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Looking for Lycanthropes


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Karimere

First Post
Hi

Thanks again for the suggestions

Land Outcast the monk will be fighting along side other thieves

smootrk I will look at the NPC wiki, thanks for the advice

On a similar subject does anyone have any good ideas for creatures to use in conjunction with Lycanthropes that could create unusual situations?

Regards

Karimere
 

Voadam

Legend
I had a wererat with a rat swarm control feat from CGtW and made up a feat to let the rat powers work on rat-like magical beasts and created a swarm of ash rats from MMII. The wererat was then hired by a bad guy to create a distraction while he did an assassination. The ash rat swarm worked great for creating a distraction and the wererat was quietly scuttling around in the swarm trying not to be noticed.
 

Land Outcast

Explorer
[sblock=Male Human Wererat Monk5]
Hybrid Form
Medium Humanoid (Human, human, shapechanger);
HD 6d8+7; hp 55;
Init +6;
Spd 40 ft/x4;
AC 22 (+6 dex, +3 natural, +3 misc), touch 19, flat-footed 16;
Base Atk/Grapple +3/+4;
Full Atk
+9 One-handed (1d8+1 (+1d6 if using Iron Fists);20/x2, Unarmed Strike)
+8/+8 One-handed, Flurry of Blows (1d8+1 (+1d6 if using Iron Fists);20/x2, Unarmed Strike) +9 Thrown (1d4+1;19-20/x2, Dagger(Thrown));​
SA&SQ
Armor Restriction, AC Bonus(Ex), Flurry of Blows(Ex), Evasion(Ex), Fast Movement(Ex), Still Mind(Ex), Ki Strike(Su), Slow Fall(Ex), Purity of Body(Ex);​
Saves Fort +6, Ref +10, Will +8;
Abilities Str 12(+1), Dex 22(+6), Con 14(+2), Int 10(+0), Wis 15(+2), Cha 10(+0);
Skills: Climb¹ +23, Hide¹ +15, Jump¹ +16, Listen¹ +8, Tumble +17.
Feats:
Combat Reflexes (B)
Improved Unarmed Strike (B)
Stunning Fist (B)
Iron Will (B)
Weapon Finesse
Vexing Flanker (PH2, Additional +2 bonus when flanking)
Fists of Iron (CW, Can spend a Stunning Fist use to add 1d6 to his attacks)
Ability Focus (Stunning Fist).

Humanoid Form Changes
Init +3;
AC 18 (+3 dex, +2 natural, +3 misc), touch 16, flat-footed 15;
Full Atk
+6 One-handed (1d8+1 (+1d6 if using Iron Fists);20/x2, Unarmed Strike)
+5/+5 One-handed, Flurry of Blows (1d8+1 (+1d6 if using Iron Fists);20/x2, Unarmed Strike) +6 Ranged (1d4+1;19-20/x2, Dagger(Thrown));​
Saves Fort +5, Ref +7, Will +8;
Abilities Str 12(+1), Dex 16(+3), Con 12(+1), Int 10(+0), Wis 15(+2), Cha 10(+0);
Skills: Climb¹ +10, Hide¹ +12, Jump¹ +16, Listen¹ +8, Tumble +14.

–– RACE ABILITIES ––
• Base land speed of 30 feet.
• Low-Light Vision
–– TEMPLATE ABILITIES ––
• Alternate Form(Su): You can shift into animal form as though using the polymorph spell on yourself, though your gear is not affected, you do not regain hit points for changing form, and you may only assume rat form. You also can assume a bipedal hybrid form with prehensile hands and animalistic features.
• Damage Reduction(Ex): In animal or hybrid form you have damage reduction 5/silver.
• Lycanthropic Empathy(Ex): In any form, you can communicate and empathize with normal or dire rats. This gives you 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.'
• Scent(Ex): You have the scent ability in any form.
• Feat: You gain Iron Will as a bonus feat.
• Disease(Ex): Filth fever; bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
• Skills: While in rat or hybrid form you use your Dexterity modifier for Climb or Swim checks. You have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. You also have a +8 racial bonus on Swim checks while in rat form.
• Feats: You gain the Weapon Finesse as a bonus feat.
–– CLASS ABILITIES ––
• Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shuriken, Siangham, Sling, Unarmed Strike.
• Armor Restriction: If wearing ANY armor or carrying a shield, you lose your Wisdom bonus to AC, fast movement and flurry of blows abilities.
• AC Bonus(Ex): Add +3 AC; this bonus is not lost unless you are immobilized or helpless, wearing armor, carrying a shield or carrying a medium/heavy load.
• Flurry of Blows(Ex): As a full attack, you may make one extra attack All attacks made in the round suffer a –1 penalty.
• Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
• Fast Movement(Ex): Your speed increases (limited by armor and encumberance)
• Still Mind(Ex): +2 to save against Enchantment spells and effects.
• Ki Strike(Su): Your unarmed attacks are treated as magic weapons.
• Slow Fall(Ex): As long as a wall is within arm's reach, you take damage from a fall as if it were 20 feet shorter.
• Purity of Body(Ex): Immune to all diseases except supernatural and magical diseases.
[/sblock]

