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Off to War (always recruiting) OCC Year 2:
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<blockquote data-quote="Zerith" data-source="post: 5448890" data-attributes="member: 99953"><p>So is that +10 speed for sneak damage as a one of or can it be traded every odd level, were sneak attack is attainable? Now, onto long windedness! Brain fart, Flatulence!</p><p></p><p></p><p></p><p>The just of the Lycanthrope level ups I was going to go with was</p><p></p><p></p><p></p><p>Lycanthrope(Werechetah), Template</p><p></p><p>Adds the Shapechanger subtype.</p><p></p><p></p><p></p><p></p><p></p><p>Animal levels(cheetah)</p><p></p><p>Hit Dice: 8</p><p></p><p><strong><u>Level BAB Fort Ref Will Special</u></strong> [FONT=&quot]</p><p>1st +0 +2 +2 +0 Low-light vision, Sent, Str +2*, Dex +4.[/FONT]*</p><p> [FONT=&quot]2nd +1 +3 +3 +0 Sprint, Str +2*, Dex +2*, Con +2[/FONT]*</p><p> [FONT=&quot]3rd +2 +3 +3 +1 Trip, Str +2*, Dex +2*, Con +2*</p><p>[*In animal or hybrid form only]</p><p></p><p>Hide(Dex), Liste(Wis), Move Silently(Dex), Spot(Wis).</p><p>[Skill points: 2 +2(Hoserule) +Int Modifier][/FONT]</p><p> </p><p>Level adjustments: </p><p></p><p>The first level adjustment grants:</p><p>+2 Wisdom. </p><p>-</p><p> 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.”</p><p> -</p><p>Alternate form(Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds its physical ability score modifiers* to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features while adding the physical ability score modifiers to its own.**</p><p>[*the physical ability score modifiers are attained through Lycanthrope class levels]</p><p>[**I’m going to drop the other possible Lycanthrope racial level variant in a blanket below.]</p><p>-</p><p>+2 natural armor bonus in any form.</p><p> </p><p> </p><p> The second level adjustment grants:</p><p>Iron Will as a bonus feat.</p><p>Damage reduction 5/silver (in animal or hybrid form only).</p><p></p><p>The third level adjustment grants:</p><p> Damage reduction becomes 10/silver (in animal or hybrid form only).</p><p>Curse of lycanthropy (in animal or hybrid form only).</p><p> [Only Natural lycanthropes can attain a 3th level adjustment or its benefits]</p><p></p><p></p><p></p><p>[Sblock= Lycanthrope racial level variant WIP] Lycanthrope(Werecheetah), Racial Hitdice</p><p></p><p>[FONT=&quot]</p><p></p><p>Hit dice: 8</p><p></p><p><strong><u>Level BAB Fort Ref Will Special</u></strong>[/FONT][FONT=&quot]</p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">1st +0 +2 +2 +0 Str +2, Dex +2, Sent, Lowlight-V., Trip</span>[/FONT]<span style="font-family: 'Arial'"> 2nd +1 +3 +3 +0 Con +2, Dex +2</span></p><p><span style="font-family: 'Arial'"> 3rd +2 +3 +3 +1 Str +2, Dex +2, Sprint</span></p><p><span style="font-family: 'Arial'"> 4th +2 +4 +4 +1 Str +2, Dex +2</span></p><p><span style="font-family: 'Arial'"> 5th +2 +4 +4 +1 Con +2, Dex +2, Lycanthrope bonus feat</span></p><p><span style="font-family: 'Arial'"> 6th +3 +5 +5 +2 Str +2, Dex +2</span></p><p><span style="font-family: 'Arial'"> 7th +4 +5 +5 +2 Con +2, Dex +2, Blinding Bye</span></p><p><span style="font-family: 'Arial'"> 8th +4 +6 +6 +2 Str +2, Con +2</span></p><p><span style="font-family: 'Arial'"> 9th +4 +6 +6 +3 Str +2, Dex +2, Lycanthrope bonus feat</span></p><p><span style="font-family: 'Arial'"> 10th +5 +7 +7 +3 Str +2, Con +2, Dire Werecheetah</span><span style="font-family: 'Arial'">.</span></p><p> </p><p> Class Skills (2 + Int modifier per level, x4 at first level)</p><p>Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis).</p><p> </p><p> Ability score modifiers are accumulative, but only apply to animal and hybrid forms.*</p><p>[*the ability to change into the proper animal and hybrid form is dependent on the character having attained either it’s first level adjustment or the Swift Shapeshift feat]</p><p></p><p></p><p>[sblock=Scent (Ex)]</p><p> This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.</p><p> </p><p> The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.</p><p> </p><p> When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.</p><p> </p><p> Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.</p><p> </p><p> A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.</p><p> </p><p> Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.</p><p> </p><p> False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.[/sblock]</p><p></p><p>[sblock=Low-Light Vision (Ex)]</p><p> A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.[/sblock]</p><p></p><p>Trip (Ex): A Werecheetah that hits with a natural attack can attempt to trip the opponent 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 Werecheetah.</p><p> </p><p>Sprint (Ex): Once per hour, a Werecheetah can move ten times its normal speed when it makes a charge.