Debihuman
2013-08-12, 05:56 AM
Just in case the old WotC boards go down the drain, I'm reposting two of my old critters from there. The Awakened Stuff Toy Template by Riven_T_McGuire can be found here: http://community.wizards.com/go/thread/view/75882/19543914/My_wife_made_me_do_it._(PEACH)?liveView=0
I used his template to make Dolly Llama and Ted E. Bear. First here is the template.
Edit: In the template, awakened stuffed toys have resistance 10 to bludgeoning weapons. This is now properly noted as Damage Reduction 10/piercing or slashing in all the creature's statistic blocks. Also, the minimum hit point per level should be 1 regardless of the 1/4 total. The poison on the blowguns is usually blue whinnas since these are usually neutral creatures. Last of all, although the Template doesn't state, this is to be added to the base creature, a diminutive animated object (which is so boring nobody created actual stats for it). Although the template says LA is +1, I'm not sure they need it.
As an awakened construct, an Awakened Stuffed Toy has the following features.
• An Awakened Stuffed Toy derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: An Awakened Stuffed Toy possesses the following traits.
• -4 Strength, +2 Dexterity, –2 Wisdom, +2 Charisma
• Diminutive: As Diminutive constructs, awakened stuffed toys gains a +4 size bonus to Armor Class, a +4 size bonus on attack rolls, and a +12 size bonus on Hide checks, but its lifting and carrying limits, as well as its HP are one-quarters of those of a Medium character (minimum 1 hp per hd).
• An awakened stuffed toy's base land speed is 10 feet.
• No Constitution score.
• Low-light vision.
• Darkvision out to 60 feet.
• Unlike other constructs, an awakened stuffed toy is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
• Cannot heal damage naturally, but can be repaired through the use of repair damage spells. It also can repair itself if it can find enough felt, straw, and thread to patch itself up with. Repairing itself in this manner 1d4 minutes/HP lost.
• Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Vulnerability to fire: Because the body of an awakened stuffed toy is stuffed with straw or cotton, it’s easily flammable and will take more damage from fire based attacks.
• Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
• Since it was never alive, an awakened construct cannot be raised or resurrected.
• Spell-like ability (Sp): 3/day an awakened stuffed toy can cast haste on itself as a 6th level Sorcerer. However, this effect actually triples the creature's base speed.
• Substitute breath (Sp): Because an awakened stuffed doesn't have a breath of its own, it can create a magical effect from its mouth that would substitute an exhaling breath. This breath is mostly used by the creature to fire needles from its blowgun, causing the needles to have a range of 30 feet.
• Inanimate Pretend (Ex): An awakened stuffed toy can hold itself so still it appears to be a regular stuffed toy. An observer must succeed on a DC 20 Spot check to notice the creature is really alive.
• Unusual Body (Ex): An awakened stuffed toy is mostly stuffing, thus suffers very little from bludgeoning attacks. Because of this it gets a resistance to bludgeon (10), and takes no falling damage.
• Skills: An awakened stuffed toy gets a +8 bonus to Move Silently checks because of its soft body structure.
• Proficient with blowgun and rapier (needle), Using needles as a weapon comes as second nature to this creature.
• Bonus feats: Because awakened stuffed toys are born from magic, therefore they do not require material components for their spell (if they are casters) as if they had the Eschew Materials feat. However, costly material or focus item are still needed. It also receives Toughness as a bonus feat.
• An awakened stuffed toy does not need to eat, sleep, or breathe, and can't benefit from the effects of consumable spells and magic items such as heroes' feast and potions. However, an awakened stuffed toy caster must rest for 8 hours before preparing spells.
• Favored class: Spellthief. A multiclass awakened stuffed toy's spellthief class does not count when determining whether he takes an experience point penalty for multiclassing.
• Level adjustment: +1.
• Automatic languages: Common. Bonus Languages: Sylvan.
I'm reposting both Dolly Llama and Ted E. Bear here in spoilers. I've made a few corrections so these don't exactly match the original ones posted on WoTC's site.
