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
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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.
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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
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Protective AC Max Check Spell
Item Type bonus Dex penalty Failure Speed WT Notes
------------- ---- ----- ---- ------- ------- ----- --- ------
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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
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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).