1. Character: Nenni Guenhwyvar
    1. Standard Operating Procedures
    2. Outlook
    3. Race
    4. Class
    5. Hitpoints
    6. Abilities
    7. Saving throws
    8. Armour class
    9. Attacks
    10. Power Points per day
    11. Powers known
    12. Languages
    13. Feats
    14. Skill points
  1. Psi Crystal: Kristle
    1. Abilities
    2. Saving throws
    3. Armour class
    4. Attacks
    5. Feats
    6. Skill points
  1. Equipment
  2. Background
  3. Appendix 1: IRC log
  4. Appendix 2: sources
    1. Spell: Benign Transposition
    2. Spell: Heroics
    3. Spell: Improvisation
    4. Spell: Launch Item
    5. Spell: Minor Disguise
    6. Spell: Sunstroke
    7. Power: Urban Strider
  5. Appendix 3: propaganda
  6. Appendix 4: morphology
  7. Appendix 5: miscellany

Nenni Guenhwyvar the Tibbit Erudite

Guenhwyvar at the gaming table Guenhwyvar in a pizza box
Name

Nenni Guenhwyvar

Concept

A cohort of gamers in the real world began a roleplaying session as was their wont. However, this time the players became psychologically transplanted into the bodies of their characters. The FLGS resident cat was casually observing at the gaming table, perched atop a short tower of splatbooks at the time and somehow wound up in the fantasy pick-n-mix crossover realm too. Just as the gamers inherited fantasy races, classes, skills and powers, so too did the housecat. However, indefatigable cat instincts were not left behind.

After having vanquished an Evil Archmage from the hybrid realm, the gamers planeshifted back to primary reality. At the time, the party's cat had been indulging some insatiable curiosity and as a result, missed the boat, inadvertently ending up in a high-fantasy archipelago of geometric islands and interlocking politics.

This is the character record of that housecat and the d20 mechanics that represent its game-world powers. Its real-world powers are documented elsewhere.

Sources
Liberties taken
Standard Operating Procedures

Unless described otherwise, Nenni:

If there is sufficient time to prepare before an encounter:

  1. Inertial Armour in case anything goes wrong
  2. Minor Disguise to look like a different cat or Chameleon to hide altogether
  3. Heroics: Improved Initiative to go first
  4. Improvisation and/or Heroism to increase the chance of succeeding on skills
  5. Animal Affinity if an attribute needs buffing
  6. Feat Leech metapsionic Feats from psicrystal

Which of these Powers to choose will depend on how many of the limited unique Powers per level Nenni has already chosen that day.

Nenni Guenhwyvar the Tibbit

Name: Nenni
Type: Small/Tiny Monstrous Humanoid (shapechanger)
Hp: 64hp (11HD) +11 temporary hp
Speed: 20-30
Initiative: +7
Outlook
Race
Race: Tibbit (Dragon Compendium, p. 21)
(Dragon Compendium, p. 21) (Dragon Magazine 135)

Class

Psion variant: the Erudite with the Alternative Class Feature: Spell To Power which allows a Psion to add arcane spells (up to one level lower than his maximum Power) to his repertoire.

Hitpoints
Level HP Constitution modifier (Temporary)
1 4 3 1
2 4 3 1
3 2 3 1
4 4 3 1
5 3 3 1
6 2 3 1
7 2 3 1
8 3 3 1
9 1 3 1
10 2 3 1
11 4 3 1
Total 31 33 (11) 64 (+11)
Mean 29

Minor Shapeshift grants 1 temporary hitpoint per hitdie for four rounds as a Swift Action indefinitely. Therefore Mellow is considered to always have +10 temporary hitpoints while awake and conscious, so long as he has at least 7 Power Points unspent.

These 11 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 actual hp by HD.

Abilities
Common Monstrous Humanoid form Feline form
Ability Base Level 4 Level 8 Ascetic Racial Total (Modifier) Racial Total (Modifier)
Str: 12 - - - -2 10 (+0) -10 2 (-4)
Dex: 16 - - - +2 18 (+4) +4 20 (+5)
Con: 16 - - - - 16 (+3) - 16 (+3)
Int: 17 +1 +1 +4 - 23 (+6) - 23 (+6)
Wis: 15 - - +2 - 17 (+3) - 17 (+3)
Cha: 14 - - - - 14 (+2) - 14 (+2)
Total 90

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

Saving throws
Level Save Base Ability Ascetic Total
11 Fort 3 +3 +1 7
11 Ref 3 +5 +1 9
11 Will 7 +3 +1 11

Nymph's Kiss: +1 bonus on all saving throws against spells and spell-like abilities.

A 3rd-level ascetic is immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves.

At 8th level, an ascetic character becomes immune to detect thoughts, discern lies, and any attempt to discern his alignment.

An ascetic gains damage reduction 5/magic at 10th level.

Armour class
Common Ascetic Armour Monstrous Humanoid form Feline form
Type Base Exalted Deflection Natural (Psionic) Size Dex Total Size Dex Total
Base 10 +7 +1 +1 (4) +1 +4 24 +2 +5 26
Touch N/A +1 +4 23 +2 +5 25
Flat-Footed +1 (4) +1 N/A 20 +2 N/A 21

Inertial Armour grants 4 (or more) armour bonus to AC (does not apply against Touch attacks) made of psychokinetic Force (applies against Incorporeal Attacks).