Dolly Llama
Dolly Llama, female awakened stuffed toy, fighter 3
Diminutive Construct
Hit Dice: ¼3d10+3 (7 hit points)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armor Class: 20 (+4 Size +3 Dex, and Masterwork breastplate +3 (adds only half bonus due to size), Touch 17, Flat-footed 17
BAB/Grapple: +3/-9
Attack: Diminutive mwk greatsword +9 melee (1d6) or blowgun +11 ranged (1 plus poison) or hoof +10 melee (1)
Full Attack: Diminutive mwk greatsword +9 melee (1d6) or blowgun +11 ranged (1 plus poison), or two hooves +10 melee (1)
Space/Reach: 1 ft. /0 ft.
Special Attacks: —
Special Qualities: Damage resistance 10/piercing or slashing, darkvision 60 ft.; inanimate pretend; Immunity to poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects; low-light vision; spell-like ability; substitute breath, unusual body, vulnerability to fire
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 11, Dex 16, Con —, Wis 11, Int 12, Cha 12
Skills: Climb +6 (+3 in armor), Hide +12 (+9 in armor) Intimidate +7, Jump +6 (+3 in armor), Move Silently +8 (+5 in armor), Use Rope +5 [+2 circumstance bonus from silk rope]
Feats: Eschew Materials (B), Toughness (B) Improved Initiative, Point Blank Shot, Weapon Finesse (B), Weapon Focus (greatsword) (B)
Environment: Any Land
Organization: Solitary or collection (2-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: by Class
Level Adjustment: +1
Possessions: masterwork custom-made breastplate (350 gp, 3 lbs), masterwork great sword (350 gp, ½ lb) , 2 vials of Acid (20 gp, 1 lb), 1 vial of holy water (25 gp, 1 lb.), saddle pack (custom made) 5 gp (1½ lbs), 1 thunderstone (15 gp each, 1 lb.), tanglefoot bag (50 gp, 4 lb.), Silk rope 50 ft. (10 gp, 5 lb.) , tent with extra waterproofing (20 gp 20 lbs), caltrops (1 gp 2 lbs), 54 gp.
Dolly Llama appears as fluffy white stuffed toy llama. She is 8 inches tall, 12 inches long and weighs 1 pound. Although Dolly can walk upright and use weapons, she prefers to remain as a quadruped due to her greater carrying capacity. She can carry a Light load 38 lbs or less, Medium load 39-76 pounds, heavy load 77-115 pounds. She also wears two saddlebags in which to carry items. While she prefers not to be ridden, she will sometimes carry another awakened stuffed toy into combat.
Dolly can kick with either her front legs or her rear legs but not both at the same time.
Dolly speaks Common, Sylvan and Elvish.
Spell-like ability (Sp): 3/day an awakened stuffed toy can cast haste on itself as a 6th level Sorcerer. However, this effect actually triples the creature's base speed.
Substitute Breath (Sp): Because an awakened stuffed creature doesn't have a breath of its own, it can create a magical effect from its mouth that would substitute an exhaling breath. This breath is mostly used by the creature to fire needles from its blowgun, causing the needles to have a range of 30 feet.
Inanimate Pretend (Ex): An awakened stuffed toy can hold itself so still it appears to be a regular stuffed toy. An observer must succeed on a DC 20 Spot check to notice the creature is really alive.
Unusual body (Ex): An awakened stuffed toy is mostly stuffing, thus suffers very little from bludgeoning attacks. Because of this it gets a resistance to bludgeon (10), and takes no falling damage.
Skills: An awakened stuffed toy gets a +8 bonus to Move Silently checks because of its soft body structure.
Proficient with blowgun and rapiers (needle): Using needles as a weapon comes as second nature to this creature.
Bonus feats: Because awakened stuffed toys are born from magic, therefore they do not require material components for their spell (if they are casters) as if they had the Eschew Materials feat. However, costly material or focus item are still needed. It also receives Toughness as a bonus feat. Dolly has 2 bonus fighter feats (weapon finesse and weapon focus (hoof) as well.
Notes: I statted out Dolly using elite stats [15, 14, 13, 12, 10, 8] assigned them thusly, Str 15, Dex 14, Con 8, Wis 13, Int 12 and Cha 10 and then applied the Awakened Stuffed Toy template.
