Send In The Clowns… (or, Converting the Oddballs)

demiurge1138 said:
And magical beast sounds good, although there should then probably be a disclaimer about how they can be summoned as familiars despite not being animals.

agreed. :)

Shade said:
I like the snap ability, and agree with Dex-based.

should I keep the mind-affecting part in there? I can’t imagine something immune to mind-affecting effects being dazed by something like that. But then, I think I heard somewhere that Ex abilities can’t be mind-affecting?

Shade said:
Looking through some of the Forgotten Realms books, it looks like the format for mentioning how a monster can be aquired as a familiar is thus:

If Improved Familiar is not required: "An ibis familiar grants its master a +3 bonus on Spot checks."

If Improved Familiar is required: "A beguiler can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat. See page 200 of the DMG for more information."

So, for this guy, I'd just add: "A duckbunny grants its master a +3 bonus on Initiative checks."

coolness. :) I really want to get Lost Empires of Faerun…

however you guys decide to work out the familiar bonus is fine by me, because I don’t know a whole hell of a lot about how familiars work. ;)

it only gets 4 skill points, so Listen 2 and Spot 2? (fairly standard stuff there.) Its Swim bonus, minus its Str mod is +5.
 

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BOZ said:
should I keep the mind-affecting part in there? I can’t imagine something immune to mind-affecting effects being dazed by something like that. But then, I think I heard somewhere that Ex abilities can’t be mind-affecting?

Hmmm...it's more of a shocking surprise than something assaulting a creature's mind. Just because something is immune to mind-affecting abilities doesn't mean they wouldn't be freaked out if a big, hairy spider dropped on their shoulder, right? :)

BOZ said:
coolness. :) I really want to get Lost Empires of Faerun…

Its a pretty quality book.

BOZ said:
however you guys decide to work out the familiar bonus is fine by me, because I don’t know a whole hell of a lot about how familiars work. ;)

I'd just go with +2. Most feats and items that grant init bonuses (other than Improved Initiative, obviously) grant a +2 bonus.

BOZ said:
it only gets 4 skill points, so Listen 2 and Spot 2? (fairly standard stuff there.) Its Swim bonus, minus its Str mod is +5.

Skill ranks sound good. Should we let it use its Dex modifier for Swim checks?
 

Duckbunny
Tiny Magical Beast
Hit Dice: 1/2d10 (2 hp)
Initiative: +4
Speed: 20 ft (4 squares), swim 30 ft
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Bite +7 melee (1d2-3 plus snap)
Full Attack: Bite +7 melee (1d2-3 plus snap)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Snap
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +2 Ref +6 Will +2
Abilities: Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 7
Skills: Listen +4, Spot +4, Swim +12
Feats: Weapon Finesse (plus one bonus?)

Environment: Any land
Organization: Solitary or pack (2-10)
Challenge Rating: X
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: +X (cohort)

This creature might have a more bizarre appearance than the platypus. It has the beak and webbed feet of a waterfowl, and the body and long ears of a rabbit. Its body is white, with orange-yellow bills and feet, and its eyes are big and black.

The duckbunny is the result of magical crossbreeding experiments; in this case, this creature is the result of combining a snowshoe hare and a duck. Since such experiments are dangerous endeavors, enterprising wizards prefer to start with tamer beasts than something like an owlbear. From the combination of mammal and bird, many young wizards learn a valuable lesson in the art of crossbreeding species.

Duckbunnies tend to live like normal rabbits, with a few exceptions. Like rabbits, they live in underground burrows, and eat mostly vegetables. Like ducks, they lay eggs instead of giving birth to live young, are excellent swimmers, and do eat the occasional fish. If a duckbunny is freed into the wild, it will make its home along the banks of a small body of water, such as a lake or pond. A duckbunny can live on the water plants it finds there, but can be as big a nuisance to vegetable gardens as a normal rabbit.

Duckbunnies sometimes become familiars to wizards and make excellent pets, with their big eyes, floppy ears, and soft, downy fur. They cry out with a loud quacking sound when disturbed or surprised, making a duckbunny a rather inexpensive alarm system. Though they won’t attack like a guard dog, a killed duckbunny is easy to replace due to their high breeding rate.

The duckbunny also has several practical uses. Their eggs are delicious, and they breed like rabbits, which ensures a steady supply. Their downy feathers provide excellent insulation, such that their skins make excellent cloaks, capes, and boots. Duckbunny meat also makes for a good stew and tastes just like rabbit meat.

A duckbunny is X inches long, and weighs only X pounds.

COMBAT
Duckbunnies generally take the first opportunity to flee from any hostile encounter. If cornered, a duckbunny will snap its beak at any extremities within reach, from fingers to noses. Many creatures are shocked by an attack from such an inoffensive-looking creature, giving the duckbunny its chance to escape.

Snap (Ex): When a creature is hit by a duckbunny's bite attack, it must succeed on a DC 14 Will save or be dazed for 1 round. Once a creature witnesses this attack, it can never again be affected by a duckbunny's snap attack. The save DC is Dexterity-based.

Skills: A duckbunny has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Duckbunnies use their Dexterity modifier instead of their Strength modifier for Swim checks.

Dragon Magazine #243 ("The Dragon's Bestiary," January 1998, Johnathan M. Richards).
 
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No section needed. Just add the following paragraph to the descriptive text before the length and weight paragraph:

"A duckbunny familiar grants its master a +2 bonus on Initiative checks."
 

For length and weight, assuming it is of cottontail rabbit stock, a duckbunny is 15-19 inches long and weighs between 2 and 4 pounds.
 


I don't think that is an issue. Other magical beasts, such as the tressym can be familiars, without any disclaimer.
 

allright then. :) hey, we're just about done - nice and quick, this was!

should we need any other feats beyond Weapon Finesse?

LA and CR ideas?

i want to get another look at the picture to make sure the italicized part is adequate before i post it to the CC. :)
 

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