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.

Initially conceived as an aesthetic monk / thief but drifted into becoming a rogue-like artificer: performing the academic roles of a rogue himself while delegating the combat roles of a rogue to a homunculus.

While still as competent as (if not moreso than) a Level 8 rogue with Dex 18 at all rogue-specific tasks, Mellow can only keep this up for as long as he has spell slots to burn on it. A full day packing in dozens of locks, traps, and needs for stealth will quickly deplete his reserves while a real rogue would continue unfazed. On a full day with few (or no) demands for picking locks, detecting and defusing traps, covert infiltration, etc. Mellow can fulfill a number of other functions from grappling to healing as befits the situation.

I have never seen MacGyver (although I did watch Hunter) but apparently I have inadvertently created the D&D version of MacGyver. If that is so then let Gumby (which I have watched) have a similar personality and disposition to Johnny Five (not the recent reboot) or Max.

Skill Rogue (Dex 18, Int 16) Mellow
Balance (Dex) 15 +13 (Divine Insight) =13
Bluff (Cha) 12 7 +13 (Divine Insight) =20
Climb (Str) 11 climb speed +8 (Polymorph) can Take 10
Decipher Script (Int) 14 +13 (Divine Insight) =13
Diplomacy (Cha) 4 21 +13 (Divine Insight) =34
Disable Device (Int) 14 18 +13 (Divine Insight) =31
Disguise (Cha) 12 2 +10 (Polymorph) +13 (Divine Insight) =25
Escape Artist (Dex) 15 +13 (Divine Insight) =13 and can Take 20
Hide (Dex) 15 23 (Gumby)
Jump (Str) 12 fly speed +8 (Polymorph) can Take 10
Move Silently (Dex) 15 13 (Gumby)
Open Lock (Dex) 15 5 +13 (Divine Insight) =18 and can Take 20
Search (Int) 14 18 +4 (Find Traps) +13 (Divine Insight) =22 or 35
Sleight of Hand (Dex) 15 +13 (Divine Insight) =13
Swim (Str) 12 swim speed +8 (Polymorph) can Take 10
Tumble (Dex) 15 +13 (Divine Insight) =13
Use Magic Device (Cha) 12
Use Rope (Dex) 15 +13 (Divine Insight) =13
Poison Use (Ex) (Polymorph) apply poisons without risk
Sneak Attack (Ex) +4d6 under rare circumstances 6d6 ranged or melee (Polymorph)
class features
  • Evasion (Ex)
  • Trap Sense (Ex)
  • Uncanny Dodge (Ex)
  • Improved Uncanny Dodge (Ex)
tests per day unlimited limited
Buff Total maximum uses per day
Divine Insight 6 +5 +3 (+ scrolls)
Find Traps 6 +5 +3 (+ scrolls)
Polymorph 3 (+ scrolls)
Sources

see Appendix 2

Standard Operating Procedures

Mellow the Fellow

Outlook

Alignment: True Neutral (Lawful tendencies)

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 8 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
1 4 1
2 1 1
3 2 1
4 3 1
5 2 1
6 1 1
7 3 1
8 1 1
Total 17 8 25
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)

Saving throws
Level Save Base Ability Total
8 Fort 2 +1 3
8 Ref 2 +0 2
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 Weapon Damage
Melee 4 Str(0) +1 5 Masterwork Staff d6
Melee 4 Str(0) +1 5 Shillelagh 2d6+1
Range 4 Dex(0) 4 none N/A

The Balanced Shillelagh functions for 1 minute, twice per day. The rest of the time, it is 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.

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 Scribe Scroll
0 6 - 6 15 1xp 6g
1 6 2 8 16 1xp 12g
2 5 1 6 17 6xp 75g
3 4 1 5 18 15xp 187g
4 2 1 3 19 28xp 350g
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 Cure minor Wounds*, Detect Magic, Detect Poison, Guidance*, Mending, Open/Close, Prestidigitation, Read Magic
1 5 Detect Secret Doors, Goodberry*, Sanctuary*, Shield of Faith*, Unseen Servant Beget bogun*
2 3 Divine Insight*, Find Traps*, Rope Trick Barkskin*, Invisibility, Knock
3 2 Animate Dead*, Cure Serious Wounds* Call Lightning*, Shrink Item
4 1 Polymorph Imbue with Spell Ability*, Lesser Planar Ally* / Lesser Holy Transformation*, Reincarnate*
Languages

