• Please note: In an effort to ensure that all of our users feel welcome on our forums, we’ve updated our forum rules. You can review the updated rules here: http://forums.wolflair.com/showthread.php?t=5528.

    If a fellow Community member is not following the forum rules, please report the post by clicking the Report button (the red yield sign on the left) located on every post. This will notify the moderators directly. If you have any questions about these new rules, please contact support@wolflair.com.

    - The Lone Wolf Development Team

Just for fun.

EightBitz

Well-known member
Not sure if I posted these guys before, so I'm posting them now. Sorry if this is again.

Trying to make these guys fun. Open to suggestions.

Duct Ape: a small, simian creature that lurks in dungeons, pyramids, temples and inns. They are small and stealthy. They desire food and shiny things, regardless of worth. They have a magical pouch that, despite it's small size, can store up to five coins (or other objects of similar volume and weight). They will steal them from unwary adventurers (not more than five random coins) and in return will repair one random, broken item (mundane or magical). They are skittish, but curious and friendly. Wary adventurers can lure them out and earn their favor with bribes and treats.

In dungeons and pyramids, duct apes will burrow through natural rock, stone and earth, creating small, inconspicuous passages and nests for themselves that have the added benefit of aerating dungeons. (Ever wonder why there's breathable air in dungeons that are three, four, five or even ten levels deep? Duct apes!) In temples and inns, duct apes will lurk in the existing air ducts.

Duct apes have a magical ability to repair almost anything. Armor, weapons, wagons, clothes, contraptions, etc. No tools required. Adventurers in need who successfully earn their favor can take great advantage of their ability.

Duct apes do not survive in captivity and will not submit to forced labor.

Duct apes are magical creatures with immunity to sleep and charm spells. They are not subject to being familiars or animal companions.

When a duct ape is injured or in distress, it will let out a loud cry that is easily heard by nearby creatures. Reaction to the cry should be appropriate for the creature type. Some will run away; some will be drawn to it out of curiosity; some will be drawn in search of prey.

Size: Tiny

STR: 6
DEX: 20
CON: 12
INT: 7
CHA: 20
WIS: 12

HD type: d8
HD: 5
Movement: 50
Stealth: +20
 
I hear ya, my world allows for all sorts of familiars provided they suit the character, it would take a pretty special spellcaster, that's for sure
 
EDIT: Whoops. I forgot to add the immunities. It's updated now.

Hero Lab Code

You'll have to edit the source references to match your particular setup.

RACE:
Code:
  <thing id="rDuctApe" name="Duct Ape" description="A Duct Ape is a tiny, simian, magical creature that lurks in dungeons, pyramids, temples and inns. They are small and stealthy. They desire food and shiny things, regardless of worth. They have a magical pouch that, despite it&apos;s small size, can store up to five coins (or other objects of similar volume and weight). They will steal them from unwary adventurers (not more than five random coins) and in return will repair one random, broken item (mundane or magical). They are skittish, but curious and friendly. Wary adventurers can lure them out and earn their favor with bribes and treats.\n\nIn dungeons and pyramids, duct apes will burrow through natural rock, stone and earth, creating small, inconspicuous passages and nests for themselves that have the added benefit of aerating dungeons. (Ever wonder why there&apos;s breathable air in dungeons that are three, four, five or even ten levels deep? Duct apes!) In temples and inns, duct apes will lurk in the existing air ducts.\n\nDuct apes have a magical ability to repair almost anything. Armor, weapons, wagons, clothes, contraptions, etc. No tools required. Adventurers in need who successfully earn their favor can take great advantage of their ability.\n\nDuct apes do not survive in captivity and will not submit to forced labor.\n\nDuct apes are magical creatures with immunity to sleep and charm spells. They are not subject to being pets, familiars or animal companions.\n\nWhen a duct ape is injured, captured or otherwise in distress, it will shriek loudly and repeatedly until it is either healed or the source of it&apos;s distress is removed. This shriek is easily heard by nearby PCs, NPCs and creatures. Any who are neutral or friendly toward the duct ape must make a DC 20 will save or come to the creature&apos;s aid. Otherwise, they will react as is appropriate to their nature. Some may run away; some may be drawn out of curiosity; some may be drawn to aid the duct ape; some may be drawn in search of prey.\n\nDespite their intelligence, duct apes do not have any structured language as such, but they can communicate with each other through a range of primitive chittering vocalizations. A Speak with Animals spell or spell-like ability will work normally with duct apes." compset="Race">
    <fieldval field="rHitDice" value="5"/>
    <fieldval field="rSpeed" value="50"/>
    <fieldval field="rHDSides" value="8"/>
    <fieldval field="rHPStart" value="40"/>
    <fieldval field="rSTR" value="-4"/>
    <fieldval field="rDEX" value="10"/>
    <fieldval field="rCON" value="2"/>
    <fieldval field="rINT" value="-3"/>
    <fieldval field="rWIS" value="2"/>
    <fieldval field="rCHA" value="10"/>
    <usesource source="srcJimBest"/>
    <tag group="ClassSkill" tag="skClimb"/>
    <tag group="ClassSkill" tag="skEscape"/>
    <tag group="ClassSkill" tag="skStealth"/>
    <tag group="Alignment" tag="NeutralLC"/>
    <tag group="Alignment" tag="NeutralGE"/>
    <tag group="RaceType" tag="NPC"/>
    <tag group="RaceSize" tag="Tiny12"/>
    <tag group="HasType" tag="tpMagBeast"/>
    <tag group="Hero" tag="NoDefComm"/>
    <tag group="Hero" tag="CantSpeak"/>
    <bootstrap thing="radaRepAny"></bootstrap>
    <bootstrap thing="radaDisCal"></bootstrap>
    <bootstrap thing="radaDngBur"></bootstrap>
    <bootstrap thing="xImmCharm"></bootstrap>
    <bootstrap thing="raImmSleep"></bootstrap>
    <bootstrap thing="xImmSleep"></bootstrap>
    <eval phase="PostAttr" priority="5000">hero.child[Initiative].field[Bonus].value +=5      