An ascetic gains damage reduction 5/magic at 10th level.

Attacks
Common Ascetic Monstrous Humanoid form Feline form
Type BAB Feats Exalted Size Ability Total Reach Vertical Reach Weapon Damage Size Ability Total Reach Vertical Reach Weapon Damage
Melee 5 +2 +1 Str (+0) / Wis (+3) 9 / 11 5 4 Slap 1d2 non-lethal (non-proficient) +2 Str (-4) / Wis (+3) 6 / 12 2 Claw 1d2 -4 +2 +2
Ranged +1 Dex (+4) 12 Look of Disapproval N/A +2 Dex (+5) 14 Psionics

At 10th level, an ascetic gains a +2 enhancement bonus on all his attack and damage rolls. In effect, every weapon the character wields becomes a magic weapon. At 10th level, any weapon damage the character deals is also considered to be good-aligned.

Intuitive Attack: attack rolls with simple/natural weapons may use Wis instead of Str.

Minor Shapeshift (Might): +2 bonus on melee damage rolls.

Improvisation: gain +5 to 4 attack/skill checks within 10 rounds

Power Points per day

" To regain used daily power points, a psionic character must first sleep for 8 hours. He must refrain from movement, combat, manifesting powers, skill use, conversation. He must have at least 1 hour of rest immediately prior to regaining lost power points. Once the character has rested in a suitable environment, it takes only an act of concentration spanning 1 full round to regain all power points of the psionic character's daily limit. "

" The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. "

Class Level Base Bonus Total
11 106 33 139

"Unlike a psion, an erudite is limited to manifesting a certain number of unique psionic powers of each level per day from the repertoire of powers he knows". Additional unique Powers per Power level are unlocked according to the progression on Complete Psionics p155:

Class Level Unique Powers per power level each day
1 1
2 2
4 3
6 4
8 5
10 6
12 7
14 8
16 9
18 10
20 11
Powers known
Power Level Free Learnings Discipline Spell To Power XP
0
  1. Ectoplasmic Repair
  1. Launch Object
  2. Minor Disguise
  3. Prestidigitation
80xp
1
  1. Attraction
  2. Call to mind
  3. Catfall
  4. Ectoplasmic sheen
  5. Inertial Armour
  6. Mind Thrust
  7. Sense Link
  8. Telempathic Projection
  9. Urban Strider
  1. Astral Construct (*)
  1. Benign Transposition
  2. Comprehend Languages
  3. Cure Light Wounds
  4. Expeditious Retreat
  5. Improvisation
  6. Master's Touch
  7. Sunstroke
420xp
2
  1. Cloud Mind
  2. Control Sound
  3. Detect Hostile Intent
  4. Sense Link (forced)
  1. Feat Leech
  2. Tongues
  1. Animal Affinity
  2. Chameleon
  1. Cure Moderate Wounds
  2. Heroics
  3. Heroism
560xp
3
  1. Share Pain (forced)
  2. Solicit Psicrystal
  3. Telekinetic Force
  4. Time hop
  1. Empathic Transfer (hostile) (*)
  2. Hustle
  1. Inevitable Defeat
420xp
4
  1. Correspond
  2. Dimension Door
  3. Psychic Reformation
  4. Telekinetic Maneuver
  1. Trace Teleport
  1. Fly
  2. Mindlink (Thieving)
  3. Metamorphosis
  4. Modify Memory
  5. Quintessence
  6. Schism
  1. Legend Lore
180xp
5
  1. Incarnate
  2. Major Creation
  3. Plane Shift
  4. True Seeing
6
  1. Fuse Flesh
  2. Retrieve
Power Level Saving Throw
Difficulty Class
(Monstrous) Humanoid targets Dispense with Display and Manifesting Defensively
Restrictions DC Concentration d20+17 DC:
1 17 The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. It affects only the saving throw DCs, not caster level checks or other elements of a spell. 21 16
2 18 22 17
3 19 23 18
4 20 24 19
5 21 25 20
6 22 26 21

Psicrystal's Feats can improve DC +2 and Manifester Level +1.

The Erudite automatically (for free) adds a number of Powers from the Psion/Wilder list to their Repertoire:

The Erudite can also gain Discipline Powers "up to 1 level lower than the highest level power he can manifest" by:

  1. a Psicraft check (DC 15 + the highest-level power contained) to "make mental contact"
  2. a Psicraft check (DC 15 + the power's level) to "understand" the Power
  3. meditate for 8 hours
  4. spend 20XP per Erudite level (ie 2% of the XP required to attain the next class level (for a monoclass Erudite character) (not total XP))

This is a similar limitation to charging 100gp per page (ie per level of each spell) inscribed in a 15gp Spellbook limited to 100 pages. A 7th-level Wizard can record 9 spells per spell level in a spellbook without running out of pages. A 9th-level Wizard can record 6 spells per spell level and still fit it in one spellbook. That's an investment of 10,000gp though (more than half a 7th-level Wizard's wealth).

Although donating all wealth to a charitable library of Powers could mean No Power in the 'verse is out of reach, learning 25 Powers each level will use up half the XP required to level-up. But XP has a gold-piece value:

Powers have Displays which can be suppressed with a successful Concentration (15 + Power level) check. "This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display."

