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Hagai Mellow
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:
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.
see Appendix 2
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.
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.
SRD Spellcaster:
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.
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)
Level | Save | Base | Ability | Total |
---|---|---|---|---|
8 | Fort | 3 | +1 | 4 |
8 | Ref | 3 | +0 | 3 |
8 | Will | 6 | +3 | 9 |
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 |
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.
"The spellcaster most closely resembles the sorcerer, though she has fewer spells per day than that class."
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 |
"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†§,
|
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†§ |
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 |
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 |
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 |
To Craft: Alchemy:
To Craft: objets d'art:
To Craft: Trapmaking:
To reduce crafting times, consider the Craft Points variant rule:
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.
When crafting wands requiring 50 applications of a material component, consider providing the castings from a Caster Shield which halves material costs.
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 |
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.
Ability | Base | Modifier |
---|---|---|
Str: | 1 | (-5) |
Dex: | 15 | (+2) |
Con: | 10 | (+0) |
Int: | 10 | (0) |
Wis: | 14 | (+2) |
Cha: | 6 | (-2) |
Source | Save | Base | Ability | Total |
---|---|---|---|---|
Familiar | Fort | 6 | +0 | 6 |
Familiar | Ref | 6 | +2 | 8 |
Master | Will | 6 | +2 | 8 |
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 |
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:
Level | Source | Name | Source |
---|---|---|---|
0 | Racial bonus | Weapon Finesse | SRD |
1 | Standard | Alertness | SRD |
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.
Name: | Gumby |
---|---|
Type: | Tiny construct |
Hp: | 43hp (average for 7d10) |
Speed: | 20; fly 50 (good) |
Cost: | 4 skill points; 3 feats; 18550gp |
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.
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) |
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.
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.
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 |
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 |
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:
Flightpath: fight or flight |
---|
Flightpath: duck roll |
---|
Flightpath: bombardment |
---|
Hide: d20 +23 -20 |
Vertical Reach (medium): 8 |
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 |
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 |
Name: | "Autopilot" flying goggles |
---|---|
Type: | Tiny construct |
Hp: | 11hp |
Speed: | 10; fly 50 (good) |
Cost: | 4 skill points; 3 feats; 50gp |
"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.
Ability | Base |
---|---|
Str: | 6 (-2) |
Dex: | 15 (+2) |
Con: | N/A |
Int: | 10 (0) |
Wis: | 12 (+1) |
Cha: | 7 (-2) |
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 |
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 |
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.
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) |
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!
All items restricted to characters with Neutral alignments: no extremists to benefit from these labours!
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. |
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 |
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 |
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 |
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 |
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.
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.
"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.
[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.
Feat: Able Learner (Races of Destiny p150) |
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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) |
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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) |
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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) |
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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 |
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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).
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Enveloping Pit (D&D 3.5e Magic Item Compendium p159) |
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"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". |
"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." |
The Pursuit of Happiness: a practical Guide to playing True Neutral. |
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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) |
Polymorph recipes | ||||||
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Polymorph changes the following:
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Polymorph does not change the following:
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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) | |
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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,