Head of Thieve's Guild Rapier: Edge of night, this +1 Frost rapier has a dull black blade with a glittering black line through it's middle, its wielder can summon a Shadow once per day for one hour. While the Shadow is summoned, the damage inflicted by the rapier heals the Shadow by the same amount.
[sblock=Male Human Rog7/Sor4]
Hybrid Form
Medium Humanoid (Human, human, shapechanger);
HD 4d4+7d6+1d8+1; hp 67;
Init +5;
Spd 30 ft/x4;
AC 18 (+5 dex, +3 natural), touch 15, flat-footed 18;
Base Atk/Grapple +7/+8;
Full Atk
+12/+7 One-handed (1d6+1 plus 1d6 cold;18-20/x2, Edge of Night)
+12 Natural (1d6+1 plus Curse of Lycanthropy;/x2, Bite)
+7/+2 Rapier and +7 Bite​
SA&SQ
Uncanny Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack, Trapfinding(Ex), Familiar;​
Saves Fort +4, Ref +11, Will +8;
Abilities Str 12(+1), Dex 20(+5), Con 12(+1), Int 14(+2), Wis 10(+0), Cha 20(+5);
Skills: Bluff¹ +20, Concentration¹ +16, Disguise¹ +9, Escape Artist¹ +20, Gather Information¹ +17, Hide¹ +20, Intimidate¹ +17, Knowledge (local) +6, Listen¹ +7, Move Silently¹ +20, Spot¹ +7, Tumble +20.
Feats:
Combat Expertise
Improved Feint
Iron Will (B)
Weapon Finesse (B)
Acrobatic Strike (PH2, +4 on attacks agains an opponent before who you tumbled)
Tumbling Feint (PH2, +5 on feint checks after succesful tumbling)
Arterial Strike (CW, sacrifice 1d6 sneak attack to inflict a 1hp bleeding wound, stacks),
Practiced Spellcaster (Sorcerer) (CAr, +4 Caster Level as long as your total Caster Level isn't higher than your HD)​

Humanoid Form Changes
Medium Humanoid (Human, human, shapechanger);
Init +2;
AC 14 (+2 dex, +2 natural), touch 12, flat-footed 14;
Full Atk +9/+4 One-handed (1d6+1 plus 1d6 cold;18-20/x2, Edge of Night);
SV Fort +3, Ref +8, Will +8;
Str 12(+1), Dex 14(+2), Con 10(+0), Int 14(+2), Wis 10(+0), Cha 20(+5);
Skills: Bluff¹ +20, Concentration¹ +15, Disguise¹ +9, Escape Artist¹ +17, Gather
Information¹ +17, Hide¹ +17, Intimidate¹ +17, Knowledge (local) +6,
Listen¹ +7, Move Silently¹ +17, Spot¹ +7, Tumble +17.

–– RACE ABILITIES ––
• Base land speed of 30 feet.
• Low-Light Vision
• Favored Class: Any
–– TEMPLATE ABILITIES ––
• Curse of Lycanthropy(Su): Any humanoid or giant, within one size category of you, hit by your bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
• Alternate Form(Su): You can shift into animal form as though using the polymorph spell on yourself, though your gear is not affected, you do not regain hit points for changing form, and you may only assume rat form. You also can assume a bipedal hybrid form with prehensile hands and animalistic features.
• Damage Reduction(Ex): In animal or hybrid form you have damage reduction 10/silver.
• Lycanthropic Empathy(Ex): In any form, you can communicate and empathize with normal or dire rats. This gives you 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.'
• Scent(Ex): You have the scent ability in any form.
• Feat: You gain Iron Will as a bonus feat.
• Disease(Ex): Filth fever; bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con.
• Skills: While in rat or hybrid form you use your Dexterity modifier for Climb or Swim checks. You have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. You also have a +8 racial bonus on Swim checks while in rat form.
• Feats: You gain the Weapon Finesse as a bonus feat.
–– CLASS ABILITIES ––
• Proficient in light armor
• Proficient with all simple weapons, and with Hand Crossbow, Rapier, Sap, Shortbow, Composite Shortbow, Short Sword.
• Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Trap Sense(Ex): +2 to Reflex saves and AC against traps.
• Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
• Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 4d6 damage.
Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment
• Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
• Familiar: You may call a familiar as a magical companion.
[/sblock]