Display Manifestation
Auditory optionally either 100ft radius shout or 15ft radius hum (Listen DC 10 to notice)
Material inert ectoplasmic seepage from the Astral Plane evaporates with 1 round
Mental subtle chime at 15ft radius optionally singularly or repeatedly
Olfactory evocative odour at 20ft radius optionally 1 round or duration of Power
Visual manifester's eyes glow silver; 5ft radius rainbow flash

The Erudite with Convert Spell to Power considers any arcane spell to be a Discipline Power by passing a Spellcraft (DC 15 + spell level) test. Spells converted to powers cost the following Power points to manifest:

  1. 5 per day; no cost
  2. 1 Power Points
  3. 3 Power Points
  4. 5 Power Points
  5. 7 Power Points
  6. 9 Power Points
  7. 11 Power Points
  8. 13 Power Points
  9. 15 Power Points
  10. 17 Power Points

" Spells that deal a number of dice of damage based on caster level deal damage as if cast by a character of the minimum level of the class capable of casting the spell. For example, a fireball deals a number of dice of damage based on the erudite's manifester level, so when manifested it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). An erudite can pay additional power points to augment the dice of damage dealt by a spell. Every 1 extra power point spent at the time of manifesting increases the spell's effective caster level by 1 for purposes of dealing damage. "

This was always an option for any psionic character via independent research and Psionics-Magic Transparency. It's just much cheaper than the generic 200XP per Power level method because this is the Erudite's raison d'être.

Since an Erudite treats Spells as Discipline Powers and can only learn those at least one level lower than the maximum Power he can manifest, the only way to learn 9th-level Spells is to take the Epic Manifestation Feat.

" Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. Spells with a focus are treated the same as those with a material component. " " A character who has forsaken material possessions may find himself at a marked disadvantage when it comes to certain necessary expenses, such as expensive material components. One option is for ascetic characters to beg components from other party members, who are probably gaining as much benefit from having the spell cast as the caster is. Alternatively, an ascetic spellcaster can sacrifice experience points in place of expensive components, with 1 XP equivalent to 5 gp value of components. "

" The manifestation of powers by a psionic character is considered a psi-like ability, as is the manifestation of powers by creatures without a psionic class. Psi-like abilities have no verbal, somatic, or material components, nor do they require a focus. "

Languages

Common, Feline, +Int (+3):

Feats
Level Source Name Source
1 Standard Sacred Vow Book of Exalted Deeds p45
1 Class bonus Psicrystal Affinity SRD
1 Granted power Alertness SRD
1 Alternative Class Feature Spell To Power WotC: The Mind's Eye
3 Standard Vow of Poverty Book of Exalted Deeds p48 & p29
4 Ascetic Nymph's Kiss Book of Exalted Deeds p44
5 Class Up The Walls SRD
6 Standard Track SRD
6 Ascetic Vow of Nonviolence Book of Exalted Deeds p47
8 Ascetic Intuitive Attack Book of Exalted Deeds p44
9 Standard Minor Shapeshift (Reserve) Complete Mage p45
10 Class Metamorphic Transfer SRD
10 Ascetic none
12 Standard Flexible Mind (Ride, Survival) Dragon #326
12 Ascetic none
Skill points
Skill points accumulated:
Level Class Int(Mod) Feat Ranks Max / Cross-class
1 2 17(+3) 20 4 / 2
2 2 17(+3) 5 5 / 2½
3 2 17(+3) 5 6 / 3
4 2 18(+4) +1 7 7 / 3½
5 2 18(+4) +1 7 8 / 4
6 2 18(+4) +1 7 9 / 4½
7 2 20(+5) +1 8 10 / 5
8 2 21(+5) +1 8 11 / 5½
9 2 21(+5) +1 8 12 / 6
10 2 21(+5) +1 8 13 / 6½
11 2 23(+6) +1 9 14 / 7
12 2 24(+7) +1 10 15 / 7½
Total 92

Class Skills: Concentration, Craft, Decipher Script, Gather Information, Knowledge (psionics), Knowledge (all skills, taken individually), Profession, Psicraft, Spellcraft.

Flexible Mind: Ride, Survival become Class Skills and gain a +1.

Skill points allocated:
Ranks Ability(Mod) Racial Size Feat Tool Synergy Total Buffs Name
+6 Appraise (Int)
1 (cc) +3 +2 6 Autohypnosis (Wis)
+5 Balance (Dex)
+2 Bluff (Cha)
+5 Climb (Str) (Dex)
14 +3 17 Concentration (Con) (M)
+6 Craft (Int)
+6 Decypher Script (Int)
+2 +2 +2 6 Diplomacy (Cha)
+6 Disable Device (Int)
+2 +10 +2 14 Disguise (Cha)
+5 +2 (-8) 7 Escape Artist (Dex)
+6 Forgery (Int)
12 +2 +2 +2 18 Gather Information (Cha)
+2 +2 Handle Animal (Cha)
+3 Heal (Wis)
+5 +8 13 Hide (Dex)
+2 +2 Intimidate (Cha)
+5 +2 7 Jump (Str) (Dex)
1 +6 7 Knowledge (arcana) (Int)
1 +6 7 Knowledge (architecture and engineering) (Int)
5 +6 11 Knowledge (local) (Int)
5 +6 +2 13 Knowledge (nature) (Int)
5 +6 11 Knowledge (planes) (Int)
1 +6 7 Knowledge (psionics) (Int)
+3 +2 5 Listen (Wis)
+5 Move Silently (Dex)
+5 Open Lock (Dex)
+2 +2 Perform (Cha)
+3 Profession (Wis)
14 +6 20 Psicraft (Int)
1 (cc) +5 +1 6 Ride (Dex)
+6 Search (Int)
+3 Sense Motive (Wis)
+5 Sleight of Hand (Dex)
+6 Speak Language (Int)
14 +6 20 Spellcraft (Int)
+3 +2 +2 7 Spot (Wis)
7 (cc) +3 +1 +2 12 Survival (Wis)
-4 Swim (Str)
+5 Tumble (Dex)
+2 +2 +2 6 Use Magic Device (Cha)
+2 +2 +2 6 Use Psionic Device (Cha)
+5 Use Rope (Dex)
90 Total
1×2 Skill Tricks: Collector of Stories (+1 detail when identifying monsters)
92 Total

