You Don’t Need to Ask Where the Werebat is Anymore

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Sample NPC from Bite Me! Werebats for the Pathfinder RPG

Written & Colors by Robert H. Hudson, Jr.

Illustration by Jacob Blackmon

Copyright 2015 Christina Stiles. Published by Misfit Studios. All rights reserved.


This content appears in Bite Me! Werebats for the Pathfinder RPG.


 

Danner Knaycht (Human Form)

CR 6

2,400 XP

Male werebat paladin 7

LG Medium humanoid (human, shapeshifter)

Init +4; Senses low-light vision; Perception +9

Aura courage 10 ft.

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

hp 55 (7d10+12)

Fort +7, Ref +8, Will +8

Defensive Abilities immune fear, disease

Offense

Speed 30 ft.

Melee rapier +7/+2 (1d6/18-20)

Ranged +1 repeating light crossbow +12/+7 (1d8+1/19-20), or +1 repeating light crossbow +10/+10/+5 (1d8+1/19-20) with rapid shot

Special Attacks channel positive energy (DC 15, 3d6), smite evil 3/day, (+2 attack and AC, +7 damage)

Paladin Spell-Like Abilities (CL 7th; concentration +9)

At Will-detect evil

Paladin Spells Prepared (CL 4th; concentration +6)

1st-divine favor, longshotUC

Statistics

Str 10, Dex 18, Con 13, Int 10, Wis 12, Cha 14

Base Atk +7; CMB +7; CMD 21

Feats Exotic Weapon Proficiency (repeating crossbow), Hybrid Form, Point-Blank Shot, Rapid Shot

Skills Diplomacy +8, Fly +10, Perception +9, Sense Motive +7, Stealth +8

Languages Common, Elven

SQ aura, beast form, code of conduct, divine bond (weapon +1, 1/day), hybrid form, lay on hands (3d6, 5/day), lycanthropic empathy, mercies (fatigued, diseased), two bloods, vulnerability to silver, vulnerability to wolfsbane

Gear +1 light repeating crossbow, +1 merciful quarrels (10), potion of shield of faith, potion of entropic shield, mithril chain shirt, rapier, alchemists fire (2), 20 quarrels, 1,113 gp

Special Abilities

Beast Form (Su): As a natural werebat, Danner may shift to his bat form. The statistics, natural attacks, size, and abilities of his bat form are listed below. When transformed, use the ability scores of the Base Character or the Base Animal, whichever are greater. In beast form, Danner’s Will save, Perception, and Sense Motive are increased by +1. Equipment melds with the shift in form. The shift is a standard action that does not provoke attacks of opportunity, but he can shift forms as a move-equivalent action that doesn’t provoke attacks of opportunity by making a DC 15 Constitution check.

Danner may remain transformed for 8 hours per day. This duration does not need to be consecutive, but must be spent in 1-hour increments. He isn’t forced to transform into bat form when the full moon is visible. If he’s slain in bat form, he reverts to human form, although he remains dead.

Except where detailed here, this effect functions as the Change Shape ability listed in the basic lycanthrope template in the Pathfinder Roleplaying Game Bestiary.

Beast Form Modifications:

Size Large; Speed 20 ft., fly 40 ft. (good); AC +3 natural armor; Attack bite (1d8); Ability Scores Str 17, Dex 18, Con 13, Int 10, Wis 14, Cha 14; Special Qualities blindsense 40 ft.

Tactics

Before Combat Danner Knaycht prefers to resolve conflicts peacefully if he can. If combat is inevitable, he tries to find high ground or cover before it starts.

During Combat Unlike many paladins, Danner prefers to engage his opponents at range with his crossbow, as opposed to wading into battle with sword and shield.

He makes good use of cover and concealment, preferring to take shots against opponents who aren’t engaged with his allies, as his aim is not certain in such cases. When presented with a clear line of fire, he takes advantage of his crossbow’s rate of fire and his Rapid Fire feat to put as many quarrels downrange as he can. He uses divine favor, longshot, and his weapon bond ability to enhance his ability to hit and do damage at range, and his defensive potions to keep him in the fight. He saves his merciful quarrels for situations where taking a prisoner alive is needed, or, in extremis, when he must fire into dense melees, to avoid killing his allies.

If secure with his allies’ reaction, he shifts to hybrid form before battle to maximize his defensive abilities, returning to human form if he has difficulty hitting opponents with his crossbow. If forced into melee, he prefers his natural bite and claws in hybrid form to manufactured weapons. He uses his dire bat form to gain high ground, rescue allies, outmaneuver opponents, and retreat as needed, but prefers not to do battle in it.

