Adventure Date: August 3, 2011
Last Updated: April 22, 2011
undead bat familiar: diminutive undead AL = neutral HD = 5 hp = 1/2 master = 28/2 = 14 - immediately destroyed if reduced to 0 hp Init = +3 Spd = fly 40 ft (good) AC = 20 = 10 + 0 + 0 + 3 + 4 + 3 + 0 + 0 base + armor + shield + dex + size + nat + deflect + misc touch AC = 17 flat-foot AC = 17 space/reach = 1 ft/0 ft, base attack (master's) = +2 grapple (base attack + STR + special size mod) = +2 -2 -12 = -12 Atk = bite: (base + DEX + size) = +2 +3 +4 = +9 melee (1d2) full attack = bite: +9 melee (1d2) STR = 6 -2 INT = 4 -3 DEX = 17 +3 WIS = 9 -1 CON = - na CHA = 10 +0 Total = base +Mod +magic +misc Fortitude: n/a = n/a - Reflex: +5 = 2 +3 Will: +5 = 6 -1 - Immune to any effect requiring a fortitude save, unless effect affects objects or is harmless. - bat base saves: Fort 2 Ref 2 Will 0 Scuro base saves: Fort 4 Ref 1 Will 6 Special Qualities/Feats: - Blindsight - The Undead bat has echolocation ability to see invisible creatures or see in darkness. - The master gains this ability as well. - Hide in Shadows - The undead bat is small enough to hide extremely well, especially since it can hang from walls, rafters, and other unexpected locations. - It gains a +6 racial bonus to Hide rolls - Familiar Traits - natural armor AC bonus = +3 - INT = 5 - grant Master Alertness feat - grant Master +2 to move silently checks - improved evasion - When subject to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. - share spells - if within 5 ft, master may share a spell cast on self with his familiar. If familiar move more then 5 ft, no longer affected - deliver touch spells: - If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” - The familiar can then deliver the touch spell just as the master could. - As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates - Undead Traits - no constitution score - uses CHA modifier for Concentration checks - darkvision 60 ft (replaced by blindsight????) - immune to all mind influencing effects (charms, compulsions, phantasms, patterns and morale effects) - immune to poison, sleep effects, paralysis, stunning, disease, and death effects - immune to damage to its physical ability scores (STR, DEX, CON) as well as to fatigue and exhaustion effects - not subject to critical hits, nonlethal damage, ability drain, or energy drain - not at risk of death from massive damage, but when reduced to 0 hp or less is immediately destroyed - negative energy can heal undead creatures - not affected by raise dead or reincarnate spells/abilities - resurrection/true resurrection turn undead back into living beings - does not eat, breathe or sleep - Rebuking Necromantic Familiars - can be rebuked by a good or neutral cleric - familiars effective HD to resist = Familiar + Master = 4 + 3 = 7 ==================================================================================== Class Skills = hide +9 (+6 racial bonus included) listen +6 spot +6 Note: can also use Master's ranks in a skill if they are higher, but must still use familiars ability and other modifiers Note 2: Undead get 4 skill points/HD (use base creatures HD, not familiars HD to calculate) with x4 skill points for first HD. So undead bat skill points = 4 -3 (INT) = 1 x4 = 4 skill points. But using the "class" skills listed in stats, bat would need 14 points. This is a common discrepency with animals and other critters. so will go with "class" skills as default value. ==================================================================================== SKILLS: Total = 14+48 max = 8/4 Ability Mod Ranks Misc -3 appraise INT -3 +3 balance DEX +3 -0 armor +0 bluff CHA +0 -2 climb STR -2 -0 armor +7 concentration (CHA) CON +0 7 -3 craft INT -3 no decipher script INT -3 +0 diplomacy CHA +0 no disable device INT -3 +0 disguise CHA +0 +3 escape artist DEX +3 -0 armor -3 forgery INT -3 +0 gather information CHA +0 no handle animal CHA +0 +3 heal WIS -1 4 +9 hide DEX +3 -0 armor/+6 racial +0 intimidate CHA +0 -2 jump STR -2 -0 armor +5 knowledge, arcana INT -3 8 no knowledge, architect/engineer INT -3 no knowledge, dungeoneering INT -3 no knowledge, geography INT -3 +1 knowledge, history INT -3 4 no knowledge, local INT -3 no knowledge, nature INT -3 no knowledge, nobility/royalty INT -3 +5 knowledge, religion INT -3 8 +4 knowledge, the planes INT -3 7 +6 listen WIS -1 7b +3 move silently DEX +3 -0 armor no open lock DEX +3 +0 perform CHA +0 no profession WIS -1 +3 ride DEX +3 -3 search INT -3 11 sense motive WIS -1 no sleight of hand DEX +3 -0 armor +5 spellcraft INT -3 8 +6 spot WIS -1 7b -1 survival WIS -1 -2 swim STR -2 -0 armor x2 no tumble DEX +3 -0 armor no use magic device CHA +0 +3 use rope DEX +3 - speak languages n/a ============================================================================== Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ ============================================================================== Carrying Capacity: drag = 75 lbs - light load = 5 lbs (40 ft; run x4) - medium load = 10 lbs (30 ft; run x4) - heavy load = 15 lbs (30 ft; run x3) GEAR Total WT= 0 + 0 = 0 (light load) WT Item --- --------------------- 0 Goodberry (from bracelet), heal 1 hp/creature/day, dur: 24 hrs or until used - also provides nourishment = normal meal for medium sized creature =============================================================================== NOTES BAT ARMOR (cost = x1 normal, wt = 1/10 normal) - but the armor bonus would be divided by 2, so BAT FULL PLATE ARMOR would only provide +4 AC armor bonus to his AC, still... - armor encumbrance movement penalty, AC check penalry and max dex bonus apply - best bet is to go for light armor, probably masterwork chainshirt (only +2 AC armor bonus, but movement is the same).