Dra-Koo-La - Level 7 - Chapter 15

Adventure Date: June 23, 2012
Last Updated: April 10, 2012


   	undead bat familiar: diminutive undead 
	AL = neutral

	HD = 7 
	hp = 1/2 master = (38+1d6)/2 = 19+ 
		- immediately destroyed if reduced to 0 hp

	Init = +3 
	Spd = fly 40 ft (good)

	AC = 20 	
	   = 10   + 0     + 0      + 3   + 4    + 3   + 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) = +3 
	grapple (base attack + STR + special size mod) = +3 -2 -12 = -11

	Atk = bite: (base + DEX + size) = +3 +3 +4 = +10 melee (1d2)
	full attack = bite: +10 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:		+7	= 8	-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 2	Will 8

	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 (turned) by a good or neutral cleric
		- familiars effective HD to resist = Familiar + Master = 7 + 7 = 14


====================================================================================
	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+54+6   max = 10/5	Ability	Mod	Ranks	Misc
-3	appraise			INT	-3		
+3	balance				DEX	+3		-0 armor
+0	bluff				CHA	+0		
-2	climb				STR	-2		-0 armor	
+9	concentration		(CHA)	CON	+0	10	
-3	craft				INT	-3		
-2      craft, embalming                INT     -3      1
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		
+5	heal				WIS	-1	6	
+9	hide				DEX	+3		-0 armor/+6 racial	
+0	intimidate			CHA	+0		
-2	jump				STR	-2		-0 armor			
+7	knowledge, arcana		INT	-3	10
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	
+7	knowledge, religion		INT	-3	10
+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			
+7	spellcraft			INT	-3	10
+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 penalty 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).