Lycan info
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BobbyBrown15
Elgate
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Lycan info
I was wondering if a kindly dm or developer would help with the info on Lycans? I know theres a book on werewolves, and apparently each species has a certain alignment associated with them, but I honestly don't know much and it's making it rather difficult to RP a werebear. As far as I'm aware there are were- bats, boars, cats, rats, wolves and bears. Rats, bats and boars I have only seen as NPC's. What info do we have on Lycans in general and species specific?
Elgate- Forum Sage
- Number of posts : 634
Age : 30
Location : Scotland
Registration date : 2011-01-31
Character sheet
Character Name: Grace Fennerset
Race: Human
Overall Level: 30
Re: Lycan info
3 currently are available to PCs
-werewolves
-werecats
-werebears(currently is missing its book)
-werewolves
-werecats
-werebears(currently is missing its book)
BobbyBrown15- Forum Sage
- Number of posts : 521
Age : 30
Location : Roseville, MN, USA (not online tuesdays, fridays or saturdays)
Registration date : 2012-09-28
Character sheet
Character Name: Vashan Wilkina
Race: Human
Overall Level: 28 Total (19 Sorc/9 RDD)
Re: Lycan info
D&D bookwise, I believe there is a sourcebook that grants information on them it's entitled "Savage Species" should be a PDF on it at Wizards of the Coast forums, if that doesn't work you can always Google it, Wikipedia im sure should have a few things if you type "D&D Werewolves" into the wiki search.
Crescent_Black- Posting Knave
- Number of posts : 49
Location : Ground Zero (A massive underground complex in the shape of a large dome.)
Registration date : 2013-01-04
Character sheet
Character Name: Crescent Black
Race: Human
Overall Level: 2
Re: Lycan info
Friend Elgate,
I am not certain how 'finalized' the bear scripts are, but I'll look into getting a bear book into the module this week.
Thanks for the alert on that, I did not realize it was not available.
Be well. Game on.
GM_ODA
I am not certain how 'finalized' the bear scripts are, but I'll look into getting a bear book into the module this week.
Thanks for the alert on that, I did not realize it was not available.
Be well. Game on.
GM_ODA
Re: Lycan info
Okay Info from the 3.5 Monster Manual (http://www.silveroasis.us/worldofwarcraft/dnd/MonsterManual.pdf) (Pg.170+)
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms, such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under a full moon) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. They often live alone in wilderness areas, far from villages and towns.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons. Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.
Lycanthropy does no change preferred classes, although there are certain classes better suited to certain lycans, but it does change alignment. Often a character must make a will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all
shapes.
Being Bitten:
A character normally would not be aware they are infected, and may only become aware of it during the next full moon. On their first change a lycan acts as the alignment of it's animal form (Bears= good, wolves= chaotic evil). Good aligned lycan animals will avoid people and hurting sentient animals, but may hunt their desired prey. Evil aligned animals will attack all they can, often this will be family and friends. Upon waking up after this change, most afflicted lycans cannot remember anything. ((Typically, a wisdom role DC15 is meant to be rolled)). If the character is aware of their affliction, they may be able to gain more control during the next change. Afflicted Lycans will also change when seriously injured, frightened or angered- until they begin gaining control of their lycanthropy.
The Cure:
An afflicted character who eats a sprig of belladonna (also called wolfsbane) may be cured. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the
spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three
days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows
if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
Werebear:
Werebears in humanoid form tend to be stout, well-muscled, and
hairy. Their brown hair is thick, and males usually wear beards.
They may have reddish, blond, ivory, or black hair, matching the
color of the ursine form. They dress in simple cloth and leather
garments that are easy to remove, repair, or replace. In their
animal form, werebears are moody and grumpy. They desire only
their own company and seek out evil creatures to slay.
(Werebears don't form 'packs' but usually travel alone, in pairs, or as a small family)
Wereboar:
A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace. Always Neutral in alignment. Travel alone, as a pair, in a brood (3–4), or in a troupe (2–4 weres, 1–4 boars).
Wererat:
A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches. They tend to prefer avoiding combat and will use their small form to skulk and spy. Always Lawful Evil. Travel alone, in pairs, a pack (6-10) or a troupe (2-5 weres, 5-8 rats)
Werewolf:
Werewolves in humanoid form have no distinguishing traits. Always Chaotic Evil. travel alone, in pairs, a pack (6-10) or troupe (2-5 weres, 5-8 wolves)
(I can't find info on werecats yet- some on weretigers but not cats, or felines in general. I imagine the description of lycans is more for natural lycans or long time afflicted lycans)
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms, such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under a full moon) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. They often live alone in wilderness areas, far from villages and towns.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons. Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.
