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<blockquote data-quote="psychognome" data-source="post: 54978" data-attributes="member: 828"><p><strong>Wererats</strong></p><p></p><p>The Rat's Children are a race that are kin to the werewolves. In the days of old they fought together with the other changing breeds for the good of nature, but the werewolves turned into savages, filled with hatred of all humankind, and the wererats became urbanised and adapted to the human's corrupt ways. Living in the sewers of large cities, the wererats stalk anything that dares to make its way down into their territory. They have a strict society and a reputation for being great assasins. They are enemies to both werebears and werewolves, and they watch the other changers with contempt.</p><p>And now, to the creatures themselves:</p><p>-Wererats advance with character classes.</p><p>-A wererat gains Weapon Finesse to any natural weapons in a form with a higher dexterity than strenght score.</p><p></p><p>The Three Forms:</p><p>Wererats possess a number of forms, although not rivaling with the amount of the werewolves. The main form is Man, indistinguishable from a normal human (or whichever race the wererat traces his blood back to), War is a ratman battle form sometimes called "Sneak" or "Ratfink" and the Rat is a form of a large wharf rat.</p><p></p><p>Handling the Forms:</p><p>As with werewolves, but the modifiers for a wererat's forms are as follows:</p><p>War: +2 Str, +6 Dex, +4 Con, prehensile tail, (see more information below) gain bite attack at 1d6 damage if medium size, 1d4 if small. Speed +10 ft., Climb speed at 20 ft. +2 natural armor.</p><p>Rat: -2 Str, +6 Dex, +2 Con, size decrease by one category, gain scent, gain bite attack at 1d4 damage if base size medium, 1d3 if small. Speed +10 ft., Climb speed at 20 ft. +1 natural armor.</p><p></p><p>Changing the Form:</p><p>As with werewolves.</p><p></p><p>Other Stuff:</p><p>Gain the Lycanthropic Empathy and Damage Reduction abilities of lycanthropes.</p><p>CR: 2</p><p>Alignment: Usually Lawful Evil</p><p>Wererat Characters: As urban creatures most wererats are rogues, although some are fighters, monks and even wizards. Note that wererat monks are capable of using their natural attacks with their monkish attack bonuses.</p><p></p><p>The Tail:</p><p>In its War form, a wererat can use its tail as a third limb, allowing for the use of a light weapon. (but not a shield!) He may take the Multidexterity and Multiweapon Fighting feats for the use of his tail.</p></blockquote><p></p>
[QUOTE="psychognome, post: 54978, member: 828"] [b]Wererats[/b] The Rat's Children are a race that are kin to the werewolves. In the days of old they fought together with the other changing breeds for the good of nature, but the werewolves turned into savages, filled with hatred of all humankind, and the wererats became urbanised and adapted to the human's corrupt ways. Living in the sewers of large cities, the wererats stalk anything that dares to make its way down into their territory. They have a strict society and a reputation for being great assasins. They are enemies to both werebears and werewolves, and they watch the other changers with contempt. And now, to the creatures themselves: -Wererats advance with character classes. -A wererat gains Weapon Finesse to any natural weapons in a form with a higher dexterity than strenght score. The Three Forms: Wererats possess a number of forms, although not rivaling with the amount of the werewolves. The main form is Man, indistinguishable from a normal human (or whichever race the wererat traces his blood back to), War is a ratman battle form sometimes called "Sneak" or "Ratfink" and the Rat is a form of a large wharf rat. Handling the Forms: As with werewolves, but the modifiers for a wererat's forms are as follows: War: +2 Str, +6 Dex, +4 Con, prehensile tail, (see more information below) gain bite attack at 1d6 damage if medium size, 1d4 if small. Speed +10 ft., Climb speed at 20 ft. +2 natural armor. Rat: -2 Str, +6 Dex, +2 Con, size decrease by one category, gain scent, gain bite attack at 1d4 damage if base size medium, 1d3 if small. Speed +10 ft., Climb speed at 20 ft. +1 natural armor. Changing the Form: As with werewolves. Other Stuff: Gain the Lycanthropic Empathy and Damage Reduction abilities of lycanthropes. CR: 2 Alignment: Usually Lawful Evil Wererat Characters: As urban creatures most wererats are rogues, although some are fighters, monks and even wizards. Note that wererat monks are capable of using their natural attacks with their monkish attack bonuses. The Tail: In its War form, a wererat can use its tail as a third limb, allowing for the use of a light weapon. (but not a shield!) He may take the Multidexterity and Multiweapon Fighting feats for the use of his tail. [/QUOTE]
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