      hero.child[skAcrobat].field[Bonus].value += 5
      hero.child[skClimb].field[Bonus].value += 15
      hero.child[skEscape].field[Bonus].value += 15
      hero.child[skPercep].field[Bonus].value += 14
      hero.child[skStealth].field[Bonus].value += 7</eval>
    </thing>

RACIAL ABILITIES
Code:
  <thing id="radaDngBur" name="Dungeon Burrow" description="Duct apes can burrow through earth and stone, at a speed of 30 feet, as easily as walking. This leaves behind a tiny tunnel that lasts at least 24 hours, and subsequently lasts as long as natural circumstances allow. Tunnels through solid stone will be virtually permanent while tunnels through loose soil may not last long at all." compset="RaceSpec" uniqueness="unique">
    <usesource source="srcJimBest"/>
    <tag group="abAction" tag="Move"/>
    <tag group="AbilType" tag="SpellLike"/>
    <tag group="Helper" tag="ShowSpec"/>
    <tag group="Usage" tag="AtWill"/>
    <tag group="abDuration" tag="Sustained"/>
    </thing>
  <thing id="radaDisCal" name="Distress Call" description="When a duct ape is injured, captured or otherwise in distress, it will shriek loudly and repeatedly until it is either healed or the source of it&apos;s distress is removed. This shriek is easily heard by nearby PCs, NPCs and creatures. Any who are neutral or friendly toward the duct ape must make a DC 20 will save or come to the creature&apos;s aid. Otherwise, they will react as is appropriate to their nature. Some may run away; some may be drawn out of curiosity; some may be drawn to aid the duct ape; some may be drawn in search of prey." compset="RaceSpec" uniqueness="unique">
    <fieldval field="abDC" value="3"/>
    <usesource source="srcJimBest"/>
    <tag group="AbilType" tag="SpellLike"/>
    <tag group="Helper" tag="ShowSpec"/>
    <tag group="Usage" tag="AtWill"/>
    <tag group="abSave" tag="WillNeg"/>
    <tag group="StandardDC" tag="aCHA"/>
    <tag group="abDuration" tag="Sustained"/>
    <tag group="abAction" tag="Move"/>
    </thing>
  <thing id="radaRepAny" name="Repair Anything" description="Duct apes can repair anything at will, restoring mundane items, magical items, mechanical items, constructs, and technological items to their full, original working state with full hit points." compset="RaceSpec" uniqueness="unique">
    <usesource source="srcJimBest"/>
    <tag group="abAction" tag="Move"/>
    <tag group="AbilType" tag="SpellLike"/>
    <tag group="Helper" tag="ShowSpec"/>
    <tag group="Usage" tag="AtWill"/>
    <tag group="abDuration" tag="Permanent"/>
    </thing>

Stat block:
Code:
Unnamed Hero      CR 1/2
XP 200
Duct ape
N Tiny magical beast
Init +10; Senses darkvision 60 ft., low-light vision; Perception +15
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
hp 45 (5d8+5)
Fort +5, Ref +9, Will +2
Immune charm, sleep, sleep
--------------------
Offense
--------------------
Speed 50 ft.
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 20, Con 12, Int 7, Wis 12, Cha 20
Base Atk +5; CMB +8; CMD 16
Skills Acrobatics +10 (+18 to jump), Climb +20, Escape Artist +20, Perception +15, Stealth +20
SQ distress call, dungeon burrow, repair anything
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Distress Call (At will, DC 20) (Sp) When a duct ape is injured, captured or otherwise in distress, it will shriek loudly and repeatedly until it is either healed or the source of it's distress is removed. This shriek is easily heard by nearby PCs, NPCs and creatures. Any who are neutra
Dungeon Burrow (At will) (Sp) Duct apes can burrow through earth and stone, at a speed of 30 feet, as easily as walking. This leaves behind a tiny tunnel that lasts at least 24 hours, and subsequently lasts as long as natural circumstances allow. Tunnels through solid stone will 
Immunity to Charm You are immune to charm effects.
Immunity to Magic Sleep You are immune to magic sleep effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Repair Anything (At will) (Sp) Duct apes can repair anything at will, restoring mundane items, magical items, mechanical items, constructs, and technological items to their full, original working state with full hit points.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
 
Last edited:
Back
Top