Icewalker
2007-04-12, 04:05 PM
The Nocturne Lemur is often taken as a familiar (bonus: +30 ft. darkvision)
Nocturne Lemur
Tiny animal
HD 1d8 (4)
Speed 20 ft. (X squares); Climb 20 ft.
Init: +3
AC 15 (+2 size +3 dex); touch 15; flat-footed 12
BAB/Grp +0/-11
Attack Bite +3 (1d4-3)
Full-Attack Bite +3 (1d4-3)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Sphere of Shadow 1/day
Special Qualities Darkvision 60 ft., Light Vulnerability
Saves Fort +1 Ref +5 Will +1
Abilities Str 4, Dex 16, Con 10, Int 2, Wis 14, Cha 2
Skills Balance +11, Climb +11, Hide +11 (15 in dark), Move Silently +5, Spot +5, Listen +5
Feats Weapon Finesse (Bite), Awareness
Environment Thick forests or jungles
Organization Solitary
Challenge Rating 1/6
Treasure None
Alignment Always Neutral
The creature sitting on the wizards shoulder appears to be a sort of lemur, a very dark furred animal curled up on behind his right ear. It's ears perk up when you move, and it looks over at you with almost disconcerting glowing yellow eyes. As the wizard steps out of the shade, it hisses slightly and climbs down over his shoulder onto his back, still shaded at the angle he is standing.
Nocturne Lemurs are often used by wizards as familiars, as they grant +30 ft. darkvision as a familiar. (If the owner of the familiar already has darkvision, it gets an additional 30 ft added to what they already have.)
Nocturne lemurs live in very thick forests or jungles, where they can stay in deep shade even during the day. If they ever have to enter sunlight, or possibly hide from a predator, they hide within their sphere of shadow spell.
+8 racial bonus to climb and balance checks, and a +4 on hide checks when in darkness. The Nocturne's use their dexterity modifier instead of their strength modifier on climb checks.
Light Vulnerability (Ex): The eyes and bodies of nocturne lemurs are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the lemur's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected ones.
NEW SPELL:
Sphere of Shadow
Evocation [Darkness]
Level: Brd 0, Sor/Wiz 0, Clr 0, Brd 0
Components: V, S
Casting Time: 1 standard action
Range: close
Target: one creature of tiny or smaller size or location
Duration: 1 hour/level
Saving Throw: Will Negates (if targeted on unwilling creature)
Spell Resistance: yes
This spell creatures a very small sphere of shadowy mist. It is not technically "magical" darkness, and can be seen through by darkvision. However any non-magical light source will not remove it. Sunlight, lanterns, etc, will not brighten the area. If targeted at a location, the sphere remains there. The spell can also be targeted on a creature of size tiny or smaller, which engulfs the creature in darkness, and moves with it. If they have darkvision, they can see out of the sphere. This also provides the creature with concealment (20% miss chance). This spell is often used by wizards trying to protect their familiar from direct sunlight, as it can be used to protect a creature with light vulnerability.
Nocturne Lemur
Tiny animal
HD 1d8 (4)
Speed 20 ft. (X squares); Climb 20 ft.
Init: +3
AC 15 (+2 size +3 dex); touch 15; flat-footed 12
BAB/Grp +0/-11
Attack Bite +3 (1d4-3)
Full-Attack Bite +3 (1d4-3)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks Sphere of Shadow 1/day
Special Qualities Darkvision 60 ft., Light Vulnerability
Saves Fort +1 Ref +5 Will +1
Abilities Str 4, Dex 16, Con 10, Int 2, Wis 14, Cha 2
Skills Balance +11, Climb +11, Hide +11 (15 in dark), Move Silently +5, Spot +5, Listen +5
Feats Weapon Finesse (Bite), Awareness
Environment Thick forests or jungles
Organization Solitary
Challenge Rating 1/6
Treasure None
Alignment Always Neutral
The creature sitting on the wizards shoulder appears to be a sort of lemur, a very dark furred animal curled up on behind his right ear. It's ears perk up when you move, and it looks over at you with almost disconcerting glowing yellow eyes. As the wizard steps out of the shade, it hisses slightly and climbs down over his shoulder onto his back, still shaded at the angle he is standing.
Nocturne Lemurs are often used by wizards as familiars, as they grant +30 ft. darkvision as a familiar. (If the owner of the familiar already has darkvision, it gets an additional 30 ft added to what they already have.)
Nocturne lemurs live in very thick forests or jungles, where they can stay in deep shade even during the day. If they ever have to enter sunlight, or possibly hide from a predator, they hide within their sphere of shadow spell.
+8 racial bonus to climb and balance checks, and a +4 on hide checks when in darkness. The Nocturne's use their dexterity modifier instead of their strength modifier on climb checks.
Light Vulnerability (Ex): The eyes and bodies of nocturne lemurs are vulnerable to normal sunlight and anything above a dim light source. Illumination equal to the light spell or brighter imposes a -1 penalty to the lemur's attack rolls. Additionally, exposure to full sunlight causes 1 hit point of damage per minute to any unprotected ones.
NEW SPELL:
Sphere of Shadow
Evocation [Darkness]
Level: Brd 0, Sor/Wiz 0, Clr 0, Brd 0
Components: V, S
Casting Time: 1 standard action
Range: close
Target: one creature of tiny or smaller size or location
Duration: 1 hour/level
Saving Throw: Will Negates (if targeted on unwilling creature)
Spell Resistance: yes
This spell creatures a very small sphere of shadowy mist. It is not technically "magical" darkness, and can be seen through by darkvision. However any non-magical light source will not remove it. Sunlight, lanterns, etc, will not brighten the area. If targeted at a location, the sphere remains there. The spell can also be targeted on a creature of size tiny or smaller, which engulfs the creature in darkness, and moves with it. If they have darkvision, they can see out of the sphere. This also provides the creature with concealment (20% miss chance). This spell is often used by wizards trying to protect their familiar from direct sunlight, as it can be used to protect a creature with light vulnerability.