Ted E. Bear
Ted E. Bear, male awakened stuffed toy, spellthief 1
Diminutive Construct
Hit Dice: ¼1d6+3 (4 hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 18 (+4 size, +2 Dex +2 Chain Shirt) touch 16, flat-footed 14
BAB/Grapple: +0/-10
Attack: Diminutive Rapier +3 melee (1d2) or Blowgun + 6 ranged (1 plus poison)
Full Attack: Diminutive Rapier +3 melee (1d2) or Blowgun +6 ranged (1 plus poison)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Sneak attack 1d6, steal spell (0 or 1st level)
Special Qualities: Damage Resistance 10/piercing or slashing, darkvision 60 ft.; inanimate pretend; immunity to poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects; low-light vision; spell-like ability; substitute breath; trapfinding; unusual body; vulnerability to fire
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 7 (-2), Dex 14 (+2), Con —, Int 10, Wis 7 (-2), Cha 15 (+2)
Skills: Appraise +4, Bluff +6, Disable Device +4, Escape Artist +6, Hide +14, Move Silently +8, Tumble +6, UMD +6
Feats: Eschew Materials (B), Toughness (B) Weapon Focus (Rapier)
Environment: Any Land
Organization: Solitary or collection (2-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral
Advancement: by Class, Favored Class: Spellthief
Level Adjustment: +1
A stuffed bear with button eyes dressed in a pirate costume sits behind a chair. You think nothing of it until you feel a pinch and the dizziness sets in....
Ted can carry 5 lbs. as a light load, 6-11 lbs. aa a medium load, 12-17 lbs. as a heavy load.
Ted speaks Common and Sylvan.
Ted is proficient with blowgun and rapiers (needle), Using needles as a weapon comes as second nature to him. As a spellthief, Ted is proficient with all simple weapons and light armor but not with shields. He can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance.
As a construct Ted cannot heal damage naturally but can be repaired through the use of repair damage spells. He can also repair himself if he can find enough felt, straw and thread to patch himself up. Repairs take 1d4 minutes per hit point lost.
As a construct Ted is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). He is not at risk from death from massive damage but is immediately destroyed when reduced to 0 hit points or fewer. Unlike other constructs, Ted is not immune to mind-affecting spells and abilities.
Since he was never alive, Ted cannot be raised or resurrected. He does not need to eat, sleep or breathe, and can’t benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. However, Ted must rest for 8 hours before preparing spells.
Combat
Ted prefers to use his weapons in combat as he lacks suitable claws.
Inanimate Pretend (Ex): An awakened stuffed toy can hold itself so still it appears to be a regular stuffed toy. An observer must succeed on a DC 20 Spot check to notice the creature is really alive.
Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is with 30 feet.
Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forego dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a known spell from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. See the Spellthief class feature in Complete Adventurer page 16.
Spell-like ability (Sp): 3/day an awakened stuffed toy can cast haste on itself as level 6 Sorcerer. However, this effect actually triples the creature's base speed.
Substitute Breath (Sp): Because an awakened stuffed doesn't have a breath of its own, it can create a magical effect from its mouth that would substitute an exhaling breath. This breath is mostly used by the creature to fire needles from its blowgun, causing the needles to have a range of 30 ft.
Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Devise to bypass a trap or disarm magical traps. See the Rogue class feature in the Player’s Handbook page 50.
Unusual body (Ex): An awakened stuffed toy is mostly stuffing, thus suffers very little from bludgeoning attacks. Because of this it gets a resistance to bludgeon (10), and takes no fall damage.
Skills: An awakened stuffed toy gets a +8 bonus to Move Silently checks because of its soft body structure.
Notes: I Started with non-elite array (13, 12, 11, 10, 9, 8) and put the Str 11, Dex 12, Con 8, Int. 10, Wis 9, Cha 13. Template made the following changes: Str 7, Dex 14, Con —, Int 10, Wis 7, Cha 15; 24 Skill with points 4 ranks in each Appraise, Bluff, Disable Device, Escape Artist, Tumble and UMD. Bonus skills +12 to Hide for size and +8 to Move Silently.
A chain shirt for a Tiny or smaller creature costs 1/2 the price [Ted can fit into Humanoid sized chain shirt] and it weighs 1/10 the weight, however it only offers 1/2 the AC bonus. [50 gp, weight 2.5 lbs and AC +2]
I simply used Riven_T_McGuire's template to make my creatures. He had the idea for the template and Ted E. Bear was created LONG before the movie Ted. Pfft.
Debby
I used his template to make Dolly Llama and Ted E. Bear. First here is the template.