I ended up liking the Elf, I don't know what role you had ready for him...
A lone agent, a hunter who waits patiently for his prey to show up, jumping on it with deadly precision. Death From Above.
Normally fights with buckler and bastard sword, but when the wolf brings boiling blood and anger to control of the elf, he wields the sword two-handed in savage attacks.
Note: When raging, he is statted without buckler and with the sword two-handed.
Note2: The weapon is intended as something special, if you're using many of these, then just give them "+1" or "+1 flaming" swords.

Elven hunter's Bastard Sword: Temperance of Fury, this +2 Defending Bastard Sword becomes a +1 Vicious Bastard Sword if its user is Raging.
[sblock=Elven Werewolf Fighter 2/Barbarian 6]
Humanoid Form
Medium Humanoid (Elf, elf, shapechanger);
HD 2d8+2d10+6d12+14; hp 122;
Init +2;
Spd 40 ft/x4;
AC 16 (+2 shield, +2 dex, +2 natural), touch 12, flat-footed 16;
Base Atk/Grapple +8/+12;
Full Atk
+14/+9 One-handed (1d10+6;17-20/x2, Temperance of Fury)​
SA&SQ
Fast Movement(Ex), Rage, Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), Trap Sense(Ex);​
Saves Fort +9, Ref +4, Will +4;
Abilities Str 18(+4), Dex 14(+2), Con 12(+1), Int 12(+1), Wis 10(+0), Cha 8(-1);
Skills: Climb¹ +17, Hide¹ +12, Jump¹ +21, Listen¹ +7, Survival¹ +13.
Feats:
Exotic Weapon Proficiency (Sword, Bastard),
Improved Critical (Sword, Bastard),
Iron Will (B),
Power Attack,
Skill Focus (Hide),
Shield Specialization (Buckler) (PH2, +1 AC bonus with chosen shield)
Leap Attack (CAd, If you jump ten feet towards your attacker and hit, damage in concept of Power Attack is doubled)

Humanoid Form, Raging
HD 2d8+2d10+6d12+34; hp 142;
AC 12 (+2 dex, +2 natural, -2 Rage), touch 12, flat-footed 12;
Base Atk/Grapple +8/+14;
Full Atk +15/+10 Two-handed (1d10+10;17-20/x2, Temperance of Fury);
Saves Fort +11, Ref +4, Will +6;
Abilities Str 22(+6), Dex 14(+2), Con 16(+3), Int 12(+1), Wis 10(+0), Cha 8(-1);
Skills: Climb¹ +19, Hide¹ +12, Jump¹ +23, Listen¹ +7, Survival¹ +13.



Hybrid Form
HD 2d8+2d10+6d12+14; hp 122;
Init +2;
Spd +4; Spd 40 ft/x4;
AC 20 (+2 shield, +4 dex, +4 natural), touch 14, flat-footed 20;
Base Atk/Grapple +8/+13;
Full Atk
+15/+10 One-handed (1d10+7;17-20/x2, Temperance of Fury)
SA&SQ
Fast Movement(Ex), Rage, Uncanny Dodge(Ex), Improved Uncanny Dodge(Ex), Trap Sense(Ex);​
Saves Fort +11, Ref +6, Will +4;
Abilities 20(+5), Dex 18(+4), Con 16(+3), Int 12(+1), Wis 10(+0), Cha 8(-1);
Skills: Climb¹ +18, Hide¹ +14, Jump¹ +22, Listen¹ +7, Survival¹ +13.
Feats:
Exotic Weapon Proficiency (Sword, Bastard),
Improved Critical (Sword, Bastard),
Iron Will (B),
Power Attack,
Skill Focus (Hide),
Shield Specialization (Buckler) (PH2, +1 AC bonus with chosen shield)
Leap Attack (CAd, If you jump ten feet towards your attacker and hit, damage in concept of Power Attack is doubled)

Hybrid Form, Raging
HD 2d8+2d10+6d12+34; hp 142;
AC 16 (+4 dex, +4 natural, -2 Rage), touch 14, flat-footed 16;
Base Atk/Grapple +8/+15;
Full Atk +16/+11 Two-handed (1d10+11;17-20/x2, Temperance of Fury);
Saves Fort +13, Ref +6, Will +6;
Abilities Str 24(+7), Dex 18(+4), Con 20(+5), Int 12(+1), Wis 10(+0), Cha 8(-1);
Skills: Climb¹ +20, Hide¹ +14, Jump¹ +24, Listen¹ +7, Survival¹ +13.