Lycanthropy does no change preferred classes, although there are certain classes better suited to certain lycans, but it does change alignment. Often a character must make a will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all
shapes.
Being Bitten:
A character normally would not be aware they are infected, and may only become aware of it during the next full moon. On their first change a lycan acts as the alignment of it's animal form (Bears= good, wolves= chaotic evil). Good aligned lycan animals will avoid people and hurting sentient animals, but may hunt their desired prey. Evil aligned animals will attack all they can, often this will be family and friends. Upon waking up after this change, most afflicted lycans cannot remember anything. ((Typically, a wisdom role DC15 is meant to be rolled)). If the character is aware of their affliction, they may be able to gain more control during the next change. Afflicted Lycans will also change when seriously injured, frightened or angered- until they begin gaining control of their lycanthropy.
The Cure:
An afflicted character who eats a sprig of belladonna (also called wolfsbane) may be cured. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the
spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three
days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows
if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
Werebear:
Werebears in humanoid form tend to be stout, well-muscled, and
hairy. Their brown hair is thick, and males usually wear beards.
They may have reddish, blond, ivory, or black hair, matching the
color of the ursine form. They dress in simple cloth and leather
garments that are easy to remove, repair, or replace. In their
animal form, werebears are moody and grumpy. They desire only
their own company and seek out evil creatures to slay.
(Werebears don't form 'packs' but usually travel alone, in pairs, or as a small family)
Wereboar:
A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace. Always Neutral in alignment. Travel alone, as a pair, in a brood (3–4), or in a troupe (2–4 weres, 1–4 boars).
Wererat:
A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches. They tend to prefer avoiding combat and will use their small form to skulk and spy. Always Lawful Evil. Travel alone, in pairs, a pack (6-10) or a troupe (2-5 weres, 5-8 rats)
Werewolf:
Werewolves in humanoid form have no distinguishing traits. Always Chaotic Evil. travel alone, in pairs, a pack (6-10) or troupe (2-5 weres, 5-8 wolves)
(I can't find info on werecats yet- some on weretigers but not cats, or felines in general. I imagine the description of lycans is more for natural lycans or long time afflicted lycans)
Elgate- Forum Sage
- Number of posts : 634
Age : 30
Location : Scotland
Registration date : 2011-01-31
Character sheet
Character Name: Grace Fennerset
Race: Human
Overall Level: 30
Re: Lycan info
From wizards "Savage progression":
Werebears are reclusive creatures that prefer to avoid civilization and hunt down evil beings in the wilderness. Though they tend to be moody and easily agitated, werebears are the only good-aligned lycanthropes that are commonly known. Afflicted werebears are rarely created accidentally, since natural werebears are careful to slay their evil enemies outright and reluctant to fight good creatures. Sometimes an ailing or elder werebear arranges to pass on its gifts to a worthy and willing person to ensure that the power to fight evil in this unique way will continue after the original werebear has died.
Werewolves are cruel and evil creatures that enjoy killing for the sake of violence and prefer innocents as their targets. Some werewolves enjoy inflicting lycanthropy on good folks by attacking them and stopping short of killing them. Others kill ruthlessly by night and often prey on family and friends. Still others spread their infectious curse among like-minded creatures to create a pack of shapechanging allies. Because of these predilections, afflicted werewolves are fairly common.
Weretigers are powerful but secretive creatures that prefer to remain hidden from humanoid civilization. But unlike wererats (who usually seek solitude for criminal purposes), weretigers simply enjoy working and hunting alone.
Wereboars are aggressive creatures that often provoke fights to drive other creatures out of their territories, or sometimes just for the sake of fighting. The ease with which a wereboar's ire can be triggered means that a great many creatures can be exposed to the wereboar's curse.
Since most characters spend considerable time in cities, they're bound to encounter wererats at one time or another -- particularly when they make their inevitable exploration of the city's sewer system. A standard wererat's CR is fairly low, so this creature makes an appropriate encounter for a low-level party. However, such characters are more likely than their higher-level counterparts to fail their saving throws against the curse of lycanthropy and become wererats themselves.