PsiCrystal

Guenhwyvar wearing a Psicrystal on his colar
Name: Kristle
Type: Diminutive construct (psicrystal)
Hp: 18hp (6HD) (half master's)
Speed: 30; climb 20
Initiative: +3

" A psicrystal is a fragment of a psionic character's personality, brought into physical form and a semblance of life. Because it is an extension of its creator's personality, a character's psicrystal is in some ways a part of him. In addition, a psicrystal has a personality (being a fragment of the owner's personality), which gives its owner a bonus on certain types of checks. "

Description

Kristle is a minute green marble fastened to Nenni's collar, keeping up a mental critique on everything going on in the vicinity from a fractal robotic perspective. Unlike most constructs, he is Intelligent, granting Skills, Feats and speaking Common in addition to understanding all the languages Nenni knows. He is telepathically linked with his master within 1 mile.

Languages
Purpose out of combat
  1. Maintain a Telepathic VPN between the party members, relaying what each of them say to Kristle on to all the others in realtime.
  2. Aid Another
  3. Alertness ("Psicrystals do not have the usual construct traits of darkvision and low-light vision." "Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.")
Purpose in combat
  1. Nimble (Ex) grants +2 Initiative to master
  2. Solicit Psicrystal to take over the onus of maintaining Concentration on an ongoing Power
  3. supply situational (meta)psionic Feats via Feat Leech: "A creature can voluntarily forego a saving throw and willingly accept a power's result."
Abilities
Ability Base Level 4 Level 8 Racial Total (Modifier)
Str: 1 1 (-5)
Dex: 15 15 (+2)
Con: N/A
Int: 6 +5 11 (+0)
Wis: 10 +1 +1 12 (+1)
Cha: 10 10 (+0)

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

Saving throws
Level Save Base Ability Total Notes
11 Fort 3 +3 6 only if it affects objects
11 Ref 3 +5 8 Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
11 Will 7 +3 10 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 Dex Total
Base 10 +5 +4 +2 21
Touch N/A +4 +2 16
Flat-Footed +5 +4 N/A 19
Attacks
Type BAB Size Ability Total Reach Vertical Reach Weapon Damage
Melee 5 +4 Str (-5) 4 0 1 - -
Ranged 5 +4 Dex (+2) 11 - -
Feats
Level Source Name Source Rationale
1 Standard Wild Talent SRD "As a psionic character, you gain a reserve of 2 power points and can take psionic feats." "If you have 1 or more power points available, you can meditate to attempt to become psionically focused."
3 Standard Overchannel SRD Feat Leech: take 1d8hp damage to gain +1 manifester level. These are likely to be temporary HP. "The maximum number of points you can spend on a power (for any reason) is equal to your manifester level."
6 Standard Psionic Endowment SRD Feat Leech: expend Psionic Focus; +1 to DC of the next Power manifested
9 Standard Greater Psionic Endowment SRD Feat Leech: expend Psionic Focus; +2 to DC of the next Power manifested
Skill points

" A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move Silently, and Search. A psicrystal uses its own ability modifiers on skill checks. " " A psicrystal (with its self-propulsion ability activated) uses its Dexterity modifier instead of its Strength modifier on Climb checks. It has a +8 racial bonus on Climb checks and can always choose to take 10, even if rushed or threatened. "

Skill points allocated:
Ranks Ability(Mod) Racial Size Feat Tool Synergy Total Buffs Name
+0 Appraise (Int)
1 (cc) +1 +2 4 Autohypnosis (Wis)
+2 Balance (Dex)
+0 Bluff (Cha)
+2 8 10 Climb (Str) (Dex)
14 - 14 Concentration (Con) (M)
+0 Craft (Int)
+0 Decypher Script (Int)
+0 Diplomacy (Cha)
+0 Disable Device (Int)
+0 Disguise (Cha)
+2 (-12) Escape Artist (Dex)
+0 Forgery (Int)
12 +0 12 Gather Information (Cha)
+0 Handle Animal (Cha)
+1 Heal (Wis)
+2 +12 14 Hide (Dex)
+0 Intimidate (Cha)
-5 Jump (Str)
1 +0 Knowledge (arcana) (Int)
1 +0 Knowledge (architecture and engineering) (Int)
5 +0 5 Knowledge (local) (Int)
5 +0 +2 7 Knowledge (nature) (Int)
5 +0 5 Knowledge (planes) (Int)
1 +0 Knowledge (psionics) (Int)
4 +1 5 Listen (Wis)
4 +2 6 Move Silently (Dex)
+2 Open Lock (Dex)
+0 Perform (Cha)
+1 Profession (Wis)
14 +0 14 Psicraft (Int)
1 (cc) +2 3 Ride (Dex)
4 +0 4 Search (Int)
+1 Sense Motive (Wis)
+2 Sleight of Hand (Dex)
Speak Language (Int)
14 +0 14 Spellcraft (Int)
4 +1 5 Spot (Wis)
7 (cc) +1 +2 10 Survival (Wis)
-5 Swim (Str)
+2 Tumble (Dex)
+0 +2 2 Use Magic Device (Cha)
+0 +2 2 Use Psionic Device (Cha)
+2 Use Rope (Dex)
90/92 Total

