Wereviper (adapted from Twisted Lore)
Combat
A wereviper in its humanoid 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. Werevipers are quick and dangerous opponents, lashing out up to 10 feet with their heads and attacking adjacent opponents with their weapons.
"Wereviper" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character". The wereviper takes on the characteristics of a Large viper snake, referred to hereafter as the "animal". Creatures with this template use all of the base creature's statistics and special abilities, except as noted here:
- Lycanthropic Affinity (Su): Werevipers can communicate and empathize with snakes. This gives them a +4 bonus on checks made to influence the snake's attitude and allows the wereviper to communicate simple concepts and (if the animal is friendly) commands to the animal, such as "friend", "foe", "flee", or "attack".
- Curse of Lycanthropy (Su): Any humanoid injured by a wereviper but not actually killed has a chance to contract lycanthropy after the encounter is over. This chance equals 1% per point of damage dealt by the lycanthrope's natural attacks; if several lycanthropes of the same type injure the character, add the chances together. Damage from different types of lycanthropes must be tracked separately. A character killed by a lycanthrope and then raised or resurrected has a 100% chance of contracting lycanthropy.
- Alternate Form (Su): All werevipers can shift into the form of a Large viper snake and a viper snake-humanoid hybrid. Changing to or from animal or hybrid form is a full-round action. In hybrid form, a wereviper has a humanoid lower body with a very flexible torso and a snake's head on a long, sinuous neck. A wereviper generally prefers snake form, taking advantage of the surprise of its damage reduction. Upon assuming natural form, the lycanthrope regains hit points as if having rested for a day. If slain, the lycanthropic creature reverts to its humanoid form, though it remains dead. A part of the body separated from the whole retains its natural form however. This shapeshifting ability can be difficult for some lycanthropes to control.
- Damage Reduction (Su): A wereviper's animal and hybrid forms gain damage reduction 15/silver.
- Low-Light Vision (Ex): The wereviper gains low-light vision in any form.
- Scent (Ex): The wereviper gains scent in any form.
- Poison (Ex): In animal or hybrid form, a wereviper's bite is poisonous. Bite, Fortitude save (DC 10 + the wereviper's Constitution modifier); initial and secondary damage 1d6 temporary Constitution.
Lycanthropy As an Affliction
When a character contracts lycanthropy through a lycanthrope’s natural attacks (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.
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).
Werevipers as Characters
Becoming a wereviper does not necessarily 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.
- Abilities: +2 Wisdom. In viper snake or hybrid form the wereviper character gains +6 Dexterity.
- Size: Same as the base creature or the base animal form.
- Space/Reach: As character in humanoid form. In animal or hybrid form, the wereviper occupies a space 5 feet by 5 feet and has 10 foot reach.
- Racial Hit Dice: A wereviper gains 3d8 racial hit dice. As a result of these hit dice, a wereviper has +2 Base Attack Bonus, +3 base Fortitude save bonus, +3 base Reflex save bonus, and +1 base Will save bonus.
- Racial Skills: A wereviper adds skill points for its animal Hit Dice. It gains skill points equal to (2 + Intelligence modifier, minimum 1) x 6. The werevi[er's racial skills are Balance, Climb, Hide, Listen, and Spot. The wereviper’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 wereviper’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
- Racial Feats: Werevipers gain Combat Reflexes, Multiattack, Weapon Finesse, and Iron Will as bonus feats.
- +2 natural armor bonus in any form.
- Special Qualities: Alternate form (Large viper snake or viper snake-humanoid hybrid), snake empathy, curse of lycanthropy (in animal or hybrid form only), poison, low-light vision, and scent. In addition, a wereviper gains damage reduction as follows:
- 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 +4 (afflicted) or +5 (natural).
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