Edit: In the template, awakened stuffed toys have resistance 10 to bludgeoning weapons. This is now properly noted as Damage Reduction 10/piercing or slashing in all the creature's statistic blocks. Also, the minimum hit point per level should be 1 regardless of the 1/4 total. The poison on the blowguns is usually blue whinnas since these are usually neutral creatures. Last of all, although the Template doesn't state, this is to be added to the base creature, a diminutive animated object (which is so boring nobody created actual stats for it). Although the template says LA is +1, I'm not sure they need it.
As an awakened construct, an Awakened Stuffed Toy has the following features.
• An Awakened Stuffed Toy derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: An Awakened Stuffed Toy possesses the following traits.
• -4 Strength, +2 Dexterity, –2 Wisdom, +2 Charisma
• Diminutive: As Diminutive constructs, awakened stuffed toys gains a +4 size bonus to Armor Class, a +4 size bonus on attack rolls, and a +12 size bonus on Hide checks, but its lifting and carrying limits, as well as its HP are one-quarters of those of a Medium character (minimum 1 hp per hd).
• An awakened stuffed toy's base land speed is 10 feet.
• No Constitution score.
• Low-light vision.
• Darkvision out to 60 feet.
• Unlike other constructs, an awakened stuffed toy is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
• Cannot heal damage naturally, but can be repaired through the use of repair damage spells. It also can repair itself if it can find enough felt, straw, and thread to patch itself up with. Repairing itself in this manner 1d4 minutes/HP lost.
• Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
• Vulnerability to fire: Because the body of an awakened stuffed toy is stuffed with straw or cotton, it’s easily flammable and will take more damage from fire based attacks.
• Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
• Since it was never alive, an awakened construct cannot be raised or resurrected.
• Spell-like ability (Sp): 3/day an awakened stuffed toy can cast haste on itself as a 6th level Sorcerer. However, this effect actually triples the creature's base speed.
• Substitute breath (Sp): Because an awakened stuffed doesn't have a breath of its own, it can create a magical effect from its mouth that would substitute an exhaling breath. This breath is mostly used by the creature to fire needles from its blowgun, causing the needles to have a range of 30 feet.
• Inanimate Pretend (Ex): An awakened stuffed toy can hold itself so still it appears to be a regular stuffed toy. An observer must succeed on a DC 20 Spot check to notice the creature is really alive.
• Unusual Body (Ex): An awakened stuffed toy is mostly stuffing, thus suffers very little from bludgeoning attacks. Because of this it gets a resistance to bludgeon (10), and takes no falling damage.
• Skills: An awakened stuffed toy gets a +8 bonus to Move Silently checks because of its soft body structure.
• Proficient with blowgun and rapier (needle), Using needles as a weapon comes as second nature to this creature.
• Bonus feats: Because awakened stuffed toys are born from magic, therefore they do not require material components for their spell (if they are casters) as if they had the Eschew Materials feat. However, costly material or focus item are still needed. It also receives Toughness as a bonus feat.
• An awakened stuffed toy does not need to eat, sleep, or breathe, and can't benefit from the effects of consumable spells and magic items such as heroes' feast and potions. However, an awakened stuffed toy caster must rest for 8 hours before preparing spells.
• Favored class: Spellthief. A multiclass awakened stuffed toy's spellthief class does not count when determining whether he takes an experience point penalty for multiclassing.
• Level adjustment: +1.
• Automatic languages: Common. Bonus Languages: Sylvan.
I'm reposting both Dolly Llama and Ted E. Bear here in spoilers. I've made a few corrections so these don't exactly match the original ones posted on WoTC's site.
Dolly Llama
Dolly Llama, female awakened stuffed toy, fighter 3
Diminutive Construct
Hit Dice: ¼3d10+3 (7 hit points)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 10 ft. (2 squares)
Armor Class: 20 (+4 Size +3 Dex, and Masterwork breastplate +3 (adds only half bonus due to size), Touch 17, Flat-footed 17
BAB/Grapple: +3/-9
Attack: Diminutive mwk greatsword +9 melee (1d6) or blowgun +11 ranged (1 plus poison) or hoof +10 melee (1)
Full Attack: Diminutive mwk greatsword +9 melee (1d6) or blowgun +11 ranged (1 plus poison), or two hooves +10 melee (1)
Space/Reach: 1 ft. /0 ft.