–– RACE ABILITIES ––
• Base land speed of 30 feet.
• Low-Light Vision
• Immunity to sleep effects
• +2 racial bonus on saving throws against Enchantment spells or effects.
• +2 racial bonus on Listen, Search, and Spot checks
• Automatic Searching: Passing within 5 feet of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it
–– TEMPLATE ABILITIES ––
• Alternate Form(Su): You can shift into animal form as though using the polymorph spell on yourself, though your gear is not affected, you do not regain hit points for changing form, and you may only assume wolf form. You also can assume a bipedal hybrid form with prehensile hands and animalistic features.
• Damage Reduction(Ex): In animal or hybrid form you have damage reduction 5/silver.
• Lycanthropic Empathy(Ex): In any form, you can communicate and empathize with normal or dire wolfs. This gives you a +4 racial bonus on checks when influencing the animal’s atitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as 'friend,' 'foe,' 'flee,' and 'attack.'
• Scent(Ex): You have the scent ability in any form.
• Feat: You gain Iron Will as a bonus feat.
• Trip(Ex): While in animal form, if you hit with a bite attack, you can attempt to trip the opponent (+4 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 you.
• Skills: While in hybrid or wolf form you gain a +4 racial bonus on Survival checks when tracking by scent.
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(including tower shields)
• Proficient with all simple and martial weapons.
• Fast Movement(Ex): +10 to speed when in medium armor or lighter and not carrying a heavy load.
• Rage: You can fly into a screaming frenzy once per encounter, up to 2 times per day. This gives +4 to Strength and Constitution, +20 hit points, and a +2 morale bonus to Will saves, but gives a -2 penalty to AC. Cannot use any skills that require patience or concentration while enraged. Your rage lasts up to 6 rounds (8 in hybrid form).
• Uncanny Dodge(Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
• Improved Uncanny Dodge(Ex): You can no longer be flanked, except by a level 10 rogue.
• Trap Sense(Ex): +2 to Reflex saves and AC against traps.
[/sblock]

Essential Equipment:
Monk: Bracers of Armor +1, Ring of Protection +1
Sorc/Rog: Wand of Energy Substituted (Cold) Scorching Ray (CL 4th), Bracers of Armor +2, Ring of Protection +1, Amulet of Natural Armor +1, Gloves of Dexterity +2.
Elf: +1 Buckler, +2 light Armor (has to allow for DEX +6), Mwk ranged weapon, Potion of Cat's Grace (x2), Potion of Bull's Strength (x2).​
 

Karimere

First Post
Hi Land Outcast

Those are wonderful, I love the Temperance of Fury and Edge of Night weapons, will be using the shadow to help flank opponents.

The practiced spell caster feat, does this apply simply to the duration, range and damage with respect to the level of available spells, I assume it does not provide additional spells per se.
Unfortunately I do not have complete arcane.

The role of the Elf is probably going to be what appears to be a quiet comptemplative elf that suddenly changes into a meat grinder at a moments notice.

Modus operandi: drink potions ambush party with missile weapon, lead party to prepared area with traps, change to hybrid & rage, mince party.
Hopefully the party will think they are dealing with the usual missile specialist who is not so hot in melee and will get a quite a shock.

The monk will probably be working with the Guild leader as a bodyguard and to assist with flanking.

Many thanks for the great work



Karimere
 

Land Outcast

Explorer
You're welcome :)

The practiced spell caster feat, does this apply simply to the duration, range and damage with respect to the level of available spells, I assume it does not provide additional spells per se.

You'r assumption is correct

EDIT: If you're using the elf just as a raging combatant, you might want to change Shield Specialization and the +1 Buckler for otehr stuff more appropriate to that role.
 
Last edited:


Karimere

First Post
Hi

Mortis your were creatures are interesting, the werehawk has definately got me thinking

Land Outcast, thanks for the confirmation on the practiced spellcaster feat

Voadam thanks for your swarm idea.


Regards

Karimere
 


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