Morale As a paladin, Danner does not feel fear, and thus it doesn’t factor into decisions regarding combat and the need to retreat. Instead, he weighs options pragmatically, staying to do the most good that he can, but only fighting to the death if he believes that the fight is important enough. If his companions insist on remaining, he stays until it becomes obvious that there’s no chance for victory, and then withdraws with as many of them as he can, or withdraws alone if he believes rescue is possible after the fight.

Bite Me! Werebats on cavern roof

Background

Danner Knaycht was born to a colony in the forests outside a human town in the northlands. The members of the colony live in communal longhouses like many humans in the region, supporting themselves through limited logging, woodworking, and subsistence agriculture.

Unlike many of his brethren, Danner was drawn to worship of a solar goddess. When he reached adulthood, he journeyed far to the south to warmer climes, where he entered training in a paladin monastery. He found the order’s close-knit monastic lifestyle a good substitute for the colony life he’d grown up in, and thrived there for a number of years.

When he completed his training, he was called to leave his new colony and assist the goddess’s worshipers wherever they could be found. Again he journeyed forth, traveling from church to monastery to holy site, aiding his fellow worshipers.

Motivations & Goals

Danner’s central focus is worshiping his goddess and serving her will. Unlike many paladins, he is willing to talk first before proceeding to direct action, although he isn’t fool enough to believe every cry for parlay or flag of surrender hoisted by an opponent. He usually arrives at a temple, monastery, religious site, or place where the goddess’s worshipers are in need, provides assistance, stays long enough to ease the loneliness that traveling alone brings, and then departs before he can become too attached to a community. Along the way, he tries to provide what assistance he can for any lycanthrope communities he discovers, lingering there longer than in other places. His nomadic travels are wearying, and he wishes he could find a group of like-minded individuals to form a small “traveling colony” to support him.

Schemes & Plots

  • Danner has heard rumors of a remote community of devil bats raiding small caravans and parties of travelers. He decides to investigate and either rescue the colony if he can, or, agonizingly, eliminate it if he can’t. He needs strong allies to help him if his worst fears come true, and allies who understand mercy and the need to forgive if they don’t.
  • A new acolyte at a local temple to the sun goddess approaches a member of the party (preferably a fellow worshiper or a cleric, paladin, or inquisitor of an allied deity), seeking assistance. The young woman admits to having… accidentally… spied on a visiting paladin late at night and seen him transform into a hideous creature of evil when he believed no one was watching. She believes that this evil creature stole the identity of Danner Knaycht, one of the goddess’ devout paladins, and she fears for the sanctity of the temple and the goddess’s good name. She’d like the party to investigate the situation — quietly, of course, since no mention of such a scandal can be allowed to reach worshipers’ ears.
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A lithe, dark-haired young man studies the tavern floor from the balcony above you, feet propped on his table and chair leaned back. A sheathed rapier lies on the table beside him, and a repeating crossbow rests on the chair pulled next to him, as if it’s having a drink with him.

Danner Bite Me Werebats for the Pathfinder RPG
A dark-furred, humanoid bat, dressed in plain but good quality clothing of a subdued hue, peers at you with startling blue eyes over a stack of crates. He appears determined, and holds a loaded repeating crossbow in taloned hands that seem ill-suited to using it.

Danner Knaycht (Hybrid Form)

CR 6

2,400 XP

Male werebat paladin 7

LG Medium humanoid (human, shapeshifter)

Init +4; Senses low-light vision; Perception +9

Aura courage 10 ft.

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)

hp 62 (7d10+19)

Fort +8, Ref +8, Will +8

Defensive Abilities immune fear, disease; DR 8/silver

Offense

Speed 30 ft.

Melee rapier +5/+0 (1d6/18-20), or bite +7 (1d6/20) and 2 claws +7 (1d6/20)

Ranged +1 repeating light crossbow +10/+5 (1d8+1/19-20), or +1 repeating light crossbow +8/+8/+3 (1d8+1/19-20) with rapid shot

Special Attacks channel positive energy (DC 15, 3d6), smite evil 3/day, (+2 attack and AC, +7 damage)

Paladin Spell-Like Abilities (CL 7th; concentration +9)

At Will-detect evil

Paladin Spells Prepared (CL 4th; concentration +6)

1st-divine favor, longshotUC

Statistics

Str 11, Dex 18, Con 14, Int 10, Wis 12, Cha 14

Base Atk +7; CMB +7; CMD 21

Feats Exotic Weapon Proficiency (repeating crossbow), Hybrid Form, Point-Blank Shot, Rapid Shot

Skills Diplomacy +4, Fly +10, Perception +9, Sense Motive +7, Stealth +8

Languages Common, Elven

SQ aura, beast form, code of conduct, divine bond (weapon +1, 1/day), hybrid form, lay on hands (3d6, 5/day), lycanthropic empathy, mercies (fatigued, diseased), two bloods, vulnerability to silver, vulnerability to wolfsbane

Gear +1 light repeating crossbow, +1 merciful quarrels (10), potion of shield of faith, potion of entropic shield, mithril chain shirt, rapier, alchemists fire (2), 20 quarrels, 1,113 gp

Special Abilities

Hybrid Form: When changing forms using his Beast Form ability, Danner may choose to transform into a bat or into a medium-sized hybrid form that blends his bat and human forms.

