Werewolverine (adapted from Twisted Lore)
Combat
A werewolverine 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. Werewolverines in combat are a fearsome sight. They open fights by bull rushing and if a group of opponents flees, they enjoy chasing down the slowest of the group.
"Werewolverine" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character". The werewolverine takes on the characteristics of a dire wolverine, 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): Werewolverines can communicate and empathize with normal and dire wolverines. This gives them a +4 bonus on checks made to influence the wolverine's attitude and allows the werewolverine 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 werewolverine 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 werewolverines can shift into the form of a dire wolverine and a dire wolverine-humanoid hybrid. Changing to or from animal or hybrid form is a full-round action. 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 werewolverine's animal and hybrid forms gain damage reduction 15/silver.
- Low-Light Vision (Ex): The werewolverine gains low-light vision in any form.
- Scent (Ex): The werewolverine gains scent in any form.
- Rage (Ex): A werewolverine in wolverine or hybrid form that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged werewolverine gains +4 Strength and +4 Constitution but suffers a -2 penalty to its Armor Class. The werewolverine cannot voluntarily end its rage.
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).
Werewolverines as Characters
Becoming a werewolverine 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 wolverine or hybrid form the werewolverine character gains +12 Strength, +6 Dexterity, and +8 Constitution.
- Size: Same as the base creature or the base animal form.
- Racial Hit Dice: A werewolverine gains 5d8 racial hit dice. As a result of these hit dice, a werewolverine has +3 Base Attack Bonus, +4 base Fortitude save bonus, +4 base Reflex save bonus, and +1 base Will save bonus.
- Racial Skills: A werewolverine adds skill points for its animal Hit Dice. It gains skill points equal to (2 + Intelligence modifier, minimum 1) x 8. The werewolverine's racial skills are Climb, Listen, and Spot. The werewolverine’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 werewolverine’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
- Racial Feats: Werewolverines gain Bull Rush, Power Attack, Run, and Iron Will as bonus feats.
- +2 natural armor bonus in any form.
- Special Qualities: Alternate form (dire wolverine or dire wolverine-humanoid hybrid), wolverine empathy, curse of lycanthropy (in animal or hybrid form only), rage, low-light vision, and scent. In addition, a werewolverine 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 +6 (afflicted) or +7 (natural).
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