Arcanathropes - Were-Magical Beasts [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Warforged Goblin

06-05-07, 12:12 PM
ARCANATHROPE
Arcanathropes are humanoids or giants who can transform themselves into magical beasts. While similar to lycanthropes, they differ in the forms they can assume and some of their abilities. Arcanathropes in humanoid (or giant) form resemble the humanoid or giant they are, but they have some characteristics that depend on the type of magical beast they can change into.

Arcanathropy can be spread like a disease. Sometimes an arcanathrope begins life as a normal humanoid or giant who subsequently contracts arcanathropy after being wounded by an arcanathrope. Such a creature is called an afflicted arcanathrope. Other arcanathropes are born as arcanathropes, and are known as natural arcanathropes.

Combat
An arcanathrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. An arcanathrope 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) magical beasts of its beast form. An afflicted arcanathrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.

An arcanathrope in beast form fights like the magical beast it resembles, although its bite carries the disease of arcanathropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.

Finally, a natural arcanathrope (or an afflicted arcanathrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and magical beast forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread arcanathropy with its bite, and it has the same damage reduction that its magical beast form possesses.

SAMPLE ARCANATHROPE
This example uses a 1st level human warrior as the base creature and a dragonne as the base magical beast.

An unassuming town guard stands before you, his golden-yellow hair waving in the breeze. He hunches forward and grows to nearly twice his height, while regal wings sprout from his back and golden scales adorn his arms.

Were-Dragonne, 1st Level Warrior Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d10+27 (80 Hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 15 (+2 natural armor, +3 studded leather), touch 10, flat-footed 15
Base Attack/Grapple: +10/+11
Attack: Greataxe +11 melee (1d12+1/x3) or throwing axe +10 ranged (1d6+1)
Full Attack: Greataxe +11/+6 melee (1d12+1/x3) or throwing axe +10/+5 ranged (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Alternate form, dragonne empathy, low-light vision
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 13, Cha 10
Skills: Climb +5, Handle Animal +3, Jump +5, Listen +7, Ride +4, Spot +7, Swim +5
Feats: Alertness, Blind-Fight*, Combat Reflexes*, Improved Initiative*, Iron Will*, Power Attack, Track*
Environment: Temperate deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 dragonnes)
Challenge Rating: 5
Treasure: Standard
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +6

Were-Dragonne, 1st Level Warrior Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 9d10+36 (89 Hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 30 ft (poor)
Armor Class: 20 (-1 size, +2 Dex, +9 natural armor), touch 11, flat-footed 18
Base Attack/Grapple: +10/+19
Attack: Greataxe +14 melee (1d12+7/x3) or claw +14 melee (1d6+5)
Full Attack: Claw + 14 melee (1d6+5), greataxe +9 melee (1d12+3/x3), and bite +4 melee (1d8+2)
Space/Reach: 10 ft/10 ft
Special Attacks: Curse of arcanathropy
Special Qualities: Alternate form, damage reduction 5/silver, darkvision 60 ft, dragonne empathy, low-light vision
Saves: Fort +13, Ref +8, Will +7
Abilities: Str 21, Dex 15, Con 18, Int 10, Wis 13, Cha 8
Skills: Climb +9, Handle Animal +3, Jump +9, Listen +7, Ride +6, Spot +7, Swim +9
Feats: Alertness, Blind-Fight*, Combat Reflexes*, Improved Initiative*, Iron Will*, Power Attack, Track*
Environment: Temperate deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 dragonnes)
Challenge Rating: 5
Treasure: Standard
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +6

Were-Dragonne, 1st Level Warrior Magical Beast Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+4 plus 9d10+36 (89 Hp)
Initiative: +6
Speed: 40 ft (8 squares), fly 30 ft (poor)
Armor Class: 20 (-1 size, +2 Dex, +9 natural armor), touch 11, flat-footed 18
Base Attack/Grapple: +10/+19
Attack: Claw +14 melee (2d4+5)
Full Attack: 2 claws +14 melee (2d4+5) and bite +9 melee (2d6+2)
Space/Reach: 10 ft/5 ft
Special Attacks: Curse of arcanathropy, pounce, roar
Special Qualities: Alternate form, damage reduction 5/silver, dark vision 60 ft, dragonne empathy, low-light vision
Saves: Fort +13, Ref +8, Will +7
Abilities: Str 21, Dex 15, Con 18, Int 10, Wis 13, Cha 8
Skills: Climb +9, Handle Animal +3, Jump +9, Listen +7, Ride +6, Spot +7, Swim +9
Feats: Alertness, Blind-Fight*, Combat Reflexes*, Improved Initiative*, Iron Will*, Power Attack, Track*
Environment: Temperate deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 dragonnes)
Challenge Rating: 5
Treasure: Standard
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +6

Alternate Form (Su): An arcanathrope can assume the form of a single type of magical beast as if using a polymorph spell on itself, though its gear is not affected, it can maintain the new form indefinitely, and it does not gain hit points for changing form.
Dragonne Empathy (Ex): In any form, a were-dragonne can communicate and empathize with normal dragonnes. This gives them a +4 racial bonus on checks when influencing a dragonne’s attitude.
Pounce (Ex): If a were-dragonne charges, it can make a full attack in the same round.
Roar (Su): A were-dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.
Skills: A were-dragonne has a +4 bonus on Listen and Spot checks.