Special Attacks: —
Special Qualities: Damage resistance 10/piercing or slashing, darkvision 60 ft.; inanimate pretend; Immunity to poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects; low-light vision; spell-like ability; substitute breath, unusual body, vulnerability to fire
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 11, Dex 16, Con —, Wis 11, Int 12, Cha 12
Skills: Climb +6 (+3 in armor), Hide +12 (+9 in armor) Intimidate +7, Jump +6 (+3 in armor), Move Silently +8 (+5 in armor), Use Rope +5 [+2 circumstance bonus from silk rope]
Feats: Eschew Materials (B), Toughness (B) Improved Initiative, Point Blank Shot, Weapon Finesse (B), Weapon Focus (greatsword) (B)
Environment: Any Land
Organization: Solitary or collection (2-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Neutral
Advancement: by Class
Level Adjustment: +1
Possessions: masterwork custom-made breastplate (350 gp, 3 lbs), masterwork great sword (350 gp, ½ lb) , 2 vials of Acid (20 gp, 1 lb), 1 vial of holy water (25 gp, 1 lb.), saddle pack (custom made) 5 gp (1½ lbs), 1 thunderstone (15 gp each, 1 lb.), tanglefoot bag (50 gp, 4 lb.), Silk rope 50 ft. (10 gp, 5 lb.) , tent with extra waterproofing (20 gp 20 lbs), caltrops (1 gp 2 lbs), 54 gp.
Dolly Llama appears as fluffy white stuffed toy llama. She is 8 inches tall, 12 inches long and weighs 1 pound. Although Dolly can walk upright and use weapons, she prefers to remain as a quadruped due to her greater carrying capacity. She can carry a Light load 38 lbs or less, Medium load 39-76 pounds, heavy load 77-115 pounds. She also wears two saddlebags in which to carry items. While she prefers not to be ridden, she will sometimes carry another awakened stuffed toy into combat.
Dolly can kick with either her front legs or her rear legs but not both at the same time.
Dolly speaks Common, Sylvan and Elvish.
Spell-like ability (Sp): 3/day an awakened stuffed toy can cast haste on itself as a 6th level Sorcerer. However, this effect actually triples the creature's base speed.
Substitute Breath (Sp): Because an awakened stuffed creature doesn't have a breath of its own, it can create a magical effect from its mouth that would substitute an exhaling breath. This breath is mostly used by the creature to fire needles from its blowgun, causing the needles to have a range of 30 feet.
Inanimate Pretend (Ex): An awakened stuffed toy can hold itself so still it appears to be a regular stuffed toy. An observer must succeed on a DC 20 Spot check to notice the creature is really alive.
Unusual body (Ex): An awakened stuffed toy is mostly stuffing, thus suffers very little from bludgeoning attacks. Because of this it gets a resistance to bludgeon (10), and takes no falling damage.
Skills: An awakened stuffed toy gets a +8 bonus to Move Silently checks because of its soft body structure.
Proficient with blowgun and rapiers (needle): Using needles as a weapon comes as second nature to this creature.
Bonus feats: Because awakened stuffed toys are born from magic, therefore they do not require material components for their spell (if they are casters) as if they had the Eschew Materials feat. However, costly material or focus item are still needed. It also receives Toughness as a bonus feat. Dolly has 2 bonus fighter feats (weapon finesse and weapon focus (hoof) as well.
Notes: I statted out Dolly using elite stats [15, 14, 13, 12, 10, 8] assigned them thusly, Str 15, Dex 14, Con 8, Wis 13, Int 12 and Cha 10 and then applied the Awakened Stuffed Toy template.
Ted E. Bear
Ted E. Bear, male awakened stuffed toy, spellthief 1
Diminutive Construct
Hit Dice: ¼1d6+3 (4 hp)
Initiative: +2
Speed: 10 ft. (2 squares)
Armor Class: 18 (+4 size, +2 Dex +2 Chain Shirt) touch 16, flat-footed 14
BAB/Grapple: +0/-10
Attack: Diminutive Rapier +3 melee (1d2) or Blowgun + 6 ranged (1 plus poison)
Full Attack: Diminutive Rapier +3 melee (1d2) or Blowgun +6 ranged (1 plus poison)
Space/Reach: 1 ft./ 0 ft.