Equipment

66000gp Wealth available
10gp Explorer's outfit
50gp 1 × Level-1 powers
300gp 3 × Level-2 powers
25gp 2 × Level-0 scrolls
150gp 6 × Level-1 scrolls
450gp 3 × Level-2 scrolls
5200gp 1040 × XP spent learning the above scrolls and powers
6855gp donation to the local Erudite Library Psionic Guild (ie, the roleplay gamers who Nenni belongs to)
13000gp Total spent
zero remaining for NERPS & consumables

" In many cultures and belief systems, the height of purity is embodied in an ascetic lifestyle that involves forswearing all material possessions. Such a life is hard for most D&D characters even to imagine, since their possessions — particularly their magic items — are such an important part of their capabilities. A character who swears a vow of poverty and takes the appropriate feats, Sacred Vow and Vow of Poverty, cannot own magic items, but he gains certain spiritual benefits that can help outweigh the lack of those items. These benefits depend on his character level. The level at which the character swears the vow (and takes the appropriate feats) is irrelevant; if he gives up his possessions at 10th level he gains all the benefits of a 10th-level ascetic character, with the exception of bonus exalted feats. "

" You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry enough food to sustain you for one day in a simple (nonmagic) sack or bag. You may carry and use a spell component pouch. "

" A tibbit's equipment usually transforms to become part of her cat body. She loses the benefits of any weapons, shields, armor, or robes she wears or carries. Items that require a physical apparatus to function, such as a ring or a pair of boots, shift to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits. "


Background

The Gamers: Dorkness Rising

Appendix 1


[2016-12-24 06:59:16]<Capn_Shoe>	The only real limitation is that obviously non-humanoid races like half-orcs are going to be really hard to explain away ICly. Most everything else can be BSed to some degree.
[2016-12-24 06:59:57]<Vivi>	Yeah, my gnome cleric idea isn't going to fly.
[2016-12-24 07:00:20]<Capn_Shoe>	Elves can hide their ears, dwarves and halflings can be assumed to be RL small persons, gnomes could probably pass as (weird-looking) children...
[2016-12-24 07:01:09]<Capn_Shoe>	Sadly, this means no talking cats. :p
[2016-12-24 07:01:22]<Hildyr>	But what if I'm a talking cat in real life?!
[2016-12-24 07:01:28]<Capn_Shoe>	...well, no, I take that back. A talking cat could work.
[2016-12-24 07:01:45]<Vivi>	Yeah, I was going to say. As long as the cat whispers in public or something, it'd be fine.
[2016-12-24 07:02:33]<Hildyr>	Starting at level 5, at least
[2016-12-24 07:03:12]<Mellow>	Capn, if you haven't watched The Gamers / Dorkness Rising as inspiration for this campaign idea, I recommend it.
[2016-12-24 07:03:46]<Capn_Shoe>	We could bump it up to 8 or 9, if you want the extra stat point and/or feat.
[2016-12-24 07:03:55]<Capn_Shoe>	Or maybe just 6.
[2016-12-24 07:04:04]<Mellow>	If cats are Kosher, then I bags playing a Tibbit Psion Thrallherd.
[2016-12-24 07:04:17]<Capn_Shoe>	What's a Tibbit?
[2016-12-24 07:04:45]<Mellow>	It's a monstrous humanoid shapechanger which has a housecat as an alternate form.
[2016-12-24 07:04:54]<Mellow>	No level adjustment.
[2016-12-24 07:06:44]<Mellow>	Shoe: some info here on my backup character for Main's campaign: http://jackpoint.neocities.org/dnd/slinky.htm
[2016-12-24 07:08:22]<Capn_Shoe>	Mellow: Wow. This is...thorough. o3o
[2016-12-24 07:08:37]<Capn_Shoe>	I'll have to wait and read it later when I'm more awake.
[2016-12-24 07:08:41]<Mellow>	Heh heh. This was my backup character if Mellow wasn't approved for Main's game.
[2016-12-24 07:09:36]<Mellow>	But a housecat bard would work pretty well in a "D&D enters the real world" context :-D
[2016-12-24 07:09:57]*	Interstate-5 is reminded of Puss in Boots. The Shrek version.
[2016-12-24 07:10:29]<Capn_Shoe>	Heh!
[2016-12-24 07:10:48]<Capn_Shoe>	Does Slinky speak with an accent? ;)
[2016-12-24 07:10:58]<Mellow>	If you like... perhaps a French accent?
[2016-12-24 07:11:04]<Capn_Shoe>	French? Bah.
[2016-12-24 07:11:04]<Mellow>	He's suave after all.
[2016-12-24 07:11:29]<Capn_Shoe>	No Spanish is suave. French is snooty. ;)
[2016-12-24 07:11:57]<Capn_Shoe>	But, meh, it's not something that comes across in text anyway.
[2016-12-24 07:13:03]<Mellow>	I think French is rather suave myself :)
[2016-12-24 07:14:38]<Capn_Shoe>	Anywho. Give your character concepts some thought, decide if there's any particular level that they'd work best at, and I'll take that into consideration next week and announce an official level. As for stats, I would assume the usual 5d6 drop 2.
[2016-12-24 07:15:51]<Interstate-5>	reroll 1s or no?
[2016-12-24 07:16:33]<Capn_Shoe>	May as well.

