20
Proficiencies

Homunculus

click to see portrait
Name: "Autopilot" flying goggles
Type: Tiny construct
Hp: 11hp
Speed: 10; fly 50 (good)
Cost: 4 skill points; 3 feats; 50gp
Description

"Autopilot" is a 1-ft wide pair of flying goggles featuring the latest in Human-Construct-Interfacing. Unlike most objects, he is an intelligent construct gaining skills and feats. He is telepathically linked with his creator within 1500ft.

Unsurprisingly, these goggles can fly.

Purpose out of combat
  1. steer, direct, park and retrieve skeletal horse used with pack saddle to haul sculpting laboratory
Purpose in combat
  1. alert Mellow to incoming attacks superior to his armour defences, and reflexively steer him to dodge out of the way for an effective AC of 16 +1d20 against one incoming attack per round
  2. push him to move faster for a round (+10 speed for 1hp damage) potentially gaining 40 movement when running
Abilities
Ability Base
Str: 6 (-2)
Dex: 15 (+2)
Con: N/A
Int: 10 (0)
Wis: 12 (+1)
Cha: 7 (-2)
Feats
Level Source Feat Source
1 Standard Mounted Combat SRD
1 Flaw Slow (half land speed) SRD
1 Flaw Pathetic (Str -2) SRD
1 Flaw bonus Animal Affinity SRD
1 Flaw bonus Skill Focus: Ride SRD
Skills

A homunculus's creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature.

Skill points allocated:
Ranks Ability(Mod) Size Tool Synergy Feats Total Name
5 Cha(-2) +2 5 Handle Animal (Cha)
Dex(+2) +8 10 Hide (Dex)
Wis(+1) 1 Listen (Wis)
Dex(+2) 2 Move Silently (Dex)
5 Dex(+2) +2 +2 +2 +3 16 Ride (Dex)
Wis(+1) 1 Spot (Wis)
10 Total
Attacks
Type BAB Ability Size Total Weapon Reach Vertical Reach Damage
Melee 1 Str(-2) +2 1 Bite 0 2 1d4-2 + Poison

To-hit and damage rolls in the table above are reduced from a standard homunculus because Autopilot the flying goggles are Pathetic (Str -2). However, if someone does steal Autopilot and wear them himself, once they are secured around the thief's head Autopilot will bite the bridge of their nose (is an attack roll even necessary when someone puts their nose on the tip of your weapon?) and send them to sleep with poison, repeatedly, using the telepathic link to his master in order to relay ambient environs and effect recovery.


Homunculus

For 100gp, a pint of blood and a couple of scrolls, another purpose-made homunculus could be made for a different task.

Name: Trackpad
Type: Tiny construct
Hp: 9hp (reduced from 2d10)
Speed: 30; fly 50 (good)
Skill points allocated:
Ranks Ability(Mod) Tool Synergy Feats Total Name
5 Wis(+1) +2 +2 following tracks +2 +3 15 Survival (Wis)

For considerably less investment than 4 skill points + 3 feats + a 500gp construct workshop (similar to an Alchemist's Lab) the frugal adventurer could simply buy the Mask Of The Tiger (Magic Item Compendium p200) for 4000gp and get the benefit of the Track feat themselves!


Equipment

1gp Artisan's outfit
5gp Artisan's tools: Armoursmithing
55gp MW Artisan's tools: Trapmaking
50gp Healer's kit
2gp Merchant's scale
16gp DIY MW Tool: Concentration (wide-brimmed hat)
50gp MW Tool: Diplomacy (tuxedo)
50gp MW Tool: Knowledge Arcana / Spellcraft (arcane tome with rapid identification flowcharts)
50gp MW Tool: Knowledge Dungeoneering / Nature (monstrous manual)
16gp DIY tiny MW Tool: Diplomacy / Perform (Dance) (top hat)
16gp DIY tiny MW Tool: Hide (camouflage overalls)
16gp DIY tiny MW Tool: Ride (lanyard and leather neck strap)
13gp DIY tiny familiar secure refuge
10gp DIY tiny familiar refuge
3gp 3 empty vials (for acid, ink, poisons, potions)
8gp Vial of ink
1sp Inkpen
1gp 5 sheets of Parchment
20gp DIY Large Tower shield customised with quick fold-out legs
10gp Tent
1gp Hemp rope
5gp DIY Manacles (no lock)
26gp DIY Lock (good)
5gp Pack saddle
1gp Wooden holy symbol of Fharlanghn
10gp Spell component pouch
25gp scroll of Comprehend Languages
50gp black onyx gems
3600gp Enveloping Pit
100gp Familiar summoning materials
100gp Homunculus raw materials
500gp MW Artisan's tools: sculpting lab carried via Shrink Item at 0.025% normal encumbrance
10000gp + 5 HD at 2000gp each
1500gp + Acid Breath
6000gp + Spit Poison
500gp + Voice
388gp DIY: Tiny Balanced MW Darkwood Buckler +1 (AC bonus 2; armour penalty 0; 0.25lb)
387gp DIY: Tiny Balanced MW Darkwood Heavy shield +1 (AC bonus 3; armour penalty 0; 0.5lb)
478gp DIY: Tiny Balanced MW Mithral chain shirt +1 (AC bonus 5; armour penalty 0; 1lb)
1gp DIY: Tiny glaive (a reach weapon; allows tiny creatures to threaten squares)
2450gp DIY: Balanced Amulet of Force
378gp DIY: Balanced Gauntlets of Shillelagh
100gp DIY MW quarterstaff
27000gp Wealth available
26997gp Total spent
3gp remaining for NERPS & consumables
Gained through gameplay:
4500gp Decanter of Endless Water sold for half Price
2500gp Ring of Sustenance
820gp Eternal wand of Augment Familiar
50gp Weeping Flask
5gp Artisan's tools: Alchemy; the Alchemist's Lab masterwork tool is prohibitive at 500gp
1183gp remaining for crafting
(250gp) Lesser Crystal of Arrow Deflection (Shield)
(500gp) Third Eye Improvisation (Guidance)
(1000gp) Mask of Sweet Air (will require some scrolls)
? Wondrous Item of Deep Breath (will require a scroll)
DIY item crafting and enchanting

All items restricted to characters with Neutral alignments: no extremists to benefit from these labours!