CREATING AN ARCANATHROPE
"Arcanathrope" is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The arcanathrope template can be inherited (for natural arcanathropes) or acquired (for afflicted arcanathropes). Becoming an arcanathrope is very much like multiclassing as a magical beast and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The arcanathrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).
This magical beast can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Arcanathropes can also adopt a hybrid shape that combines features of the base creature and the base magical beast. An arcanathrope’s hybrid form is the same size as the base magical beast or the base creature, whichever is larger.
An arcanathrope uses either the base creature’s or the base magical beast’s statistics and special abilities in addition to those described here.
Hit Dice and Hit Points: Same as the base creature plus those of the base magical beast. To calculate total hit points, apply Constitution modifiers according to the score the arcanathrope has in each form.
Speed: Same as the base creature or base magical beast, depending on which form the arcanathrope is using. Hybrids use the base creature’s speed.
Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the arcanathrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.
Base Attack/Grapple: Add the base attack bonus for the base magical beast to the base attack bonus for the base creature. The arcanathrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the arcanathrope’s form.
Attacks: Same as the base creature or base magical beast, depending on which form the arcanathrope is using. An arcanathrope in hybrid form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

Hybrid Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6

Damage: Same as the base creature or base magical beast, depending on which form the arcanathrope is in.
Special Attacks: An arcanathrope retains the special attacks of the base creature or base magical beast, depending on which form it is using, and also gains the special attacks described below.
An arcanathrope’s hybrid form does not gain any special attacks of the base animal. An arcanathrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
Curse of Arcanathropy (Su): Any humanoid or giant hit by a natural arcanathrope’s bite attack in magical beast or hybrid form must succeed on a DC 15 Fortitude save or contract arcanathropy. If the victim’s size is not within one size category of the arcanathrope the victim cannot contract arcanathropy from that arcanathrope. Afflicted arcanathropes cannot pass on the curse of arcanathropy.
Special Qualities: An arcanathrope retains all the special qualities of the base creature and the base magical beast, and also gains those described below.
Alternate Form (Su): An arcanathrope can assume the form of a single type of magical beast as if using a polymorph spell on itself, though its gear is not affected, it can maintain the new form indefinitely, and it does not gain hit points for changing form.
Changing to or from magical beast or hybrid form is a standard action.
A slain arcanathrope reverts to its humanoid form, although it remains dead. Separated body parts retain their magical beast form, however.
Afflicted arcanathropes find this ability difficult to control, but natural arcanathropes have full control over this power.
Damage Reduction (Ex): An afflicted arcanathrope in magical beast or hybrid form has damage reduction 5/silver. A natural arcanathrope in magical beast or hybrid form has damage reduction 10/silver.
Arcanathropic Empathy (Ex): In any form, arcanathropes can communicate and empathize with normal magical beast of their magical beast 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", even if the magical beast does not speak a language.
Low-Light Vision (Ex): An arcanathrope has low-light vision in any form.
Base Save Bonuses: Add the base save bonuses of the base magical beast to the base save bonuses of the base creature.
Abilities: All arcanathropes gain +2 to Wisdom. In addition, when in magical beast form, an arcanathrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the magical beast’s normal ability scores -10 or -11. An arcanathrope in hybrid form modifies its physical ability scores by the same amount.
In addition, an arcanathrope may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills: An arcanathrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its magical beast form, as if it had multiclassed into the animal type. (Magical beast is never its first Hit Die, though, and it does not gain quadruple skill points for any magical beast Hit Die.) Any skill given in the magical beast’s description is a class skill for the arcanathrope’s magical beast levels. In any form, an arcanathrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats: Add the base magical beast’s feats to the base creature’s. If this results in an arcanathrope having the same feat twice, the arcanathrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the arcanathrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats.
It’s possible that an arcanathrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the arcanathrope still has the feats, but cannot use them when in humanoid form. An arcanathrope receives Iron Will as a bonus feat.
Environment: Same as either the base creature or base magical beast.
Organization: Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related magical beasts)
Challenge Rating: By class level or base creature, modified according to the HD of the base magical beast: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Treasure: Standard.
Alignment: One alignment axis closer to the base magical beast’s alignment, as chosen by the base creature. Example: If a chaotic evil human became a were-dragonne arcanathrope, its alignment would be either neutral evil or chaotic neutral.
Advancement: By character class.
Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). If the base magical beast does not have a posted level adjustment, it's assumed level adjustment is equal to half its Hit Dice. In addition, an arcanathrope’s character level is increased by the number of racial Hit Dice the base magical beast has.
Sarlax

06-05-07, 01:21 PM
Neat idea. My only problem with this is the level adjustments. While I understand it's pretty much a find and replace on the lycanthrope template, this opens up too many special attacks and qualities to have a static LA. Petrification, teleportation, acid, etherealness, fast healing, multiple head regeneration, etc. The LA should just be replaced with, "GM's discretion."
Warforged Goblin

06-05-07, 01:40 PM
Thanx for the input. About the LA, keep in mind that the +2 is in addition to whatever the base magical beast's LA is and its HD. As an example, let's use a were-basilisk.

*Opens up the SRD and sees that basilisks have no posted LA, realizing a potential loophole for powergamers.*

Ok, how about this:

Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). If the base magical beast does not have a posted level adjustment, it's assumed level adjustment is equal to half its Hit Dice. In addition, an arcanathrope’s character level is increased by the number of racial Hit Dice the base magical beast has.

Better?
captianhowdy

06-05-07, 02:24 PM
I like this idea alot. The edited bit for LA seems good imo