[2016-12-31 02:30:15]<BLusk>	I know it's either we're the players who get stuck playing our characters or our characters brought into a modern world.
[2016-12-31 02:30:30]<BLusk>	Did we decide on former or latter?
[2016-12-31 02:30:35]<mainstreet>	I think Mellow was going Bard this time...
[2016-12-31 02:30:42]<mainstreet>	uh, former, I think
[2016-12-31 02:30:45]<Mellow>	My concept was a tibbit (housecat) that's either a bard (already statted out) or a psion (possibly, if it seems more useful).
[2016-12-31 02:30:56]<BLusk>	So, healer, bard, druid.
[2016-12-31 02:31:39]<Capn_Ascii>	Yeah, you guys are D&D players who physically turn into your characters.
[2016-12-31 02:32:43]<Vivi>	Which is going to make the roleplay weird. Do you accept your new identity, or do the two fight it out?
[2016-12-31 02:33:00]<Capn_Ascii>	The key term here is 'physically'.
[2016-12-31 02:33:39]<Capn_Ascii>	You gain their bodies and powers, skills, etc. but you yourselves stay the same in your head.
[2016-12-31 03:11:41]<BLusk>	Main: My idea was an intelligent player playing a stupid barbarian.
[2016-12-31 03:11:55]<BLusk>	Classic min-max tank stuff.
[2016-12-31 03:12:28]<Capn_Shoe>	BLusk: That was me asking, not Main. And, that would be hilarious. :D
[2016-12-31 03:12:46]<mainstreet>	I approve as well ;)
[2016-12-31 03:13:11]<BLusk>	Ha, I'll whip up both and see what really catches my fancy. :D
[2016-12-31 03:13:16]<Hildyr>	What we could really use in the new game is a dedicated DPSer. Which could be, say, a tibbit psion psychokineticist
[2016-12-31 03:20:52]<Mellow>	Hildyr: if you want to scetch out the barebones of a workable (tibbit) psion, then I'd be happy to go with that. I like the idea of the telepath path and using the Alternative Class Feature (Telepathy) instead of their bonus feat. But I don
[2016-12-31 03:21:06]<Mellow>	But I don't make characters to have high damage output so haven't looked at that option.
[2016-12-31 03:21:33]<Hildyr>	Any psion can spam energy ray, actually
[2016-12-31 03:21:40]<Hildyr>	http://www.d20srd.org/srd/psionic/powers/energyRay.htm
[2016-12-31 03:24:12]<Hildyr>	Actually, if you want to go with a telepath, you could get mind thrust, which is 1d10 per power point (but save negates)
[2016-12-31 03:24:44]<Mellow>	I think as a tibbit, a telepath would be good because it would mean I could communicate with the team without needing to morph.
[2016-12-31 03:25:02]<Vivi>	Plus, then you can be our Aethnet.
[2016-12-31 03:25:20]<Hildyr>	What's this alternative class feature for telepathy, though?
[2016-12-31 03:26:45]<Mellow>	http://archive.wizards.com/default.asp?x=dnd/psm/20070411a "Telepathic Communication"
[2016-12-31 03:27:31]<Hildyr>	Nice
[2016-12-31 03:28:09]<Hildyr>	Yeah, I think a psion would work better than a bard, excepting some shenanigans like Dragonfire Inspiration to get the damage we need
[2016-12-31 03:33:26]<Mellow>	Hildyr: OK sounds good to me. I haven't made a psionic character before though (though thrallherd has looked interesting) so I'll adjust http://jackpoint.neocities.org/dnd/slinky.htm to be based on psion and if I get chargen questions I might lurk in here during the week on the offchance you're about :)
[2016-12-31 03:34:22]<Hildyr>	I don't usually come in on non-Fridays, but you can add me on Skype