Tiny Balanced MW Darkwood Buckler +1:
Cost Weight Component
15gp 5lb Buckler
x50% x10% resized to Tiny
+150 - add Masterwork
+5gp x50% special material
/3 - DIY raw materials for craft
+1000/2 - DIY enchantment +1
-30% - alignment restriction: any Neutral
388gp 0.25lb total + 14XP
An Int 10 Familiar certainly has the smarts to interpose a shield between itself and the foes it is flying towards / over. A buckler is worn strapped to your forearm; for avians, treat the feet and legs as hands and arms.
Tiny Balanced MW Darkwood Heavy shield +1:
Cost Weight Component
7gp 10lb Heavy wooden shield
x50% x10% resized to Tiny
+150 - add Masterwork
+10gp x50% special material
/3 - DIY raw materials for craft
+1000/2 - DIY enchantment +1
-30% - alignment restriction: any Neutral
387gp 0.5lb total + 14XP
Tiny Balanced MW Mithral chain shirt +1:
Cost Weight Component
1100gp 10lb Mithral shirt
x50% x10% resized to Tiny
/3 - DIY raw materials for craft
+1000/2 - DIY enchantment +1
-30% - alignment restriction: any Neutral
478gp 1lb total + 14XP
Balanced Amulet of Force:
Body-slot: Amulet (protection)
Provides two 1st-level spells at Caster Level 1 continuously, combining their different abilities in the one item .
Spell Spell Lvl Caster Lvl Price Base Duration Continuous Multiple effects Total
Mage Armour 1 x 1 x 2000gp hr/lvl - x1.5 3000
Shield 1 x 1 x 2000gp min/lvl x2 - 4000
Cost Component
-30% alignment restriction: any Neutral
/2 DIY enchantment
2540gp total + 101XP
Balanced Gauntlets of Shillelagh:
Body-slot: Gauntlets (destructive power)
Provides one 1st-level spell at Caster Level 1, with a Command word, for 1 minute, thrice per day
Spell Spell Lvl Caster Lvl Price Charges Per Day Total
Shillelagh 1 x 1 x 1800gp x0.2 x3 1080
Cost Component
-30% alignment restriction: any Neutral
/2 DIY enchantment
378gp total + 15XP

Background

Present Day

Hagai Mellow leant back against the legs of a skeletal horse, heavily laden with a dismantled sculpting workshop, but not the least bit tired from bearing it all day and all night for the past week.

Outside the tent, the rain spattered, masking sounds as he broke open some trail rations - first feeding Rowena, his raven familiar, before tucking in himself. The undead horse needed no food, and nor did the tiny construct in the saddlebags. Any weary traveller happening upon the two roadside shrines to Fharlanghn he'd passed that afternoon would find the handful of Goodberries he'd left.

Where would the road tomorrow lead? Perhaps adventure? But more likely he'd come across a village in need of statue repairs, or a temple with ambitious renovations - they were always lucrative. Whatever it turned out to be, it was bound to be a learning experience and a challenge. Covering the undead pack horse in cloth barding was effective in country lanes but wouldn't go unnoticed in an inn's stables; extremists might even take exception to its entire existence! What with hawkers urging unnecessary purchases to prove loyalty to the economy, many people despise him for repairing, recycling or repurposing to eek out utility a little longer. Mellow could put up with that; each to their own. Worse things happen at sea.

He withdrew a short length of rope from a pouch, hung it from a Rope Trick and crawled inside off the cold, damp ground. Once he and Rowena were settled, he pulled the skeletal horse in too, vanishing from the material plane for the next eight hours. He fell asleep to the patter of rain.

T MINUS 1 day

Mellow had been been leading the breathless horse along the country road as it entered a wood; up ahead the burbles of a river announced a ford was likely. The ever-vigilant Rowena alighted on Mellow's shoulders, describing an ambush prepared ahead.

Mellow had no bone to pick with bandits. He didn't want them injured or exterminated - there are countless reasons why someone would turn to a life of crime in desperate times, and corporeal punishment wasn't the solution, nor was he entitled to teach them a lesson. "Because I can" is seldom a valid justification to interfere with others. His journey may lead him back here to employ and train them one day if he got a chance, but for now he wanted to reach a town and set up shop. If an ambush damaged the horse and it dropped its load, there's no way he could continue unaided.

Reaching into the nearest pannier, Mellow felt the familiar plasticine construct that had cost him so much. "Gumby, up ahead are bandits hiding in shadows near the ford. Take your time." The one-foot-high clay figurine darted off obediently.

After five minutes, Rowena reported the all-clear and Mellow proceeded through the encounter unimpeded. The highwaymen would awaken some minutes later, none the wiser, and no harm done on either side.

He stowed Gumby back in the saddlebags and strode on. The horizon beckoned.

T MINUS 7 days

"There's been a change of plan," Gizmo exclaimed in agitation, bursting into their shared workshop. Gizmo was Mellow's collaborator and an artificer.

"Now they want a passive defence and warning system from pirates and land-based assaults, rather than mobile units?" Mellow was getting fed up of scope-creep.

"No - worse. Morag made adviser. She's questioned our operation. We're to present our progress in ten minutes to the court." Morag had had it in for them for ages.

Well, nothing could be done about it. Mellow gathered up the one prototype they'd completed, its schematics, documentation and basic equipment, dumped them in a box and headed down the helical staircase with his colleague. He sighed inside every time someone called it a spiral staircase - sure it looks like a spiral from one perspective, but it isn't really.

The court was assembled; Morag hovering at Lord Stonecliffe's elbow, gloating sweetly. Gizmo started distributing handouts while Mellow set the box down and took the floor: "My lord, may I present -"

"Just get on with it. Bring it in. Dispense with the histrionics - and we don't need whatever he's handing out. Let's see it." This wasn't going well.

