psychognome
First Post
Werecoyotes
The children of Coyote were given a mission among the changers that most changers thought to be frivolous. They are the tricksters and clowns of the changers, bringing laughter and chaos to where it's needed. Their peers view them with suspicion, as there seems to be no certainty as to where you'll find one.
And beginning with da notes:
-Werecoyotes advance by character class.
-Werecoyotes gain weapon finesse in all their natural attacks when in a form with a higher dexterity than strength score, and Multiattack when multiple natural attacks are available.
The Five Forms:
Like their larger cousins, werewolves, the werecoyotes have five forms, known as Trick, Scare, Battle, Bark and Howl. The Trick form is the humanoid form, Scare is a large and brutish humanoid that they use for intimidation, Battle is the equivalent of the werewolf War form, Bark is a large and vicious coyote, and Howl an ordinary coyote.
Handling the Forms:
As with other changers, except that the modifiers per form are:
Scare: +2 Str, +2 Dex, +2 Con.
Battle: +6 Str, +4 Dex, +6 Con, 2 claw attacks at 1d6 if base size is medium, 1d4 if small, bite attack at 1d6 damage if base size is medium, 1d4 if small, speed +10 ft., +3 natural armor.
Bark: +4 Str, +4 Dex, +6 Con, bite attack at 1d6 damage if base size is medium, 1d4 if small, gain Scent ability, +2 natural armor, speed +10 ft.
Howl: +2 Str, +6 Dex, +4 Con, decrease size by one category, bite attack at 1d4 if base size is medium, 1d3 if small, natural armor +1, speed +10 ft.
Changing the Form:
As with other changers.
Other Info:
Werecoyotes have Lycanthropic Empathy and Damage Reduction abilities of lycanthropes from the Monster Manual.
CR: 2
Alignment: Usually Chaotic Neutral
Werecoyotes characters: Because of their carefree attitude and their fame as tricksters, most werecoyotes become rogues or bards. Rangers and druids are rare, but indeed not unheard of. Barbarians don't fit well with the aspects of werecoyotes' respect, but some do take such path.
The children of Coyote were given a mission among the changers that most changers thought to be frivolous. They are the tricksters and clowns of the changers, bringing laughter and chaos to where it's needed. Their peers view them with suspicion, as there seems to be no certainty as to where you'll find one.
And beginning with da notes:
-Werecoyotes advance by character class.
-Werecoyotes gain weapon finesse in all their natural attacks when in a form with a higher dexterity than strength score, and Multiattack when multiple natural attacks are available.
The Five Forms:
Like their larger cousins, werewolves, the werecoyotes have five forms, known as Trick, Scare, Battle, Bark and Howl. The Trick form is the humanoid form, Scare is a large and brutish humanoid that they use for intimidation, Battle is the equivalent of the werewolf War form, Bark is a large and vicious coyote, and Howl an ordinary coyote.
Handling the Forms:
As with other changers, except that the modifiers per form are:
Scare: +2 Str, +2 Dex, +2 Con.
Battle: +6 Str, +4 Dex, +6 Con, 2 claw attacks at 1d6 if base size is medium, 1d4 if small, bite attack at 1d6 damage if base size is medium, 1d4 if small, speed +10 ft., +3 natural armor.
Bark: +4 Str, +4 Dex, +6 Con, bite attack at 1d6 damage if base size is medium, 1d4 if small, gain Scent ability, +2 natural armor, speed +10 ft.
Howl: +2 Str, +6 Dex, +4 Con, decrease size by one category, bite attack at 1d4 if base size is medium, 1d3 if small, natural armor +1, speed +10 ft.
Changing the Form:
As with other changers.
Other Info:
Werecoyotes have Lycanthropic Empathy and Damage Reduction abilities of lycanthropes from the Monster Manual.
CR: 2
Alignment: Usually Chaotic Neutral
Werecoyotes characters: Because of their carefree attitude and their fame as tricksters, most werecoyotes become rogues or bards. Rangers and druids are rare, but indeed not unheard of. Barbarians don't fit well with the aspects of werecoyotes' respect, but some do take such path.