Werebears are reclusive creatures that prefer to avoid civilization and hunt down evil beings in the wilderness. Though they tend to be moody and easily agitated, werebears are the only good-aligned lycanthropes that are commonly known. Afflicted werebears are rarely created accidentally, since natural werebears are careful to slay their evil enemies outright and reluctant to fight good creatures. Sometimes an ailing or elder werebear arranges to pass on its gifts to a worthy and willing person to ensure that the power to fight evil in this unique way will continue after the original werebear has died.
Werewolves are cruel and evil creatures that enjoy killing for the sake of violence and prefer innocents as their targets. Some werewolves enjoy inflicting lycanthropy on good folks by attacking them and stopping short of killing them. Others kill ruthlessly by night and often prey on family and friends. Still others spread their infectious curse among like-minded creatures to create a pack of shapechanging allies. Because of these predilections, afflicted werewolves are fairly common.
Weretigers are powerful but secretive creatures that prefer to remain hidden from humanoid civilization. But unlike wererats (who usually seek solitude for criminal purposes), weretigers simply enjoy working and hunting alone.
Wereboars are aggressive creatures that often provoke fights to drive other creatures out of their territories, or sometimes just for the sake of fighting. The ease with which a wereboar's ire can be triggered means that a great many creatures can be exposed to the wereboar's curse.
Since most characters spend considerable time in cities, they're bound to encounter wererats at one time or another -- particularly when they make their inevitable exploration of the city's sewer system. A standard wererat's CR is fairly low, so this creature makes an appropriate encounter for a low-level party. However, such characters are more likely than their higher-level counterparts to fail their saving throws against the curse of lycanthropy and become wererats themselves.
Elgate- Forum Sage
- Number of posts : 634
Age : 30
Location : Scotland
Registration date : 2011-01-31
Character sheet
Character Name: Grace Fennerset
Race: Human
Overall Level: 30
Re: Lycan info
According to Faerun wikia:
Werebats are lycanthropes naturally inclined towards evil. They are most commonly found in the Underdark and are often made from drow.
Most werebears are good-natured and desire to help others in their communities. They see themselves as the guardians standing between the natural world and civilization. Their animal instincts guide them to protect the splendors of nature, while their humanoid minds tell them to help travelers and provide aid to the weak.
Wereboars are often of Neutral alignment but hunt anything for food. Wereboars are aggressive and unfriendly creatures. They will often provoke fights for the sake of fighting. While mean-spirited, they are not necessarily evil in nature.
Wererats are wicked rogues and assassins. They live in large families and clans below cities and deep within caverns, where they ply their trade to the highest bidder.
Weretigers are usually female. They tend to hide from civilized society, assuming the role of witches or hermits in the wild. Many weretigers take the time to learn magical arts to enhance this façade. This, unfortunately, has the effect of the lycanthrope being confused with a rakshasa. Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile. They don't often wear clothes beyond jewelry due to the fact that even in "human" form they are covered in tiger like fur.
Werebats are lycanthropes naturally inclined towards evil. They are most commonly found in the Underdark and are often made from drow.
Most werebears are good-natured and desire to help others in their communities. They see themselves as the guardians standing between the natural world and civilization. Their animal instincts guide them to protect the splendors of nature, while their humanoid minds tell them to help travelers and provide aid to the weak.
Wereboars are often of Neutral alignment but hunt anything for food. Wereboars are aggressive and unfriendly creatures. They will often provoke fights for the sake of fighting. While mean-spirited, they are not necessarily evil in nature.
Wererats are wicked rogues and assassins. They live in large families and clans below cities and deep within caverns, where they ply their trade to the highest bidder.
Weretigers are usually female. They tend to hide from civilized society, assuming the role of witches or hermits in the wild. Many weretigers take the time to learn magical arts to enhance this façade. This, unfortunately, has the effect of the lycanthrope being confused with a rakshasa. Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile. They don't often wear clothes beyond jewelry due to the fact that even in "human" form they are covered in tiger like fur.
Elgate- Forum Sage
- Number of posts : 634
Age : 30
Location : Scotland
Registration date : 2011-01-31
Character sheet
Character Name: Grace Fennerset
Race: Human
Overall Level: 30
Re: Lycan info
[You must be registered and logged in to see this link.]
Okay- I've added some info to the wiki, but naturally there are blank spots in my knowledge when it comes to the Arg-reg versions and scripts.
Also- I'm having a lot of difficulty finding info on werecats- weretigers yes, but oddly not werecats.
if someone else could look over this page and add anything they think is important or missing, that would be great. Lycans seem to be becoming a big part of arg-reg, so a data source on them and their RP would be invaluable.