"As you wish, m'lord." Mellow tipped out the box on the red carpet and began, "While we are still working on increasing telepathic range limitations, this prototype represents our work to date in early detection and defeat of coastal assaults and -"

"Very funny. It's an empty box. Now bring my prototype into the chamber... And you meant land-based threats."

Mellow scooped up the tiny clay homunculus and was surprised to hear shrieks of "it's alive!" from various corners of the room. He continued undeterred, "- and indeed land-based assaults by locating and compromising enemy forces so they are significantly weakened upon arrival if they persist. This prototype is the Micro Colonel."

"That? That toy is all you've got to show for the investment so far? I can envisage a world market for maybe five microkernels. I don't know what use one would be to me. It can't intimidate a fly!"

And now the delighted drawl of Morag's jurassic jowls broke into the conversation like a shattering glass bowl, "Is it true that a Golem Manual would cost a fraction of the cost of this prototype?"

Mellow could only nod.

"And that it would have twice the endurance, be able to ignore most damage types, be ten feet tall, and pulverise its opponents?"

There was a clear flaw with this suggestion he and Gizmo had considered initially, "But it would sink like a stone in the sea." The moment the words left his lips and Morag's eyes lit up like Will-o-wisps, he knew he'd fallen for her machinations. Marvelous.

"Nobody in this court has deemed the sea worthy of consideration since Marina. Your microkernel is obsolete. Dismissed." Well that had been anticlimactic.

"Very good m'lord." It pays to be gracious.

"Dismissed. From service. Today," he clarified, "and take that nasty gremlin away with you, and clear out the workshop from my tower - it is to be repurposed as a seer tower for my new adviser."

And that was that.


Appendix 1


[2016-05-30 02:51:34] <mainstreet>	btw, *do* you have interest in joining the group here? That hasn't really been discussed, and I can't, by myself, say it's good, but... you've watched a few games by now.
[2016-05-30 02:53:54] <MeatDog>	I'm interested, yeah, sure. But it seems you have a tight-knit group who all know each other well and coordinate well.
[2016-05-30 02:55:09] <MeatDog>	I am not feeling left out :-)
[2016-05-30 02:55:57] <mainstreet>	Well, the core group of me, Capn, BLusk, and Ieth have been playing for years. But TrueWolves and annafirtree have both only played one game each at this point. (Well, one plus a little for Wolves, as he was here for the start of the current game as well.)
[2016-05-30 03:02:43] <MeatDog>	Ah OK fair enough. Well, I'd be happy to join and play if people would be interested. I've played druids, rogues, a bard, monks, a hexblade (melee sorcerer). It's all been fun.
[2016-05-30 03:03:11] *	mainstreet nods. I suspect capn might appreciate you taking the rogue slot if Anna goes with her original Wizard concept :P
[2016-05-30 03:07:28] <MeatDog>	I was thinking a Neutral (but negative energy) Cleric with a small army of skeletons or zombies would complement the existing cleric quite well. But if thief type skills are required, there's a prestige class in Races of Destiny called Chameleon, open to Humans, which allows them to choose whether they are going to be a mage today, a rogue today, a cleric today, etc.
[2016-05-30 03:11:48] <mainstreet>	It's not a build that's ever occured to me. Could be interesting.
[2016-05-30 03:52:51] <mainstreet>	I start gaming Friday, 6PM
[2016-05-30 03:53:05] <mainstreet>	well, that's the official start time, it's usually closer to 7PM
[2016-05-30 03:54:12] <MeatDog>	Friday 6pm for you would be Saturday 11am for me, which is quite convenient!
[2016-05-30 04:04:19] <mainstreet>	and okay, yeah, now that Wolves won't be around at least to start, definitely a space, because that would make 5

[2016-06-10 04:38:55] <mainstreet>	Sika: Do you want to do a practice D&D run tomorrow? Shadowrun was canceled, but I can see the benefits in a one-off for D&D...
[2016-06-10 04:40:38] <Sika>	Should I play Vivian then?
[2016-06-10 04:40:46] <Sika>	(the wizard)
[2016-06-10 04:41:31] *	MeatDog has http://jackpoint.neocities.org/dnd/mellow.htm
[2016-06-10 04:47:27] <mainstreet>	MeatDog: So, generic spellcaster... is this like a wizard, or not?
[2016-06-10 04:47:43] <mainstreet>	Sika: Possibly. Either way might work. As far as the campaign is concerned it depends on what Capn does.
[2016-06-10 04:48:18] <MeatDog>	It's a Sorcerer (spontaneous casting) based on Int (not Cha) who can cast a small number of known spells, picked from Druid + Cleric + Wizard/Sorcerer spell list.
[2016-06-10 04:48:41] <MeatDog>	It gets no Familiar without taking a feat to do so, no armour, one weapon.
[2016-06-10 04:49:23] <MeatDog>	http://www.d20srd.org/srd/variant/classes/genericClasses.htm#spellcaster
[2016-06-10 04:50:00] <mainstreet>	Interesting.
[2016-06-10 04:50:42] <MeatDog>	Yep, so it can cast Cure spells as arcane spells, just like a Bard can.
[2016-06-10 04:50:49] *	mainstreet nods
[2016-06-10 04:51:39] <mainstreet>	So, yeah, if Capn goes Ranger you *might* be better off with the Rogue if Mellow here works to do wizard things, but if Capn's character covers enough of the Roguey stuff Wizard might be better.
[2016-06-10 04:52:53] <MeatDog>	I've taken rogue skills. I can detect traps, use Knock to open locks, detect secret doors, all through magic. And I have a sidekick who can dish out the rogue kind of damage if needed - it's just expensive to repair if it gets damaged.
[2016-06-10 04:53:35] <MeatDog>	So my small list of known spells includes "do rogue stuff" spells, plus some backup healing.
[2016-06-10 04:59:04] <Sika>	Hmm. If I worked on a different character, which kind would *not* overlap with anyone? :)
[2016-06-10 05:08:50] <mainstreet>	I mean, the warblade fits the tanky role. We have a cleric. We have a monk (sort of, he'll be in and out). We have you. And MeatDog here. And Capn.
[2016-06-10 05:18:25] <MeatDog>	What about a Ranger/Barbarian? Get the Track feat. Mid-level armour. Rage for battle. Favoured enemies. It's a pretty decent mix.
[2016-06-10 05:18:36] <mainstreet>	Well, Capn might go Ranger.