Common +Int (+5):

  1. Common
  2. Celestial (Good outsiders)
  3. Infernal (devils, Lawful Evil outsiders)
  4. Draconic (dragons, kobolds, troglodytes, lizardfolk)
  5. Dwarven (dwarves)
  6. Daan (the Plane of Law, Inevitables, formians). Yes, practically useless, I know, but this is a RPG.
Feats
Level Source Name Source
1 Basic Able Learner Races of Destiny p150
1 Class Obtain Familiar Complete Arcane p81
1 Human Scribe Scroll (RotG) SRD
3 Basic Craft Wondrous Item (RotG) SRD
5 Class Craft Magic Arms And Armor (RotG) SRD
6 Basic Craft Construct SRD
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
Total 82
Skill points allocated:
Ranks Ability(Mod) Tool Synergy Total Name
Int(+5) +3(F) 8 Appraise (Int)
1 Wis(+3) +2 6 Autohypnosis (Wis)
5 Cha(+2) 7 Bluff (Cha)
11 Con(+1) +2 14 Concentration (Con)
1 Int(+5) 6 Craft: Armoursmithing (Int)
4 Int(+5) +2 11 Craft: Sculpting (Int)
11 Cha(+2) +2 +6 21 Diplomacy (Cha)
11 Int(+5) +2 18 Disable Device (Int)
5 Int(+5) +2 12 Knowledge: Arcana (Int)
1 Int(+5) +2 8 Knowledge: Dungeoneering (Int)
4 Int(+5) +2 11 Knowledge: Nature (Int)
5 Int(+5) 10 Knowledge: Nobility and Royalty (Int)
Wis(+3) +2(F) 5 Listen (Wis)
3 Dex(0) +2 5 Open Lock (Dex)
11 Int(+5) +2 18 Search (Int)
5 Wis(+3) 8 Sense Motive (Wis)
4 Int(+5) +2 +2 13 Spellcraft (Int)
Wis(+3) +2(F) 5 Spot (Wis)
82 Total

Familiar

click to see portrait
Name: Rowena
Type: Tiny magical beast (Augmented animal, Raven)
Hp: 12hp (8HD) (half master's)
Speed: 10; fly 40 (average)
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.

Language (Su)
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
  2. Join Grapples while polymorphed
Abilities
Ability Base Modifier
Str: 1 (-5)
Dex: 15 (+2)
Con: 10 (+0)
Int: 9 (-1)
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 Dex Total
Base 10 +4 +2 +2 18
Touch 10 N/A +2 +2 14
Flat-Footed 10 +4 +2 N/A 16
Attacks
Source BAB Ability Size Total Weapon Reach / Vertical Reach Damage
Master 4 Dex(+2) +2 8 Claws 0 / 2 1d2-5

Movement:

Feats
Level Source Name Source
0 Racial bonus Weapon Finesse SRD
1 Racial Alertness SRD
Skill points from Master:
Ranks Ability(Mod) Racial Synergy Total Name
Int(-1) -1 Appraise (Int)
1 Wis(+2) +2 5 Autohypnosis (Wis)
5 Cha(-2) 3 Bluff (Cha)
11 Con(0) 11 Concentration (Con)
1 Int(-1) 0 Craft: Armoursmithing (Int)
4 Int(-1) 3 Craft: Sculpting (Int)
11 Cha(-2) +6 15 Diplomacy (Cha)
11 Int(-1) 10 Disable Device (Int)
5 Int(-1) 4 Knowledge: Arcana (Int)
1 Int(-1) 0 Knowledge: Dungeoneering (Int)
4 Int(-1) 3 Knowledge: Nature (Int)
5 Int(-1) 4 Knowledge: Nobility and Royalty (Int)
Dex(+2) +8 10 Hide (Dex)
3(F) Wis(+2) 5 Listen (Wis)
Dex(+2) 2 Move Silently (Dex)
3 Dex(+2) 5 Open Lock (Dex)
11 Int(-1) 10 Search (Int)
5 Wis(+2) 7 Sense Motive (Wis)
4 Int(-1) +2 5 Spellcraft (Int)
5(F) Wis(+2) 7 Spot (Wis)

Homunculus

click to see portrait
Name: Gumby
Type: Tiny construct
Hp: 54hp (average for 9d10)
Speed: 20; fly 50 (good)
Cost: 4 skill points; 3 feats; 22550gp
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 Lev8 Total (Modifier)
Str: 8 8 (-1)
Dex: 15 +1 +1 17 (+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. The homunculus's Craft DC is 12 +8. A homunculus's Price is &emdash;.

