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<blockquote data-quote="Cleon" data-source="post: 5588653" data-attributes="member: 57383"><p><span style="font-size: 15px"><strong>Copper Opossum</strong></span></p><p><span style="font-size: 15px"><strong></strong></span>Tiny Magical Beast</p><p>Hit Dice: 1/2d10 (2 hp)</p><p>Initiative: +2</p><p>Speed: 20 ft. (4 squares), climb 15 ft.</p><p>Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12</p><p>Base Attack/Grapple: +1/-11</p><p>Attack: Bite +5 melee (1d3-4)</p><p>Full Attack: Bite +5 melee (1d3-4)</p><p>Space/Reach: 2 1/2 ft./0 ft.</p><p>Special Attacks: Rake, stasis venom</p><p>Special Qualities: Feign death, low-light vision, scent, venom resistant</p><p>Saves: Fort +2*, Ref +4, Will +1</p><p>Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4</p><p>Skills: Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6</p><p>Feats: Alertness, Weapon Finesse (B)</p><p>Environment: Temperate hills</p><p>Organization: Solitary, pair, or family (2-8)</p><p>Challenge Rating: 1/2</p><p>Treasure: See below (copper)</p><p>Alignment: Always neutral</p><p>Advancement: —</p><p>Level Adjustment: —</p><p></p><p><em> This creature looks like an opossum, except its thick fur is the metallic hue of polished copper. A long, prehensile tail trails behind it.</em></p><p></p><p> Copper opossums are a magical breed of opossum. They are only found in areas with a source of copper, such as an exposed seam of copper ore, since they need to eat small quantities of that metal to survive. A copper opossum's ideal habitat is an area of foothills with abundant trees, streams, and a supply of high-grade ore or raw copper.</p><p></p><p>The fur of a copper opossum contains real copper. Burning a copper opossum (or just its skin) in an an exceptionally hot fire (such as a forge) leaves behind 10d4+10 copper pieces worth of raw copper. Removing the skin from a dead copper opossum requires a DC 10 Survival check. The skin weighs 3 to 6 pounds.</p><p></p><p>Copper opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 5 and 18 pounds.</p><p></p><p>A spellcaster with the Improved Familiar feat can acquire a copper opossum as a familiar. The spellcaster must be at least 3rd level. A copper opossum familiar grants a +2 bonus on Fort saves to its master plus a +2 bonus on all saves against poison. These bonuses stack, giving a +4 bonus on Fort saves against poison.</p><p></p><p><strong>COMBAT</strong></p><p></p><p>A copper opossum will curl into a ball and feign death if threatened. If attacked or handled, it will kick out with its hind legs' venomous spines.</p><p></p><p><strong>Feign Death (Ex):</strong> A copper opossum can play dead with great accuracy. It rolls into a motionless ball and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.</p><p></p><p>A creature examining the copper opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.</p><p></p><p><strong>Rake (Ex):</strong> If a copper opossum is in a grapple it gains a claws attack with its hind legs (attack bonus +5 melee, damage 1d3-4 plus stasis venom).</p><p> </p><p> <strong>Stasis Venom (Su):</strong> A copper opossum has spines just above its hind feet that secrete a supernatural venom. Any creature injured by its rake attack must succeed on a DC 12 Fortitude save or be placed in a state of suspended animation for 2d4 days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed at a DC 12 Fortitude save. The stasis can also be broken by a <em>dispel magic</em> or similar effect (effective caster level 3). Any effect that opposes poison, like the <em>neutralize poison</em> spell or a racial resistance or immunity to poison, will affect a copper opossum's venom as if it were a poison. The save DC is Constitution-based.</p><p></p><p><strong>Venom Resistant (Ex):</strong> Copper opossums have a +4 racial bonus on saves against poison.</p><p></p><p><strong>Skills:</strong> Opossums have a +4 racial bonus on Balance and Swim checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5588653, member: 57383"] [SIZE=4][B]Copper Opossum [/B][/SIZE]Tiny Magical Beast Hit Dice: 1/2d10 (2 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +1/-11 Attack: Bite +5 melee (1d3-4) Full Attack: Bite +5 melee (1d3-4) Space/Reach: 2 1/2 ft./0 ft. Special Attacks: Rake, stasis venom Special Qualities: Feign death, low-light vision, scent, venom resistant Saves: Fort +2*, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4 Skills: Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6 Feats: Alertness, Weapon Finesse (B) Environment: Temperate hills Organization: Solitary, pair, or family (2-8) Challenge Rating: 1/2 Treasure: See below (copper) Alignment: Always neutral Advancement: — Level Adjustment: — [I] This creature looks like an opossum, except its thick fur is the metallic hue of polished copper. A long, prehensile tail trails behind it.[/I] Copper opossums are a magical breed of opossum. They are only found in areas with a source of copper, such as an exposed seam of copper ore, since they need to eat small quantities of that metal to survive. A copper opossum's ideal habitat is an area of foothills with abundant trees, streams, and a supply of high-grade ore or raw copper. The fur of a copper opossum contains real copper. Burning a copper opossum (or just its skin) in an an exceptionally hot fire (such as a forge) leaves behind 10d4+10 copper pieces worth of raw copper. Removing the skin from a dead copper opossum requires a DC 10 Survival check. The skin weighs 3 to 6 pounds. Copper opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 5 and 18 pounds. A spellcaster with the Improved Familiar feat can acquire a copper opossum as a familiar. The spellcaster must be at least 3rd level. A copper opossum familiar grants a +2 bonus on Fort saves to its master plus a +2 bonus on all saves against poison. These bonuses stack, giving a +4 bonus on Fort saves against poison. [B]COMBAT[/B] A copper opossum will curl into a ball and feign death if threatened. If attacked or handled, it will kick out with its hind legs' venomous spines. [B]Feign Death (Ex):[/B] A copper opossum can play dead with great accuracy. It rolls into a motionless ball and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death. A creature examining the copper opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death. [B]Rake (Ex):[/B] If a copper opossum is in a grapple it gains a claws attack with its hind legs (attack bonus +5 melee, damage 1d3-4 plus stasis venom). [B]Stasis Venom (Su):[/B] A copper opossum has spines just above its hind feet that secrete a supernatural venom. Any creature injured by its rake attack must succeed on a DC 12 Fortitude save or be placed in a state of suspended animation for 2d4 days. An envenomed victim is unconscious and immobile, but has no need of food, water or air while in stasis. If a creature in stasis takes damage from any source they will awaken, fully alert, if they succeed at a DC 12 Fortitude save. The stasis can also be broken by a [I]dispel magic[/I] or similar effect (effective caster level 3). Any effect that opposes poison, like the [I]neutralize poison[/I] spell or a racial resistance or immunity to poison, will affect a copper opossum's venom as if it were a poison. The save DC is Constitution-based. [B]Venom Resistant (Ex):[/B] Copper opossums have a +4 racial bonus on saves against poison. [B]Skills:[/B] Opossums have a +4 racial bonus on Balance and Swim checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks. [/QUOTE]
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