[2016-07-16 13:22:25] <@Capn_Shoe> So...
[2016-07-16 13:22:33] <@Capn_Shoe> I have to ask this at the start of any new game.
[2016-07-16 13:22:39] <@Capn_Shoe> Who's character is whose, again? :3
[2016-07-16 13:24:17] <@Capn_Shoe> Sika is Vivi, and Meatdog is Mellow.
[2016-07-16 13:24:35] < Mellow_> I am new here, MeatDog, Tony, playing Mellow a male human sculptor (kind of sorcerer, but with a homunculus)
[2016-07-16 13:24:36]  * Capn_Shoe will have to get used to having another person in the party.
[2016-07-16 13:25:01] <@Capn_Shoe> Yeah, I remember you being around, I just keep forgetting you were joining us this time. :d
[2016-07-16 13:27:03] < Mellow_> So I am filling Rogue slot in the party, by request, only I am doing it rather unconventionally as a spellcaster who buffs himself to be rogue-like, but the rest of the time can be a little more flexible.
[2016-07-16 13:27:16] <@mainstreet> uh, Shoe's a rogue
[2016-07-16 13:27:17] <@mainstreet> >>
[2016-07-16 13:27:20]  * mainstreet shrugs
[2016-07-16 13:27:45]  * Capn_Shoe blinks.
[2016-07-16 13:28:12] <@Capn_Shoe> Yeah, I'm a rogue. A rather thiefy one, at that. Not that he steals stuff. Why, that would be wrong. And illegal. >.>
[2016-07-16 13:28:24] <@mainstreet> Eh, more spellcasty doesn't hurt, regardless of how it goes.
[2016-07-16 13:28:34] < Mellow_> Oh? Oh well if things have changed, I can drop quite a bit from my character sheet in that case.
[2016-07-16 13:28:51] < Mellow_> At the time though, the request was for rogue, so I took a little liberty with that :-)

[2016-07-20 22:51:50] *	MeatDog_ has updated http://jackpoint.neocities.org/dnd/mellow.htm now
[2016-07-20 23:37:30] <mainstreet>	So what change?
[2016-07-20 23:37:33] <mainstreet>	changed*
[2016-07-21 09:57:00] <MeatDog_>	mainstreet--AWAY: I dropped the rogue spells (Detect Secret Doors, Find Traps, etc.) and got more utility spells in their place (Repair Light Damage to fix objects and non-living creatures (eg constructs)). I used to have Scribe Scroll so that I could (for a small price) carry over unspent spell slots from one day to the next if I needed to do a lot of trapfinding one day or something; I don't need that now, so I dropped it and ins
[2016-07-21 09:57:00] <MeatDog_>	tead got Enspell Familiar from Dragon Compendium to extend the range at which I can share spells with the familiar - that way I can cast a Cure spell and designate my familiar as the Toucher even if it is further away than 5 feet. I dropped 11 ranks in Disable Device and Search, Open Lock, putting them into Craft, Knowledge Geography, Use Magic Device instead. I got rid of Masterwork Thieves Tools and crafted an additional Homuncul
[2016-07-21 09:57:00] <MeatDog_>	us instead. I added a brief summary of how the Animate Dead spell works so that I don't need to hunt through SRD when/if I use it.
[2016-07-21 10:23:28] <MeatDog_>	I am not entirely sure I need Repair Light Damage as I can use a Craft (20) check to repair a homunculus or I can spend 2000gp-ish to buy repairs for it. I think Produce Flame might be a better choice as I should be able to succeed on the Craft check. I'm uncertain.
[2016-07-21 10:25:09] <MeatDog_>	The spell is fast. The Craft takes time.
[2016-07-21 12:52:32] <MeatDog_>	I did have Unseen Servant to trigger traps; I think I'll drop that and get Produce Flame in its place. That'll work. Vivi may even have Unseen Servant herself.

Mellow the Roguelike (a spellcaster better at rogue tasks than a rogue) was consequently retired having only played the intro session and this Mellow generated instead.

[2016-06-05 07:08:26] <MeatDog>	So, what the set of rolls needed to create a character? 6x 5d6 drop lowest 2; followed by 7d(HD) + max(HD) for 1st level?
[2016-06-05 07:13:16] <mainstreet--AWAY>	yes
[2016-06-05 07:16:02] <MeatDog>	Sweet.
[2016-06-05 07:16:19] <MeatDog>	`roll 5d6 x6
[2016-06-05 07:16:20] <GameServ>	Syntax: XdY [ {-|+|*|/} Z ]
[2016-06-05 07:16:42] <MeatDog>	`roll 5d6 * 6
[2016-06-05 07:16:42] <GameServ>	Syntax: XdY [ {-|+|*|/} Z ]
[2016-06-05 07:16:47] <MeatDog>	`roll 5d6
[2016-06-05 07:16:48] <GameServ>	MeatDog rolled 5d6: 3 4 2 4 1  <Total: 14>
[2016-06-05 07:16:49] <MeatDog>	`roll 5d6
[2016-06-05 07:16:49] <GameServ>	MeatDog rolled 5d6: 6 1 4 2 1  <Total: 14>
[2016-06-05 07:16:50] <MeatDog>	`roll 5d6
[2016-06-05 07:16:50] <GameServ>	MeatDog rolled 5d6: 2 2 6 1 6  <Total: 17>
[2016-06-05 07:16:51] <MeatDog>	`roll 5d6
[2016-06-05 07:16:51] <GameServ>	MeatDog rolled 5d6: 6 4 1 2 1  <Total: 14>
[2016-06-05 07:16:52] <MeatDog>	`roll 5d6
[2016-06-05 07:16:52] <GameServ>	MeatDog rolled 5d6: 2 3 5 3 3  <Total: 16>
[2016-06-05 07:16:53] <MeatDog>	`roll 5d6
[2016-06-05 07:16:54] <GameServ>	MeatDog rolled 5d6: 3 1 1 6 2  <Total: 13>
[2016-06-05 07:18:48] <MeatDog>	So that looks like 11 12 14 12 11 11 to me.
[2016-06-05 07:24:05] <MeatDog>	Yep. OK so hitpoints are 4 + ...
[2016-06-05 07:24:11] <MeatDog>	`roll 7d4
[2016-06-05 07:24:11] <GameServ>	MeatDog rolled 7d4: 1 2 3 2 1 3 1  <Total: 13>
[2016-06-05 07:24:23] <MeatDog>	OK 17 HP. Sweet.