If that fails, buy up to 20hp per day at 50gp each. A complete repair would cost 2700gp.

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

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 Total Name
12 Dex(+3) +8 23 Hide (Dex)
Wis(+1) 1 Listen (Wis)
10 Dex(+3) 13 Move Silently (Dex)
2 Cha(-2) 0 Perform: Dance (Cha)
Wis(+1) 1 Spot (Wis)
24 Total
Feats
Level Source Feat Source
1 Basic Ability Focus (Poison) SRD
1 Flaw Noncombatant (melee) SRD
1 Flaw bonus Flyby Attack SRD
3 Basic Pointblank Shot SRD
6 Basic Rapid Shot SRD
9 Basic Cloak Dance SRD
Attacks
Type BAB Ability Size Proficiency Feats Total Weapon Reach Vertical Reach Range Damage
Melee 6 Str(-1) +2 -2 5 Bite 0 2   1d4-1 + Poison
Melee 6 Str(-1) +2 -4 -2 1 Tiny glaive 5 2   1d6-1 Slashing
Range 6 Dex(+3) +2 +1 12 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
Saving throws
Level Save Base Ability Total
9 Fort 3 N/A 3 (only if it affects objects)
9 Ref 3 +3 6
9 Will 3 +1 4 (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:

"A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls."

Wearing defences with which the character is 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.

Paying a premium price for Special Materials which reduce the armour check penalty (to zero in the case of particularly unimpeding items) mitigates the effect of non-proficiency through expending wealth, rather than Feats.

Equipment

1gp Artisan's outfit
5gp Artisan's tools: Armoursmithing
2gp Merchant's scale
100gp MW Thieves' tools
50gp MW Tool: Concentration (blinkers)
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)
50gp MW Tool: Search (lens, paintbrushes, powder, crowbar, bowling ball on a string)
3gp 3 empty vials (for acid, ink, poisons, potions)
8gp Vial of ink
1sp Inkpen
1gp 5 sheets of Parchment
30gp Tower shield
10gp Tent
1gp Hemp rope
15gp Manacles (no lock)
5gp Pack saddle
1cp Toothbrush of fumbling
10gp 2x Spell component pouch
25gp 1x scroll of Comprehend Languages
75gp 3x black onyx gems
100gp Familiar summoning materials
50gp Homunculus raw materials
500gp MW Artisan's tools: sculpting lab
14000gp + 7 HD at 2000gp each
1500gp + Acid Breath
6000gp + Spit Poison
500gp + Voice
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
402gp DIY: Balanced Shillelagh
27000gp Wealth available
26999gp Total spent
1gp remaining for NERPS & consumables
DIY item crafting and enchanting

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

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
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
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
Balanced Shillelagh:
Body-slot: Weapon
Provides one 1st-level spell at Caster Level 1, with a Command word, for 1 minute, twice per day .
Spell Spell Lvl Caster Lvl Price Charges Per Day Total
Shillelagh 1 x 1 x 1800gp x0.4 720
Cost Component
-30% alignment restriction: any Neutral
/2 DIY enchantment
+150 add cost of Masterwork item
402gp total
  1. Making magical items
  2. Making magical items

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 the boss'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 :-)

So at some point I will probably shift some skill points away from Thief focus, and pick different spells.

[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 or Doppelganger only
1st Level only
All skills are class-skills and only cost 1 skill point.

Feat: Obtain Familiar (Complete Arcane p81)
Arcane spellcaster 3 rd lvl
Know (arcana): 4 ranks
You may obtain a Familiar as if you were a Sorcerer or a Wizard.

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.

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
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
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 (2d8+6); Hide +4; Escape Artist +10; Swim +8
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
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; 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
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; 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

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%.