[2017-01-07 03:48:02]* Capn_Ascii (Capn_Ascii@33-08-934-440.gvllcmtk36.res.dyn.suddenlink.net) has joined #trinsic
[2017-01-07 03:48:02]* ChanServ gives channel operator status to Capn_Ascii
[2017-01-07 03:48:13]* Vivi is now known as Cadellin
[2017-01-07 03:48:49]* mainstreet is now known as Miranor
[2017-01-07 03:49:10]* Iethloc is now known as Sheona
[2017-01-07 03:49:42]* You are now known as Nenni_Guenhwyvar
[2017-01-07 04:19:25]<Capn_Ascii> As we join our heroes, all hell is breaking loose! The zombies are advancing on the roadblocks set up by the sherrif's department. The army of orcs and skeletons is engaged in a fierce battle with the local hunting club and that biker gang you managed to piss off earlier. Two National Guard helicopters are dogfighting with a half-dozen pterodactyls. A few blocks down the street, you can see the tarrasque stomping ar
[2017-01-07 04:19:25]<Capn_Ascii> ound, smashing cars.
[2017-01-07 04:20:02]<Capn_Ascii> And there, in the middle of all the chaos, shining like a golden beacon of hope...
[2017-01-07 04:20:58]<Capn_Ascii> ...THE BOOK. Your one ticket to getting your normal lives back! It's sitting on the ledge atop the local movie theater's front sign, seemingly unattended amidst the chaos.
[2017-01-07 04:22:25]<Capn_Ascii> You're currently holed up in a dingy motel room across the intersection from the theater, peeking out of the window through the curtains.
[2017-01-07 04:23:17]* Miranor looks carefully at the road, looking at obstacles from here to THE BOOK
[2017-01-07 04:23:35]<Cadellin> "Who has an invisible flying animal that can go fetch the book?"
[2017-01-07 04:23:39]<Nenni_Guenhwyvar> Nenni sprawls atop a pile of Dungeon (R) magazines, like a dragon mantling over its coveted hoard, his head resting against the DMG absorbing its imagined powers via osmosis. He knows full well that if any of the humans roaming in his territory want access to the books of power (and frequently they do) they will have to pay their cat tax first - hopefully by picking him up and stroking him and then opening a can of fresh food not that cold
[2017-01-07 04:23:39]<Nenni_Guenhwyvar> stuff from yesterday they've kept in the fridge. Eww! It smells funny. But at the very least by patting him before sliding out the issue they're interested in. If they don't pay the cat tax, he will sulk and scowl at them from the bookshelf until they atone. Nenni doesn't forget their ... wait ... is that a cockroach running behind the curtain? Oblivious spring attack!
[2017-01-07 04:24:26]<Nenni_Guenhwyvar> He missed, and curls up disappointed, thinking of going to sleep. Why is everyone looking out the window?

[2017-01-07 04:23:51]<Sheona> That's a lot of text at once
[2017-01-07 04:24:38]<Capn_Ascii> *snrk*
[2017-01-07 04:24:55]<Capn_Ascii> Now that's what I call an establishing character moment. ;)
[2017-01-07 04:26:25]<Capn_Ascii> Yeah, just to refresh me, give me a quick recap of races, genders and classes so I don't get too confused here. I always have this problem when I run a new campaign. >.<
[2017-01-07 04:26:38]<Sheona> Female Human Druid
[2017-01-07 04:26:41]<Nenni_Guenhwyvar> I'm a male psionic cat.
[2017-01-07 04:27:01]<Capn_Ascii> What color cat?
[2017-01-07 04:27:10]<Nenni_Guenhwyvar> (Erudite tibbit, to be precise). Black.
[2017-01-07 04:27:10]<Miranor> Male Elf Factotum
[2017-01-07 04:27:14]<Cadellin> Female human turned into a Male Dwarf...
[2017-01-07 04:27:24]<Cadellin> And Cleric.
[2017-01-02 06:43:27]* mainstreet is now known as mainstreet--AWAY
[2017-01-02 09:10:50]<Mellow> `roll 5d6*6
[2017-01-02 09:10:51]<GameServ> Mellow rolled 5d6: 4 3 2 4 1  <Total: 14(*6) = 84>
[2017-01-02 09:11:18]<Mellow> Huh - that's not what I wanted.
[2017-01-02 09:11:22]<Intyalle> Hmm?
[2017-01-02 09:11:22]<Mellow> `roll 5d6
[2017-01-02 09:11:22]<GameServ> Mellow rolled 5d6: 3 1 1 3 4  <Total: 12>
[2017-01-02 09:11:23]<Mellow> `roll 5d6
[2017-01-02 09:11:24]<GameServ> Mellow rolled 5d6: 5 3 1 1 1  <Total: 11>
[2017-01-02 09:11:24]<Mellow> `roll 5d6
[2017-01-02 09:11:25]<GameServ> Mellow rolled 5d6: 5 5 5 6 3  <Total: 24>
[2017-01-02 09:11:26]<Mellow> `roll 5d6
[2017-01-02 09:11:26]<GameServ> Mellow rolled 5d6: 1 3 6 5 3  <Total: 18>
[2017-01-02 09:11:27]<Mellow> `roll 5d6
[2017-01-02 09:11:27]<GameServ> Mellow rolled 5d6: 2 2 5 4 1  <Total: 14>
[2017-01-02 09:11:28]<Mellow> `roll 5d6
[2017-01-02 09:11:28]<GameServ> Mellow rolled 5d6: 2 5 1 1 2  <Total: 11>
[2017-01-02 09:11:56]<Mellow> These are for the attributes of my psion for Capn's game. I needed 6x 5d6 drop lowest two. I believe.
[2017-01-02 09:12:34]* Intyalle nods
[2017-01-02 09:13:33]<Mellow> Oh - and reroll 1's: it says so in the topic.
[2017-01-02 09:13:44]<Mellow> `roll 2d6
[2017-01-02 09:13:44]<GameServ> Mellow rolled 2d6: 5 2  <Total: 7>
[2017-01-02 09:13:48]<Mellow> `roll 3d6
[2017-01-02 09:13:48]<GameServ> Mellow rolled 3d6: 5 5 3  <Total: 13>
[2017-01-02 09:13:50]<Intyalle> That's... a lot of rerolls :P
[2017-01-02 09:13:55]<Mellow> Yes!
[2017-01-02 09:14:00]<Mellow> `roll 1d6
[2017-01-02 09:14:01]<GameServ> Mellow rolled 1d6: 1  <Total: 1>
[2017-01-02 09:14:02]<Mellow> `roll 1d6
[2017-01-02 09:14:03]<GameServ> Mellow rolled 1d6: 1  <Total: 1>
[2017-01-02 09:14:04]<Mellow> `roll 1d6
[2017-01-02 09:14:05]<GameServ> Mellow rolled 1d6: 6  <Total: 6>
[2017-01-02 09:14:08]<Mellow> Yes!!!
[2017-01-02 09:14:22]<Mellow> `roll 1d6
[2017-01-02 09:14:22]<GameServ> Mellow rolled 1d6: 5  <Total: 5>
[2017-01-02 09:14:25]<Mellow> `roll 2d6
[2017-01-02 09:14:26]<GameServ> Mellow rolled 2d6: 1 6  <Total: 7>
[2017-01-02 09:14:29]<Mellow> `roll 2d6
[2017-01-02 09:14:29]<GameServ> Mellow rolled 2d6: 5 3  <Total: 8>
[2017-01-02 09:14:56]<Mellow> OK. Now to add things up and assign them. Good good!
[2017-01-02 09:17:14]<Mellow> And hitpoints:
[2017-01-02 09:17:20]<Mellow> `roll 5d4
[2017-01-02 09:17:21]<GameServ> Mellow rolled 5d4: 4 2 4 3 2  <Total: 15>