</p><p></p><p>Blinding Bye(Ex): The Werecheetah may sprint twice per an hour and can expend one of the two uses as a run action. Additionally, when sprinting, any creature attempting a attack of opportunity on the Werecheetah must pas a reflex save, the DC is 1/10 the distance the Werecheetah moved during its sprint: attacks of opportunity with readied weapons bypass the reflex save.</p><p></p><p>Dire Werecheetah(Su): The Werecheetah can assume the form of a Dire Wolf. It does not assume the ability scores of the animal, but instead adds it’s physical ability score modifiers to its own ability scores as normal. The Werecheetah also can assume a Dire bipedal hybrid form with prehensile hands and animalistic features. Both forms are large and may be used in place of The Werecheetah’s original animal and hybrid forms at its option.[/Sblock]</p><p></p><p>… Werecheetah sounds to weird, but it's so much shorter then cheetah lycanthrope >_<</p></blockquote><p></p>
[QUOTE="Zerith, post: 5448890, member: 99953"] So is that +10 speed for sneak damage as a one of or can it be traded every odd level, were sneak attack is attainable? Now, onto long windedness! Brain fart, Flatulence! The just of the Lycanthrope level ups I was going to go with was Lycanthrope(Werechetah), Template Adds the Shapechanger subtype. Animal levels(cheetah) Hit Dice: 8 [B][U]Level BAB Fort Ref Will Special[/U][/B] [FONT="] 1st +0 +2 +2 +0 Low-light vision, Sent, Str +2*, Dex +4.[/FONT]* [FONT="]2nd +1 +3 +3 +0 Sprint, Str +2*, Dex +2*, Con +2[/FONT]* [FONT="]3rd +2 +3 +3 +1 Trip, Str +2*, Dex +2*, Con +2* [*In animal or hybrid form only] Hide(Dex), Liste(Wis), Move Silently(Dex), Spot(Wis). [Skill points: 2 +2(Hoserule) +Int Modifier][/FONT] Level adjustments: The first level adjustment grants: +2 Wisdom. - 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.” - Alternate form(Su): A lycanthrope can assume the form of a specific animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds its physical ability score modifiers* to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features while adding the physical ability score modifiers to its own.** [*the physical ability score modifiers are attained through Lycanthrope class levels] [**I’m going to drop the other possible Lycanthrope racial level variant in a blanket below.] - +2 natural armor bonus in any form. The second level adjustment grants: Iron Will as a bonus feat. Damage reduction 5/silver (in animal or hybrid form only). The third level adjustment grants: Damage reduction becomes 10/silver (in animal or hybrid form only). Curse of lycanthropy (in animal or hybrid form only). [Only Natural lycanthropes can attain a 3th level adjustment or its benefits] [Sblock= Lycanthrope racial level variant WIP] Lycanthrope(Werecheetah), Racial Hitdice [FONT="] Hit dice: 8 [B][U]Level BAB Fort Ref Will Special[/U][/B][/FONT][FONT="] [FONT=Arial] 1st +0 +2 +2 +0 Str +2, Dex +2, Sent, Lowlight-V., Trip[/FONT][/FONT][FONT=Arial] 2nd +1 +3 +3 +0 Con +2, Dex +2 3rd +2 +3 +3 +1 Str +2, Dex +2, Sprint 4th +2 +4 +4 +1 Str +2, Dex +2 5th +2 +4 +4 +1 Con +2, Dex +2, Lycanthrope bonus feat 6th +3 +5 +5 +2 Str +2, Dex +2 7th +4 +5 +5 +2 Con +2, Dex +2, Blinding Bye 8th +4 +6 +6 +2 Str +2, Con +2 9th +4 +6 +6 +3 Str +2, Dex +2, Lycanthrope bonus feat 10th +5 +7 +7 +3 Str +2, Con +2, Dire Werecheetah[/FONT][FONT=Arial].[/FONT] Class Skills (2 + Int modifier per level, x4 at first level) Hide(Dex), Listen(Wis), Move Silently(Dex), Spot(Wis), Survival(Wis). Ability score modifiers are accumulative, but only apply to animal and hybrid forms.* [*the ability to change into the proper animal and hybrid form is dependent on the character having attained either it’s first level adjustment or the Swift Shapeshift feat] [sblock=Scent (Ex)] This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.[/sblock] [sblock=Low-Light Vision (Ex)] A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.[/sblock] Trip (Ex): A Werecheetah that hits with a natural attack can attempt to trip the opponent 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 Werecheetah. Sprint (Ex): Once per hour, a Werecheetah can move ten times its normal speed when it makes a charge. Blinding Bye(Ex): The Werecheetah may sprint twice per an hour and can expend one of the two uses as a run action. Additionally, when sprinting, any creature attempting a attack of opportunity on the Werecheetah must pas a reflex save, the DC is 1/10 the distance the Werecheetah moved during its sprint: attacks of opportunity with readied weapons bypass the reflex save. Dire Werecheetah(Su): The Werecheetah can assume the form of a Dire Wolf. It does not assume the ability scores of the animal, but instead adds it’s physical ability score modifiers to its own ability scores as normal. The Werecheetah also can assume a Dire bipedal hybrid form with prehensile hands and animalistic features. Both forms are large and may be used in place of The Werecheetah’s original animal and hybrid forms at its option.[/Sblock] … Werecheetah sounds to weird, but it's so much shorter then cheetah lycanthrope >_< [/QUOTE]
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