[2016-06-07 16:11:09] <MeatDog>	I'll reroll the 1s from the first character too:
[2016-06-07 16:11:14] <MeatDog>	`roll 1d6
[2016-06-07 16:11:15] <GameServ>	MeatDog rolled 1d6: 2  <Total: 2>
[2016-06-07 16:11:17] <MeatDog>	`roll 2d6
[2016-06-07 16:11:17] <GameServ>	MeatDog rolled 2d6: 2 2  <Total: 4>
[2016-06-07 16:11:19] <MeatDog>	`roll 1d6
[2016-06-07 16:11:19] <GameServ>	MeatDog rolled 1d6: 1  <Total: 1>
[2016-06-07 16:11:22] <MeatDog>	`roll 2d6
[2016-06-07 16:11:22] <GameServ>	MeatDog rolled 2d6: 5 4  <Total: 9>
[2016-06-07 16:11:24] <MeatDog>	`roll 2d6
[2016-06-07 16:11:25] <GameServ>	MeatDog rolled 2d6: 1 1  <Total: 2>
[2016-06-07 16:12:38] <MeatDog>	Wow - looks like 1s and 2s are my lucky number!
[2016-06-07 16:12:44] <MeatDog>	`roll 1d6
[2016-06-07 16:12:44] <GameServ>	MeatDog rolled 1d6: 6  <Total: 6>
[2016-06-07 16:12:46] <MeatDog>	`roll 2d6
[2016-06-07 16:12:46] <GameServ>	MeatDog rolled 2d6: 3 4  <Total: 7>
[2016-06-07 16:12:54] <MeatDog>	My first 6!
[2016-06-07 16:17:06] <MeatDog>	So that looks like 11 12 14 12 11 11 changes to 11 12 18 15 11 13, so 3 attributes rose.

Appendix 2

Feat: Able Learner (Races of Destiny p150)
Human, Doppelganger or Changeling only
1st Level only
All skills are class-skills and only cost 1 skill point.

Feat: Enspell Familiar (Dragon Compendium Volume 1 p97 / Dragon #280 p62)
Ability to gain a familiar
Caster level 1st
Benefit: You are always considered to be in contact with your familiar for the purpose of casting shared spells, as long as it is within 1 mile of you. Thus any spell you cast on yourself also affects your familiar.
Normal: The familiar must be within 5 feet of the caster at the time such a spell is cast.

Spell: Repair Minor Damage (Complete Arcane p120)
School: Transmutation
Level: Sorcerer/Wizard 0 (V, S)
Casting: 1 Standard action
Range: Construct touched
Duration: Instantaneous
Touch a construct that has at least 1hp remaining to repair 1 point of damage.

Spell: Divine Insight (Spell Compendium p70)
School: Divination
Level: Cleric 2 (V, S, DF)
Casting: 1 Standard action
Range: Personal
Duration: 1 hour / level until discharged (D)
As an immediate action, gain a one-off Insight bonus of 5 + caster level (max 5 + 10) on any single skill check.

Pathfinder Player Companion: Alchemy Manual

A character with the Craft Construct feat can create homunculi with new abilities in addition to those normally possessed by homunculi.

To create a homunculus with one or more improvements, the crafter must include large quantities of certain reagents (represented by the price listed for each of the improvements below) while performing the ritual to create a homunculus. For every 1,000 gp worth of additional abilities to be granted to the homunculus, the DC of the Craft check to create the homunculus increases by 1 (minimum +1).

The crafter can also add new abilities to an existing homunculus by performing a brief surgical procedure. To do so, the crafter must purchase the necessary reagents and make a successful Heal check (DC equal to the DC of the Craft check necessary to create such a homunculus from scratch).

  • Acid Breath: By distilling brimstone and aqua regia, a crafter can bestow upon the homunculus the ability to spit a 15-foot-line of acid. This is a breath weapon that deals 1d6 points of acid damage per 2 Hit Dice of the homunculus. The damage from this attack can be halved with a successful Reflex save (DC 10 + 1/2 the homunculus's HD). Price: +1,500 gp.
  • Extra Eyes: By adding silver shavings to the homunculus, a crafter can imbue it with additional eyes, granting it the all-around vision special quality and a +4 racial bonus on Perception checks. Price: +4,000 gp.
  • Spell-Like Ability: By incorporating 10 potions of the same spell in the homunculus's creation, a crafter can imbue the homunculus with the power to use that spell once per day as a spell-like ability. Price: Total cost of the potions used.
  • Spit Poison: By adding gold and realgar to the homunculus, a crafter can give it the ability to spit its poison as a ranged Touch attack that deals no damage but exposes the victim to the poison's effect as though it were a contact poison. The ability has a range of 15 feet with no range increment. Price: +6,000 gp.
  • Toughened Hide: By adding diamond dust and cold iron to the homunculus, a crafter can increase its natural armor bonus to AC by 1, 2, or 3. Price: +1,000 gp (+1), +4,000 gp (+2), or +9,000 gp (+3).
  • Voice: By adding dew of lunary and platinum to the homunculus, a crafter can grant it the ability to speak in a voice that sounds eerily like a diminutive version of its master's. Price: +500 gp.

Enveloping Pit (D&D 3.5e Magic Item Compendium p159)

"functions like a portable hole, except that it is 50 feet deep. An enveloping pit covers a 10-foot square" "but the opening can be as small as 1 foot in diameter".

"This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains."