Appendix 2

Spell: Benign Transposition (Spell Compendium p27)
School: Conjuration (Teleportation)
Level: Sorcerer/Wizard 1 (V)
Casting: 1 Standard action
Range: Medium (100 ft. + 10 ft./level)
Duration: Instantaneous
Two willing creatures within range swap location. Objects, but not creatures, which they carry go with them.

Spell: Heroics (Spell Compendium p113)
School: Transmutation
Level: Sorcerer/Wizard 2 (V, S, M)
Casting: 1 Standard action
Range: Creature touched
Duration: 10 minutes / level
Temporarily gain a Fighter feat if its prerequisites are already met.

Spell: Improvisation (Spell Compendium p121)
School: Transmutation
Level: Bard 1 (V, S, M)
Casting: 1 Standard action
Range: Personal
Duration: 1 round / level until discharged (D)
Gain a Luck bonus of 2 per caster level, assigned at your discretion among attack rolls, skill checks and ability checks, up to a maximum bonus to any single roll of half caster level.

Spell: Launch Item (Spell Compendium p130)
School: Transmutation
Level: Sorcerer/Wizard 0 (S)
Casting: 1 Standard action
Range: Touch
Duration: Instantaneous
One Fine item (up to 10lb) moves at great speed to a target or location you specify within 100ft + 10ft/level. This can be used to make an attack with no range penalty.

Spell: Minor Disguise (Spell Compendium p141)
School: Transmutation
Level: Bard 0 (V, S)
Casting: 1 Standard action
Range: Personal
Duration: 1 hour
+2 Competence bonus to next Disguise check due to changing hair colour, skin texture, scarring, teeth appearance.

Spell: Sunstroke (Sandstorm p123)
School: Necromancy
Level: Druid 1; Sorcerer/Wizard 1; Summer 2 (V, S)
Casting: 1 Standard action
Range: Close (25 ft. + 5 ft./2 levels)
Duration: Instantaneous
One living creature takes 2d6 non-lethal damage. If they fail a Fortitude save, they become Fatigued (or Exhausted if already Fatigued).

Power: Urban Strider (Complete Psionic p104)
Discipline: Psychometabolism
Level: Psion/wilder 1, psychic warrior 1 (visual)
Manifesting: 1 Standard action
Range: Personal
Duration: 1 minute / level
  • Balance: +5; do not need to make checks running/charging on slopes
  • Jump: +5; do not need to make checks for 5ft horizontal jumps; standing long/high jumps count as running long/high jumps
  • Move: at full speed through crowds
Power points: 1
Augment (8pp): gain climb speed equal to land speed

Race: Tibbit (Dragon Compendium, p. 21)
  • Type: Monstrous Humanoid (shapeshifter)
    • Humanoid form:
      • Size: Small
      • Speed: 20
      • Abilities: Str -2; Dex +2
      • must wait 1 hour before can resume cat form
    • Feline Transformation (Su) form:
      • Size: Tiny
      • Speed: 30
      • Abilities: Str -10; Dex +4
      • Scent (Ex)
    • Darkvision (Ex)
    • Escape Artist +2; Jump +2; Spot +2
    • Automatic Languages: Common and Feline
(Dragon Compendium, p. 21) (Dragon Magazine 135)

Appendix 3


Appendix 4

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

Appendix 5

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,