Okay- I've added some info to the wiki, but naturally there are blank spots in my knowledge when it comes to the Arg-reg versions and scripts.
Also- I'm having a lot of difficulty finding info on werecats- weretigers yes, but oddly not werecats.
if someone else could look over this page and add anything they think is important or missing, that would be great. Lycans seem to be becoming a big part of arg-reg, so a data source on them and their RP would be invaluable.
Elgate- Forum Sage
- Number of posts : 634
Age : 30
Location : Scotland
Registration date : 2011-01-31
Character sheet
Character Name: Grace Fennerset
Race: Human
Overall Level: 30
RE: Lycan info
Hope this helps.
When you become a Lycan you are given a book telling you something about the particular race of lycan you are.
Werewolves tend to be pack creatures and have Alphas that lead the pack.
Werecats are more secretive and tend to keep to themselves. They are solitary .. and usually rare to see.
Werebears: The strongest of the lycans so far to date on the server .. they are solitary and tend to keep to themselves and spend alot of time in the forests and around nature.
Now each race has it's own specific abilities .. will research a bit further and see what I can dig up for you
When you become a Lycan you are given a book telling you something about the particular race of lycan you are.
Werewolves tend to be pack creatures and have Alphas that lead the pack.
Werecats are more secretive and tend to keep to themselves. They are solitary .. and usually rare to see.
Werebears: The strongest of the lycans so far to date on the server .. they are solitary and tend to keep to themselves and spend alot of time in the forests and around nature.
Now each race has it's own specific abilities .. will research a bit further and see what I can dig up for you
Aurora Silverwolf- Posting Knave
- Number of posts : 49
Age : 59
Location : VA
Registration date : 2010-10-01
Character sheet
Character Name:
Race:
Overall Level:
RE: Lycan info further info
Lycanthrope [You must be registered and logged in to see this image.]
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
Combat
A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.
Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
Combat
A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.
Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.
Last edited by Aurora Silverwolf on Sun Jun 16, 2013 7:52 pm; edited 1 time in total
Aurora Silverwolf- Posting Knave
- Number of posts : 49
Age : 59
Location : VA
Registration date : 2010-10-01
Character sheet
Character Name:
Race:
Overall Level:
RE: Lycan info further infopart 3
Medium Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) |
1d8+1 plus 6d8+30 (62 hp) | 1d8+1 plus 6d8+30 (62 hp) | 1d8+1 plus 6d8+30 (62 hp) |
+0 | +1 | +1 |
30 ft. (6 squares) | 40 ft. (8 squares) | 30 ft. (6 squares) |
15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15 | 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 | 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
+5/+6 | +5/+18 | +5/+18 |
Greataxe +6 melee (1d12+1/×3) or throwing axe +5 ranged (1d6+1) | Claw +13 melee (1d8+9) | Greataxe +11 melee (1d12+13/×3); or claw +13 melee (1d6+9) |
Greataxe +6 melee (1d12+1/×3) or throwing axe +5 ranged (1d6+1) | 2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) | Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/×3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4) |
5 ft./5 ft. | 10 ft./5 ft. | 10 ft./10 ft. |
— | Improved grab, curse of lycanthropy | Curse of lycanthropy |
Alternate form, bear empathy, low-light vision, scent | Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent |
Fort +8, Ref +5, Will +4 | Fort +12, Ref +6, Will +4 | Fort +12, Ref +6, Will +4 |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 | Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 |
Handle Animal +3, Listen +4, Spot +4, Swim +1 | Handle Animal +3, Listen +4, Spot +4, Swim +13 | Handle Animal +3, Listen +4, Spot +5, Swim +9 |
Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB | (same as human form) | (same as human form) |
Cold forests | Cold forests | Cold forests |
Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 brown bears) | (same as human form) | (same as human form) |
5 | 5 | 5 |
Standard | Standard | Standard |
Always lawful good | Always lawful good | Always lawful good |
By character class | By character class | By character class |
+3 | +3 | +3 |
Combat
Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form (Su)
A werebear can assume the form of a brown bear or a bear-humanoid hybrid.
Bear Empathy (Ex)
Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex)
To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills
Werebears have a +4 racial bonus on Swim checks in any bear form.