"To use the relic power, you must worship Kurtulmak and either sacrifice a 5th-level divine spell slot or have the True Believer feat and at least 9 HD." "If you have established the proper divine connection, you can open or close an enveloping pit with a command word from anywhere within 60 feet."
Crafting prerequisites: Craft Wondrous Item, Sanctify Relic, Plane Shift, CL 8, 1800gp, 144xp, 4 days.
Feat "Sancify Relic" (Magic Item Compendium p222) "A relic is a magic item that provides its full function only for a character devoted to the deity to whom the relic is dedicated." "All relics have a caster level of 20th, regardless of the creator's caster level."

Appendix 3

The Pursuit of Happiness: a practical Guide to playing True Neutral.

When you find yourself in a morally demanding situation, you have to make choices, those choices will give you an alignment, and even doing nothing is a choice.

They have a worldview; they're making a statement. They consciously reject Good values (self-sacrifice, uncompromising rejection of Evil) in favor of other values. And unlike Evil philosophies that, most often, make sense and enthuse you until you figure out that you had not realized all the implications and you don't wanna be such a jerk, Neutral philosophies are easier to follow through with, and actually make sense to most people.

Everyone has something deeply important to them, something valuable. In your TN's character case, that's not going to be ideology or strong ideas about how people should behave, or how the world should turn. Because their personal ties is often what they most believe in. Besides, TN people won't alienate their friends by having radically different ideas, and they can understand or at least tolerate most worldviews, which means they can and will enjoy long-lasting personal commitments delightfully devoid of bickering about ethics.

True Neutral doesn't have to be an excuse for roleplaying inconsistently, poorly or just dispense with ethical and moral issues entirely.

If you're interested in psychological realism and would like to make a case study of how an average, normal, relatable person would react in a D&D setting, TN is your option.

In eight cases out of nine, the alignment tends to mask or take precedence over the character; in TN's case, because its prescriptive value is so small, the alignment tends to step back and let the character shine.

The truth he's interested in is practical rather than theoretical: theories are judged according to how well they perform in a given context. Various problems need various perspectives and various tools. It is reality's place to judge ideas, rather than the reverse.

He's smart enough to realise that "Whatever works" is itself subject to context. It's viable within certain limits, but there are actions so extreme that you can't just treat them as means to an end, because they change you. It's just not worth risking. In such cases, it is better to choose another course of action slightly less efficient and direct, that preserves the person you are.

This guy is either an intellectualist, or a sceptic/relativist. He is very good at reasoning and analyzing, and he mostly relies on that to determine his ethical and moral behaviour. Therefore all ethical and moral stances have the same value to him, that's to say exactly none until they're found rational and consistent. Rationality and logic is the criterion by which he sets his course, which makes him textbook TN (though he might drift a bit towards the Lawful side, but nothing irredeemable).

Furthermore, seeing as we're not Exemplars made of pure Alignment matter, there is a part of Good, Evil, Law, Chaos in each of us and, like it or not, it's not going away. Thus, it is better to get to know it intimately, accept it and reconcile it with its opposite as parts of the greater whole When you try and ignore it or repress it, it creates imbalance and infighting and always backfires on you eventually.

To such a character, what is wrong with the world is not Evil. It's the nature of the clash between Good and Evil (or Law and Chaos), when it's destructive instead of constructive.

To restore balance is to be truly free (and yes, to such a character, Chaos threatens freedom as much as Law does, because the personal definition of freedom is not that of absolute indetermination, but that of a judicious action subtly worked into an existing worldly canvas, all things considered).

With the wacky way D&D alignment is written (that is, human point of view becoming objective concepts with universal application), a lot of things with alien mindsets end up Evil.

What you don't understand, and what seems to follow its own logic (which is very different from no logic at all), should be True Neutral, as a Chaotic label would indicate some patterns that a lot of people actually understand and identify with.

Fundamentally, Nature is a primal force that long predates moral or ethical considerations. It's not a moral agent, and indeed it doesn't have an agenda.

For the world and for the soul to function, balance must be found between the same forces: Good, Evil, Law and Chaos. Thus the soul and the multiverse mirror each other. This gives TN's spirituality a particular outlook: the multiverse is at once too great to be measured, and profoundly relatable. True Neutral is the alignment of a mortal who's recognized and embraced his condition. By this act of acceptance, he's already transcending it somewhat.

Fharlanghn, God of Roads and Travel, resonates more with TN people. Indeed, he's concerned about the journey through life as well as the journey through space. His followers see him as the patron of human experience, who watches over them as they travel through their mortal life, pursuing balance and happiness.

Often mock or criticize Good people for being naive, Chaotic people for being irresponsible, Lawful people for being uptight and Evil people for being jerks. Occasionally, applaud Good people for being just, Chaotic people for being free-spirited and Lawful people for being reliable. After all, they mean well and they're your friends.

(Seto)