When transformed into hybrid form, he doesn’t gain the normal benefits of transforming with his Beast Form racial ability. Instead, he gains a racial bonus to Strength and Constitution of +1 that stacks with any existing racial bonuses, the additional sensory qualities of his beast form, and a primary bite natural attack (deals piercing and slashing damage) and two primary claw natural attacks (deal slashing damage), all of which deal 1d6 points of damage. Because his claws are clumsy and ill-equipped to wield weapons while in this form, he suffers a –2 penalty to attack rolls made with manufactured weapons. If he wields a manufactured weapon, any natural attacks he makes are treated as secondary attacks instead. While in hybrid form, he suffers a –4 to all Charisma-based skills and rolls except for Intimidate.

This is a polymorph effect. Unlike other polymorph effects, his gear does not meld into his body with this transformation, but instead remains equipped and functions normally.

A large, dark-furred bat glides out of the night to perch on a rooftop and study you in the dim light, as if sizing you up for a meal – or judging you for your sins.

Danner Knaycht (Beast Form)

CR 6

2,400 XP

Male werebat paladin 7

LG Large animal (animal, shapeshifter)

Init +4; Senses blindsense 40 ft., low-light vision; Perception +10

Aura courage 10 ft.

Defense

AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, –1 size)

hp 55 (7d10+12)

Fort +7, Ref +8, Will +8

Defensive Abilities immune fear, disease; DR 8/silver

Offense

Speed 20 ft., fly 40 ft. (good)

Melee bite +10 (1d8+3/x2)

Space 10 ft.; Reach 5 ft.

Special Attacks channel positive energy (DC 15, 3d6), smite evil 3/day, (+2 attack and AC, +7 damage)

Paladin Spell-Like Abilities (CL 7th; concentration +9)

At Will-detect evil

Paladin Spells Prepared (CL 4th; concentration +6)

1st-divine favor, longshotUC

Statistics

Str 17, Dex 18, Con 13, Int 10, Wis 14, Cha 14

Base Atk +7; CMB +10; CMD 24

Feats Exotic Weapon Proficiency (repeating crossbow), Hybrid Form, Point-Blank Shot, Rapid Shot

Skills Diplomacy +8, Fly +10, Perception +10, Sense Motive +8, Stealth +8

Languages Common, Elven

SQ aura, beast form, code of conduct, divine bond (weapon +1, 1/day), hybrid form, lay on hands (3d6, 5/day), lycanthropic empathy, mercies (fatigued, diseased), two bloods, vulnerability to silver, vulnerability to wolfsbane

Gear* +1 light repeating crossbow, +1 merciful quarrels (10), potion of shield of faith, potion of entropic shield, mithril chain shirt, rapier, alchemists fire (2), 20 quarrels, 1,113 gp

*Gear not usable in beast form

Special Abilities

Beast Form (Su): As a natural werebat, Danner may shift to his bat form. The shift is a standard action that does not provoke attacks of opportunity, but he can shift forms as a move-equivalent action that doesn’t provoke attacks of opportunity by making a DC 15 Constitution check.

Danner may remain transformed for 8 hours per day. This duration does not need to be consecutive, but must be spent in 1-hour increments. He isn’t forced to transform into bat form when the full moon is visible. If he’s slain in bat form, he reverts to human form, although he remains dead.

Except where detailed here, this effect functions as the Change Shape ability listed in the basic lycanthrope template in the Pathfinder Roleplaying Game Bestiary.

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System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson

Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Advanced Race Guide. Copyright 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

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Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

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Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Philip Masters.

Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.

Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.

Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters.

Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.

Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.

Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook.

Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.

Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White.

Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.

Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger

Bite Me! Werebats, © 2015, Christina Stiles. Published by Misfit Studios; Author Robert H. Hudson, Jr.; Editor Spike Y Jones

Steven Trustrum has been writing in the RPG industry since the end of the '90s and publishing via Misfit Studios since 2003. Aside from writing and publishing role-playing game content, he ... dabbles ... in content and social media marketing.

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