The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Wereboar
Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) |
1d8+4 plus 3d8+12 (34 hp) | 1d8+4 plus 3d8+12 (34 hp) | 1d8+4 plus 3d8+12 (34 hp) |
+0 | +0 | +0 |
20 ft. in scale mail (4 squares); base speed 30 ft. | 40 ft. (8 squares) | 30 ft. (6 squares) |
18 (+2 natural, +4 scale mail, +2 heavy shield), touch 10, flat-footed 18 | 18 (+8 natural), touch 10, flat-footed 18 | 18 (+8 natural), touch 10, flat-footed 18 |
+3/+4 | +3/+6 | +3/+6 |
Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) | Gore +6 melee (1d8+4) | Battleaxe +6 melee (1d8+4/×3) or claw +6 melee (1d4+3) |
Battleaxe +4 melee (1d8+1/×3) or javelin +3 ranged (1d6+1) | Gore +6 melee (1d8+4) | Battleaxe +6 melee (1d8+4/×3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1) |
5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
— | Curse of lycanthropy | Curse of lycanthropy |
Alternate form, boar empathy, ferocity, low-light vision, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Fort +6, Ref +3, Will +3 | Fort +9, Ref +3, Will +3 | Fort +9, Ref +3, Will +3 |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 | Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 |
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 | Handle Animal +3, Intimidate +3, Listen +5, Spot +4 | Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
AlertnessB, Improved Bull Rush, Iron WillB, Power Attack, Toughness | (same as human form) | (same as human form) |
Temperate forests | Temperate forests | Temperate forests |
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 boars) | (same as human form) | (same as human form) |
4 | 4 | 4 |
Standard | Standard | Standard |
Always neutral | Always neutral | Always neutral |
By character class | By character class | By character class |
+3 | +3 | +3 |
Combat
In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.
Alternate Form (Su)
A wereboar can assume the form of a boar or a boar-humanoid hybrid.
Boar Empathy (Ex)
Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex)
A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Hill Giant Dire Wereboar
Large Giant (Shapechanger) | Large Giant (Shapechanger) | Large Giant (Shapechanger) |
12d8+51 plus 7d8+49 (185 hp) | 12d8+51 plus 7d8+49 (185 hp) | 12d8+51 plus 7d8+49 (185 hp) |
-1 | -1 | -1 |
30 ft. in hide armor (6 squares); base speed 40 ft. | 40 ft. (8 squares) | 40 ft. (8 squares) |
22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 | 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16 | 19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19 |
+14/+25 | +14/+33 | +14/+33 |
Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) | Gore +28 melee (1d8+22) | Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15) |
Greatclub +21/+16/+11 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7) | Gore +28 melee (1d8+22) | Greatclub +29/+24/+19 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7) |
10 ft./10 ft. | 10 ft./5 ft. | 10 ft./10 ft. |
Rock throwing | Curse of lycanthropy | Curse of lycanthropy |
Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Fort +17, Ref +8, Will +12 | Fort +20, Ref +8, Will +12 | Fort +20, Ref +8, Will +12 |
Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 | Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 | Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 |
Climb +10, Jump +10, Listen +10, Spot +12 | Climb +18, Jump +22, Listen +10, Spot +12 | Climb +18, Jump +22, Listen +10, Spot +12 |
AlertnessB, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB, Power Attack, Weapon Focus (greatclub) | (same as giant form) | (same as giant form) |
Temperate hills | Temperate hills | Temperate hills |
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 dire boars) | (same as giant form) | (same as giant form) |
11 | 11 | 11 |
Standard | Standard | Standard |
Always neutral | Always neutral | Always neutral |
By character class | By character class | By character class |
+7 | +7 | +7 |
Combat
Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su)
A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.
Boar Empathy (Ex)
Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex)
A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Wererat
Medium Humanoid (Human, Shapechanger) | Small Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) |
1d8+1 plus 1d8+2 (12 hp) | 1d8+1 plus 1d8+2 (12 hp) | 1d8+1 plus 1d8+2 (12 hp) |
+0 | +3 | +3 |
30 ft. (6 squares) | 40 ft. (8 squares), climb 20 ft. | 30 ft. (6 squares) |
15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15 | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 |
+1/+2 | +1/-2 | +1/+2 |
Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) | Bite +6 melee (1d4+1 plus disease) | Rapier +5 melee (1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20) |
Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) | Bite +6 melee (1d4+1 plus disease) | Rapier +4 melee (1d6+1/18-20) and bite -1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19-20) |
5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
— | Curse of lycanthropy, disease | Curse of lycanthropy, disease |
Alternate form, rat empathy, low-light vision, scent | Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent |
Fort +5, Ref +2, Will +4 | Fort +6, Ref +5, Will +4 | Fort +6, Ref +5, Will +4 |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 | Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 |
Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 | Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 | Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9 |
Alertness, Dodge, Iron WillB, Weapon FinesseB | (same as human form) | (same as human form) |
Any | Any | Any |
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats) | (same as human form) | (same as human form) |
2 | 2 | 2 |
Standard | Standard | Standard |
Always lawful evil | Always lawful evil | Always lawful evil |
By character class | By character class | By character class |
+3 | +3 | +3 |
Combat
In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.