Appendix 4

Polymorph recipes
Polymorph changes the following: Polymorph does not change the following:
Name HD Abilities NAC Size Reach Perks & racial skills
Aboleth Ab 8 Str 26, Dex 12, Con 20 7 Huge 10 aquatic, so only 10 land speed; Slime (DC 19 Fort or cannot breathe for 3 hours - see Aboleth Mucus in Savage Species)
Choker Ab 3 Str 16, Dex 14, Con 13 4 Small 10 caster form; Improved Grab +4; Constrict prevents speech / Verbal spellcasting; Climb +8
Cloaker Ab 6 Str 21, Dex 16, Con 17 7 Large 10 Moan (various); flying transport (40 / average) (cf A light load for a chimera is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds.)
Destrachan Ab 8 Listen +10
Ethereal Filcher Ab 5 caster form; Sleight of Hand +8; Listen/Spot +4
Ettercap Ab 5 Poison (1+2d6 dex); Web (trap); caster form; Craft(Trapmaking), Hide, Spot +4; Climb +8
Gibbering Mouther Ab 4 8 Medium Spittle (acid/blindness); Swallow Whole (1d4 Con); Spot +4; Swim +8
Mimic Ab 7 5 Large 10 Adhesive (auto grapple); Disguise +8
Rust Monster Ab 5 5 Medium 5 Rust (touch attack can destroy up to a 10-foot cube of metal instantly. Magic items must succeed on a DC 17 Reflex save. A metal weapon that deals damage to a rust monster corrodes immediately.
Megaraptor An 8 Str 21, Dex 15, Con 21 6 Large 5 Hide, Jump, Listen, Spot, and Survival +8
Giant octopus An 8 Str 20, Dex 15, Con 13 7 Large 10 Improved Grab +15 causes Constrict (2d8+6); Hide +4; Escape Artist +10; Swim +8
Note: damage done to body parts with their own hitpoint pool is tracked separately to the creature's hitpoints: "A giant octopus's tentacles have 10 hit points each." "Severing one of a giant octopus's tentacles deals 5 points of damage to the creature."
Bat swarm An 3 Str 3, Dex 15, Con 10 10 x 10 Diminutive 0 automatic damage (2d6); Distraction (spellcasting requires Concentration 20 + spell level); Wounding (1hp/round); Animal type (Low-light vision); Swarm subtype (immune to: critical hits or flanking, all weapon damage, being staggered or reduced to a dying state by damage, being tripped, grappled, or bull rushed, spells/effects targeting a specific number of creatures; +50% damage from area effects; automatically hits, ignores miss chance for concealment or cover)
Wyvern Dr 7 Str 19, Dex 12, Con 15 8 Large 5 Improved Grab +15; Poison (2d6 Con DC 17)
Satyr Fe 5 Str 10, Dex 13, Con 12 4 Medium 5 caster form; Hide, Listen, Move Silently, Perform, and Spot +4; Alertness
Grig Fe ½ Str 5, Dex 18, Con 13 2 Tiny 0 caster form; Search, Spot, and Listen +2; Jump +8; Move Silently +5 in forests; Dodge, Weapon Finesse; Fly (40 / poor)
Pixie Fe 1 Str 7, Dex 18, Con 11 1 Small 5 caster form; Memory Loss (An opponent struck by this arrow must succeed on a DC 18 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus.) Search, Spot, and Listen +2; Dodge, Weapon Finesse; Fly (60 / good)
Troll Gi 6 Str 23, Dex 14, Con 23 5 Large 10 caster form; 2x Claw+9 (1d6+6) causes Rend (2d6+9)
Half-elf caster form; Listen, Search, and Spot +1; Diplomacy and Gather Information +2
Blink Dog Ma Be 4 Str 10, Dex 17, Con 10 3 Medium 5 Track at 40
Digester Ma Be 8 Str 17, Dex 15, Con 17 5 Medium 5 Acid (8d8 range 5 single target, or 4d8 20 cone: DC 17 Reflex halves; every 1d4 rounds); Hide and Jump +4
Griffon Ma Be 7 Str 18, Dex 15, Con 16 6 Large 5 Bite +11 (2d6+4), 2 Claws +8 (1d4+2), 2 Rake +8 (1d6+2) if charging or grappling; Jump and Spot +4
Hippogriff Ma Be 3 Large Fly (100/average)
Eight-Headed Hydra Ma Be 8 Str 19, Dex 12, Con 20 9 Huge 10 8x Bite +11 (1d10+4); Combat Reflexes; Listen and Spot +2; Swim +8
Manticore Ma Be 6 Str 20, Dex 15, Con 19 6 Large 5 6x Spike +8 (1d8+2/19-20, range 180, 24 Spikes total); Track at 30; Spot +4
Pegasus Ma Be 4 Large Fly (120/average)
Remorhaz Ma Be 7 Str 26, Dex 13, Con 21 11 Huge 10 Bite +13 (2d8+12); Improved Grab +23; Swallow Whole (2d8+12 bludgeoning + 8d6 fire); Listen +4
Note: damage done to body parts with their own hitpoint pool is tracked separately to the creature's hitpoints: "A kraken's tentacles have 20 hit points, and its arms have 10 hit points." "Severing a kraken's tentacle or arm deals damage to the kraken equal to half the limb's full normal hit points." The same goes for Octopus (80/47hp) and Squid (100/72hp). Destroying a body part consistently deals half that damage to the creature. The Remorhaz's gizzard has 25hp; cutting it open would deal 12hp to the Remorhaz and then it seals up again (25hp in its own HP pool, which doesn't heal the Remorhaz).
Shocker Lizard Ma Be 2 Str 10, Dex 15, Con 13 3 Small 5 Hide +4, Listen and Spot +2, Climb(Dex) +8, Jump(Dex) +0, Swim +8
Spider Eater Ma Be 4 Str 21, Dex 13, Con 21 4 Large 5 Poison (Injury, Fortitude DC 19, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based); Implant (Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside); Listen and Spot +4
Winter Wolf Ma Be 6 Str 18, Dex 13, Con 16 5 Large 5 Bite +9 (1d8+6 + 1d6 cold) causes free Trip +8 to prone (-4AC; stand up provokes AoO); Listen, Move Silently, and Spot +1, Hide +2, Survival +4
Derro Mo Hu 3 Str 11, Dex 14, Con 13 2 Small 5 caster form; Poison Use; Sneak Attack; Hide and Move Silently +4
Grimlock Mo Hu 2 Str +4, Dex +2, Con +2 4 Medium 5 Hide +10 in mountains or underground
Annis Hag Mo Hu 7 Str 25, Dex 12, Con 14 10 Large 10 caster form; 1x Claw +13 (1d6+7) causes Improved Grab +18, allows Rake (2x Claw attacks in grapple); 2x Claw +13 (1d6+7) causes Rend (2d6+10)
Medusa Mo Hu 6 Str 10, Dex 15, Con 12 3 Medium 5 caster form; human appearance beyond 30; Poison (Injury, Fortitude DC 15, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.)
Minotaur Mo Hu 6 Str 19, Dex 10, Con 15 5 Large 10 Powerful Charge +9 (4d6+6)
Gelatinous Cube Oo 4 Str 10, Dex 1, Con 26 Large 5 Engulf (DC 15 Reflex save); Acid (not metal or stone); Paralysis (DC 22 Fortitude save or be paralyzed for 3d6 rounds); Ooze type (Blindsight 60; immune to: all mind-affecting effects, gaze attacks, visual effects, illusions, and other attack forms that rely on sight, poison, sleep effects, paralysis, polymorph, and stunning, critical hits or flanking)
Ochre Jelly Oo 6 Str 15, Dex 1, Con 22 Large 5 Improved Grab +10 causes Constrict (automatic 2d4+3 plus 1d4 acid); Acid (flesh only); Climb +8; Ooze type (Blindsight 60; immune to: all mind-affecting effects, gaze attacks, visual effects, illusions, and other attack forms that rely on sight, poison, sleep effects, paralysis, polymorph, and stunning, critical hits or flanking)
Shambling Mound Pl 8 Str 21, Dex 10, Con 17 11 Large 10 2x Slam +11 (2d6+5) causes Improved Grab +15 causes Constrict (2d6+7); Hide, Listen, and Move Silently +4 (Hide +12 in swamps / forests), Swim +8; Plant type (Low-light vision; immune to: all mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning, critical hits)
Treant Pl 7 Str 29, Dex 8, Con 21 13 Huge 15 2x Slam +12 (2d6+9); Double Damage against Objects; Plant type (Low-light vision; immune to: all mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning, critical hits)
Giant ant queen Ve 4 Str 16, Dex 9, Con 13 9 Large 5 Track at 40; Survival +4; Climb +8; Bite +5 (2d6+4); Vermin type (Darkvision 60; immune to: all mind-affecting effects)
Giant stag beetle Ve 7 Str 23, Dex 10, Con 17 10 Large 5 Bite +10 (4d6+9); Trample (2d8+3; Reflex DC 20 for half. The save DC is Strength-based.); Vermin type (Darkvision 60; immune to: all mind-affecting effects)
Locust swarm Ve 6 Str 1, Dex 19, Con 8 10 x 10 Diminutive 0 automatic damage (2d6); Distraction (spellcasting requires Concentration 20 + spell level); Vermin type (Darkvision 60; immune to: all mind-affecting effects) Swarm subtype (immune to: critical hits or flanking, all weapon damage, being staggered or reduced to a dying state by damage, being tripped, grappled, or bull rushed, spells/effects targeting a specific number of creatures; +50% damage from area effects; automatically hits, ignores miss chance for concealment or cover)
Name HD Abilities NAC Size Reach Perks & racial skills
  • Should PCs be limited to choosing forms into which to polymorph?
  • Knowledge Skill:
    • In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities.
    • In general, the DC of such a check equals 10 + the monster's HD.
    • A successful check allows you to remember a bit of useful information about that monster.
    • For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Appendix 5