Special Attacks: Sneak attack 1d6, steal spell (0 or 1st level)
Special Qualities: Damage Resistance 10/piercing or slashing, darkvision 60 ft.; inanimate pretend; immunity to poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects; low-light vision; spell-like ability; substitute breath; trapfinding; unusual body; vulnerability to fire
Saves: Fort +0, Ref +0, Will +2
Abilities: Str 7 (-2), Dex 14 (+2), Con —, Int 10, Wis 7 (-2), Cha 15 (+2)
Skills: Appraise +4, Bluff +6, Disable Device +4, Escape Artist +6, Hide +14, Move Silently +8, Tumble +6, UMD +6
Feats: Eschew Materials (B), Toughness (B) Weapon Focus (Rapier)
Environment: Any Land
Organization: Solitary or collection (2-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Neutral
Advancement: by Class, Favored Class: Spellthief
Level Adjustment: +1
A stuffed bear with button eyes dressed in a pirate costume sits behind a chair. You think nothing of it until you feel a pinch and the dizziness sets in....
Ted can carry 5 lbs. as a light load, 6-11 lbs. aa a medium load, 12-17 lbs. as a heavy load.
Ted speaks Common and Sylvan.
Ted is proficient with blowgun and rapiers (needle), Using needles as a weapon comes as second nature to him. As a spellthief, Ted is proficient with all simple weapons and light armor but not with shields. He can cast spellthief spells while wearing light armor without incurring the normal arcane spell failure chance.
As a construct Ted cannot heal damage naturally but can be repaired through the use of repair damage spells. He can also repair himself if he can find enough felt, straw and thread to patch himself up. Repairs take 1d4 minutes per hit point lost.
As a construct Ted is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). He is not at risk from death from massive damage but is immediately destroyed when reduced to 0 hit points or fewer. Unlike other constructs, Ted is not immune to mind-affecting spells and abilities.
Since he was never alive, Ted cannot be raised or resurrected. He does not need to eat, sleep or breathe, and can’t benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. However, Ted must rest for 8 hours before preparing spells.
Combat
Ted prefers to use his weapons in combat as he lacks suitable claws.
Inanimate Pretend (Ex): An awakened stuffed toy can hold itself so still it appears to be a regular stuffed toy. An observer must succeed on a DC 20 Spot check to notice the creature is really alive.
Sneak Attack (Ex): A spellthief deals an extra 1d6 points of damage when flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is with 30 feet.
Steal Spell (Su): A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forego dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a known spell from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action. See the Spellthief class feature in Complete Adventurer page 16.
Spell-like ability (Sp): 3/day an awakened stuffed toy can cast haste on itself as level 6 Sorcerer. However, this effect actually triples the creature's base speed.
Substitute Breath (Sp): Because an awakened stuffed doesn't have a breath of its own, it can create a magical effect from its mouth that would substitute an exhaling breath. This breath is mostly used by the creature to fire needles from its blowgun, causing the needles to have a range of 30 ft.
Trapfinding (Ex): A spellthief can use the Search skill to locate traps with a DC higher than 20, and he can use Disable Devise to bypass a trap or disarm magical traps. See the Rogue class feature in the Player’s Handbook page 50.
Unusual body (Ex): An awakened stuffed toy is mostly stuffing, thus suffers very little from bludgeoning attacks. Because of this it gets a resistance to bludgeon (10), and takes no fall damage.
Skills: An awakened stuffed toy gets a +8 bonus to Move Silently checks because of its soft body structure.
Notes: I Started with non-elite array (13, 12, 11, 10, 9, 8) and put the Str 11, Dex 12, Con 8, Int. 10, Wis 9, Cha 13. Template made the following changes: Str 7, Dex 14, Con —, Int 10, Wis 7, Cha 15; 24 Skill with points 4 ranks in each Appraise, Bluff, Disable Device, Escape Artist, Tumble and UMD. Bonus skills +12 to Hide for size and +8 to Move Silently.
A chain shirt for a Tiny or smaller creature costs 1/2 the price [Ted can fit into Humanoid sized chain shirt] and it weighs 1/10 the weight, however it only offers 1/2 the AC bonus. [50 gp, weight 2.5 lbs and AC +2]
I simply used Riven_T_McGuire's template to make my creatures. He had the idea for the template and Ted E. Bear was created LONG before the movie Ted. Pfft.
Debby