Alternate Form (Su)
A wererat can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex)
Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Rat Empathy (Ex)
Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.
Skills
A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Wererats have a +8 racial bonus on Swim checks from their dire rat form.
Feats
Wererats gain Weapon Finesse as a bonus feat.
The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aurora Silverwolf- Posting Knave
- Number of posts : 49
Age : 59
Location : VA
Registration date : 2010-10-01
Character sheet
Character Name:
Race:
Overall Level:
RE: Lycan info further infopart 4
Weretiger
Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.
Combat
Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su)
A weretiger can assume a bipedal hybrid form or the form of a tiger.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex)
To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex)
If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus +9 melee, damage 1d8+3.
Tiger Empathy (Ex)
Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.
Skills
In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Werewolf
Werewolves in humanoid form have no distinguishing traits.
Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su)
A werewolf can assume a bipedal hybrid form or the form of a wolf.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex)
A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
If the attempt fails, the opponent cannot react to trip the werewolf.
Wolf Empathy (Ex)
Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills
*A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Werewolf Lord
Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su)
A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a werewolf lord’s bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex)
A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf lord.
Wolf Empathy (Ex)
Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills
*A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions
+2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus).
Creating A Lycanthrope
"Lycanthrope" is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.
Size and Type
The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).
This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.
A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.
Hit Dice and Hit Points
Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.
Speed
Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.
Armor Class
The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.
Base Attack/Grapple
Add the base attack bonus for the base animal to the base attack bonus for the base creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.
Attacks
Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.
Damage
Same as the base creature or base animal, depending on which form the lycanthrope is in.
Special Attacks
A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Special Qualities
A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su)
A lycanthrope can assume the form of a specific animal (as indicated in its entry).
Changing to or from animal or hybrid form is a standard action.
A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Damage Reduction (Ex)
An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex)
In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Low-Light Vision (Ex)
A lycanthrope has low-light vision in any form.
Scent (Ex)
A lycanthrope has the scent ability in any form.
Base Save Bonuses
Add the base save bonuses of the base animal to the base save bonuses of the base creature.
Abilities
All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores -10 or -11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.
In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills
A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats
Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.
It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.
Environment
Same as either the base creature or base animal.
Organization
Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related animals)
Challenge Rating
By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Treasure
Standard.
Alignment
Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.
Advancement
By character class.
Level Adjustment
Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
Common Lycanthropes
Lycanthropy As An Affliction
When a character contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
Lycanthropes As Characters
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
Lycanthrope characters possess the following racial traits.
Control Shape (Wis)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check (Involuntary Change)
An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.
On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.
Retry (Involuntary Change)
Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change)
In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.
Retry (Voluntary Change)
A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
Special
An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition
Medium Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) |
1d8+1 plus 6d8+18 (50 hp) | 1d8+1 plus 6d8+18 (50 hp) | 1d8+1 plus 6d8+18 (50 hp) |
+4 | +6 | +6 |
20 ft. in breastplate (4 squares); base speed 30 ft. | 40 ft. (8 squares) | 30 ft. (6 squares) |
17 (+2 natural, +5 breastplate), touch 10, flat-footed 17 | 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 | 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
+5/+6 | +5/+16 | +5/+16 |
Glaive +6 melee (1d10+1/×3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3) | Claw +11 melee (1d8+7) | Claw +11 melee (1d8+7) |
Glaive +6 melee (1d10+1/×3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/×3) | 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) | 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) |
5 ft./5 ft. (10 ft. with glaive) | 10 ft./5 ft. | 10 ft./10 ft. |
— | Pounce, improved grab, rake, curse of lycanthropy | Curse of lycanthropy |
Alternate form, tiger empathy, low-light vision, scent | Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent |
Fort +8, Ref +5, Will +4 | Fort +10, Ref +7, Will +4 | Fort +10, Ref +7, Will +4 |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 | Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6 | Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6 | Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6 |
AlertnessB, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron WillB | (same as human form) | (same as human form) |
Warm forests | Warm forests | Warm forests |
Solitary or pair | (same as human form) | (same as human form) |
5 | 5 | 5 |
Standard | Standard | Standard |
Always neutral | Always neutral | Always neutral |
By character class | By character class | By character class |
+3 | +3 | +3 |
Combat
Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su)
A weretiger can assume a bipedal hybrid form or the form of a tiger.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex)
To use this ability, a weretiger in tiger form must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex)
If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus +9 melee, damage 1d8+3.