Familiars:
http://archive.wizards.com/default.asp?x=dnd/rg/20050906a
	a familiar has Hit Dice equal to its own or equal to the master's character level, whichever is higher.
	reasonably assume that a familiar uses its own hit points if they're higher than half the master's hit points.
	A familiar uses its own skill ranks or the master's, whichever are higher.
	A familiar uses its own Intelligence score if it is higher than what its master's level allows.
Libris Mortis p30: Stitched Flesh Familiar
	Hit Points: Use half the master's total, or the familiar's normal, whichever is higher.

Craft Construct:
http://archive.wizards.com/default.asp?x=dnd/rg/20050816a
Homunculus improvements from PathFinder:
http://www.d20pfsrd.com/feats/item-creation-feats/craft-construct-item-creation

Homunculus customisation with feats and skills:
http://www.d20srd.org/srd/typesSubtypes.htm#constructType
	Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
http://www.d20srd.org/srd/monsters/homunculus.htm
	A homunculus's creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature.

Wealth by level:
https://www.dndarchive.com/forums/depth-roleplay-qa/character-wealth-level
Level	Gold
8th	27,000 gp

Armour and shields:
http://www.d20srd.org/srd/equipment/armor.htm#nonproficientwithArmorWorn
	not proficient takes the armor's (and/or shield's) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks.
http://www.d20srd.org/srd/equipment/armor.htm#masterworkArmor
	All magic armors and shields are automatically considered to be of masterwork quality.
	armor check penalty is lessened by 1.
http://www.d20srd.org/srd/equipment/armor.htm#armorForUnusualCreatures
	Tiny or smaller humanoid: half price
http://www.d20srd.org/srd/skills/craft.htm
	Pay one-third of the item's price for the cost of raw materials.
	If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
	Craft: Armorsmithing	DC: 10 + AC bonus
http://www.d20srd.org/srd/skills/usingSkills.htm#skillChecks
	a natural roll of 1 is not an automatic failure.

Enchanting armour and shields:
http://www.d20srd.org/srd/magicItems/magicArmor.htm#casterLevelforArmorandShields
	For an item with only an enhancement bonus, the caster level is three times the enhancement bonus.
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm
	Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed).
http://www.d20srd.org/srd/equipment/goodsAndServices.htm#spellcastingAndServices
	The indicated amount is how much it costs to get a spellcaster to cast a spell for you. Spell level x Caster level x 10gp.
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#creatingScrolls
	Scroll cost: 12.5 × level of spell × level of caster
http://www.d20srd.org/srd/magicItems/creatingMagicItems.htm#otherConsiderations
	Once you have a final cost figure, reduce that number if either of the following conditions applies:
	Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.

Spellbook archive:
	http://www.wizards.com/dnd/article.asp?x=dnd/sb/sb20030504x

Official character sheets:
	http://archive.wizards.com/default.asp?x=dnd/dnd/charactersheets

https://www.reddit.com/r/DnD/comments/2h3n0f/illegal_pdfs_and_you/
	Until 1984, it was potentially illegal to record something on a VCR, because you were 'pirating' the television broadcast.
	Until 1999 and RIAA v. Diamond Multimedia, it was potentially illegal to rip your own CD onto an MP3 player.
	Both of those have been determined to be legal Fair Use.
	Based on that, scanning your own copy of the book is Fair Use, under the concept of Format Shifting. Using someone else's scan is dubious,