Tiger Empathy (Ex)
Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.
Skills
In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Werewolf
Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) |
1d8+1 plus 2d8+6 (20 hp) | 1d8+1 plus 2d8+6 (20 hp) | 1d8+1 plus 2d8+6 (20 hp) |
+4 | +6 | +6 |
30 ft. (6 squares) | 50 ft. (10 squares) | 30 ft. (6 squares) |
17 (+2 natural, +4 chain shirt, +1 light shield), touch 10, flat-footed 17 | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
+2/+3 | +2/+4 | +2/+4 |
Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20) | Bite +5 melee (1d6+3) | Claw +4 melee (1d4+2) |
Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20) | Bite +5 melee (1d6+3) | 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1) |
5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
— | Curse of lycanthropy, trip | Curse of lycanthropy |
Alternate form, wolf empathy, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Fort +6, Ref +3, Will +2 | Fort +8, Ref +5, Will +2 | Fort +8 Ref +5, Will +2 |
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 | Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 | Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* | Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite) | (same as human form) | (same as human form) |
Temperate forests | Temperate forests | Temperate forests |
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves) | (same as human form) | (same as human form) |
3 | 3 | 3 |
Standard | Standard | Standard |
Always chaotic evil | Always chaotic evil | Always chaotic evil |
By character class | By character class | By character class |
+3 | +3 | +3 |
Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su)
A werewolf can assume a bipedal hybrid form or the form of a wolf.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex)
A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.
If the attempt fails, the opponent cannot react to trip the werewolf.
Wolf Empathy (Ex)
Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills
*A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Werewolf Lord
Medium Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) |
10d10+20 plus 6d8+30 (132 hp) | 10d10+20 plus 6d8+30 (132 hp) | 10d10+20 plus 6d8+30 (132 hp) |
+2 | +4 | +4 |
30 ft. (6 squares) | 40 ft. (8 squares) | 30 ft. (6 squares) |
26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield), touch 12, flat-footed 24 | 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 | 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 |
+14/+18 | +14/+29 | +14/+27 |
+2 bastard sword +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/×3) | Bite +25 melee (2d6+16/19-20) | Claw +24 melee (1d6+11) or +2 bastard sword +27 melee |
+2 bastard sword +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7 ranged (1d8+4/×3) | Bite +25 melee (2d6+16/19-20) | 2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20) |
5 ft./5 ft. | 10 ft./5 ft. | 10 ft./10 ft. |
— | Curse of lycanthropy, trip | Curse of lycanthropy |
Alternate form, wolf empathy, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Fort +16, Ref +12, Will +13 | Fort +17, Ref +12, Will +11 | Fort +17, Ref +12, Will +11 |
Str 18, Dex 14, Con 14 Int 10, Wis 12, Cha 12 | Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12 | Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12 |
Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5 | Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* | Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* |
Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron WillB, Power Attack, Run, Stealthy, TrackB, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword) | (same as human form) | (same as human form) |
Temperate forests | Temperate forests | Temperate forests |
Solitary, pair, or pack (1-2 werewolf lords plus 2-4 werewolves plus 5-8 wolves) | (same as human form) | (same as human form) |
14 | 14 | 14 |
Standard | Standard | Standard |
Always chaotic evil | Always chaotic evil | Always chaotic evil |
By character class | By character class | By character class |
+3 | +3 | +3 |
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Combat
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su)
A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a werewolf lord’s bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex)
A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf lord.
Wolf Empathy (Ex)
Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills
*A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions
+2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus).
Creating A Lycanthrope
"Lycanthrope" is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.
Size and Type
The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).
This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.
A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.
Hit Dice and Hit Points
Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.
Speed
Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.
Armor Class
The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.
Base Attack/Grapple
Add the base attack bonus for the base animal to the base attack bonus for the base creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.
Attacks
Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.
Small | 1d3 | 1d4 |
Medium | 1d4 | 1d6 |
Large | 1d6 | 1d8 |
Huge | 2d4 | 2d6 |
Same as the base creature or base animal, depending on which form the lycanthrope is in.
Special Attacks
A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
Curse of Lycanthropy (Su)
Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Special Qualities
A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su)
A lycanthrope can assume the form of a specific animal (as indicated in its entry).
Changing to or from animal or hybrid form is a standard action.
A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Damage Reduction (Ex)
An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex)
In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Low-Light Vision (Ex)
A lycanthrope has low-light vision in any form.
Scent (Ex)
A lycanthrope has the scent ability in any form.
Base Save Bonuses
Add the base save bonuses of the base animal to the base save bonuses of the base creature.
Abilities
All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores -10 or -11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.
In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills
A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats
Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.
It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.
Environment
Same as either the base creature or base animal.
Organization
Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related animals)
Challenge Rating
By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Treasure
Standard.
Alignment
Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.
Advancement
By character class.
Level Adjustment
Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
Common Lycanthropes
Werebear | Brown bear | Str +16, Dex +2, Con +8 | Lawful good |
Wereboar | Boar | Str +4, Con +6 | Neutral |
Wererat | Dire rat | Dex +6, Con +2 | Chaotic evil |
Weretiger | Tiger | Str +12, Dex +4, Con +6 | Neutral |
Werewolf | Wolf | Str +2, Dex +4, Con +4 | Chaotic evil |
Dire wereboar | Dire boar | Str +16, Con +6 | Neutral |
When a character contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
Lycanthropes As Characters
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
Lycanthrope characters possess the following racial traits.
- +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms.
- Size same as the base creature or the base animal form.
- Low-light vision in any form.
- Scent in any form.
- Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.
- Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
- Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.
- +2 natural armor bonus in any form.
- Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).
- Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).
- Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
- Automatic Languages: As base creature.
- Favored Class: Same as the base creature.
- Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).
Control Shape (Wis)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check (Involuntary Change)
An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.
Resist involuntary change | 25 |
Retry (Involuntary Change)
Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change)
In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.
| |
Return to humanoid form (full moon1) | 25 |
Return to humanoid form (not full moon) | 20 |
Assume hybrid form | 15 |
Voluntary change to animal form (full moon) | 15 |
Voluntary change to animal form (not full moon) | 20 |
A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
Special
An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition
Aurora Silverwolf- Posting Knave
- Number of posts : 49
Age : 59
Location : VA
Registration date : 2010-10-01
Character sheet
Character Name:
Race:
Overall Level:
Re: Lycan info
not sure where all this text and posts came from... just would suggest and recommend asking or talking to Eri for more information.... lycans here are not supposed to be like the usual sorts or kinds at all really... don't know what most of that info is for stats but it's pretty off from what I remember of the system...
know though that if you have the wild tag that is supposed to be more of them being animal like rather than evil, though they can be calmed or kept from attacking anyone nearby with a strong pc leader... tame means they are partially themselves but the animal side is still a sizeable portion of control...
know though that if you have the wild tag that is supposed to be more of them being animal like rather than evil, though they can be calmed or kept from attacking anyone nearby with a strong pc leader... tame means they are partially themselves but the animal side is still a sizeable portion of control...
heather- Forum Knight
- Number of posts : 231
Registration date : 2010-02-11
Character sheet
Character Name: Melinda Davis
Race: Human
Overall Level: 9
Re: Lycan info
Actually, one of the main points I would like clarified is Lycan alignment. Now the books and wiki state that in Animal form, you take on the alignment of that were spirit (Bear= Lawful good, Wolf =Chaotic Evil, Boar = True Neutral(?), Cat= (?)) and everytime you take animal form you have to roll against an increasingly difficult DC (Will save vs DC 15+number of changes.) I'm not sure what the rules are for Hybrid form or if we are keeping these rules, as naturally they have a huge affect on RP.
Also, for my Character Grace, such a rule will slowly drag her from the neutral path and prevent her from being a druid. (Which also brings up the old druid and whether he is still fighting his were spirit- a werebear is a defender of nature, but DnD wise, can't remain a druid for very long)
Also, for my Character Grace, such a rule will slowly drag her from the neutral path and prevent her from being a druid. (Which also brings up the old druid and whether he is still fighting his were spirit- a werebear is a defender of nature, but DnD wise, can't remain a druid for very long)
Elgate- Forum Sage
- Number of posts : 634
Age : 30
Location : Scotland
Registration date : 2011-01-31
Character sheet
Character Name: Grace Fennerset
Race: Human
Overall Level: 30
Similar topics
» Lycan problems
» Loco Lycan
» Deity info
» Talix, need to contact GM_ODA
» Turning into a lycan during transitions
» Loco Lycan
» Deity info
» Talix, need to contact GM_ODA
» Turning into a lycan during transitions
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