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| Tilakai08-06-07, 09:02 AM | Hi this is a chart that my DM created for our Psionic gestalt game just posting it here to see if there is anything completely broken or gimp about it. Lycanthropes Lycanthropy originally started when a high level egoist metamorphosized into an animal form and was splashed with a strong concoction of alchemedial substances altering their genetic makeup to fuse with that of the creature the egoist transformed into. The whole process left the egoist confused for a few days and when he came to he went on with his normal life as if nothing had happened. The egoist started to notice that he was not the same as he started to take on the mental characteristics of the animal he originally changed into. Once the full moon came around he began to take on the physical characteristics of the animal without actually changing into the full animal. He eventually learned to take control of this power but still has to fight off the transformation every full moon or lose his mind to more animal instincts. Most lycanthropy occures now when a natural lycanthrope afflicted with the disease bites another person and the injured person fails to have the disease removed. The lycanthropy will become permanent by the next full moon. To remove the disease is a simple process of finding a few ingredients (A small purple flower which grows in most forest called wolf's bane, nightshade berries which are found in northern forest, volcanic ash, and 100 gp of silver powder) and turning it into a brew and drinking it before the full moon. Though this brew will cure the lycanthropy it is also highly poisonious (Injested, DC 16 Fortitude save, Initial 1d6 Str and 1d6 Con damage, Secondary 1d6 Str damage and paralysis for 1d4 days). The smell from the brew is strong and the taste is horrid and is easily noticed if slipped into another person's drink. Adventures: A lycanthrope might turn to adventuring to find a cure for their affliction or to find a way to control their power. Another reason could be to simply test their power and dominance or to gain more. Characteristics: A lycanthrope has increased ability scores, natural weapons, natural armor, damage reduction, fast healing, and it's lycanthropic disease. Your natural weapons come first along with the start of your damage reduction as the disease begins to take effect and you must wait a few levels before you aquire your special abilities. The frequently most feared aspect of a lycanthrope is their ability to resist most attacks and rip a person apart with their own physical strength, but the most frightening ability is to bestow the curse onto others turning a good member of society into a mass murderer. Alignment: The alignment of an lycanthrope depends on the animal type that the person is infected with. The alignment isn't always that of what the animal says. Alignment change is a gradual change that happens as the disease takes over the host or if the person has a strong will is fought off all together and the person retains their own alignment. Background: Lycanthropes are always created from another lycanthrope either through force or by thier own will. The natural lycanthropes are made through both psionic and chemical changes (as described above) and most of the afflicted lycanthropes are created through a bite from a natural lycanthrope in an attack. There is a select few who treat lycanthropy as a blessing rather then a curse and will have a natural lycanthrope bite them as a ritual to become a lycanthrope. Races: Creatures of all humanoid races can become a lycanthrope, though most come from small villages in the wilderness where they are easy targets but at the same time scramble into the woods if they survive the attack. Animals and Abilities: Animal Ability Bonus Natural Attacks Bonus Feats Bat (LN): Dex, Int, Cha, Wis Bite, Claws Blind-Fight, Improved Critical (Bite) Bear (LG): Con, Str, Wis, Cha Bite, Claws Power Attack, Cleave Boar (CG): Con, Str, Int, Wis Bite, Gore Endurance, Diehard Crocodile (LE): Con, Wis, Str, Dex Bite, Tail Improved Grab (Bite), Weapon Focus (Bite) Hawk (N): Dex, Int, Cha, Wis Bite, Claws Deflect Arrows, Combat Reflexes Lizard (CN): Con, Dex, Wis, Str Bite, Poison Ability Focus (Poison), Improved Overrun Rat (LE): Dex, Int, Str, Cha Bite, Claws Dodge, Mobility Tiger (NG): Str, Dex, Con, Int Bite, Claws Multiattack, Pounce Wolf (CE): Str, Con, Int, Dex Bite, Claws Improved Trip, Track Lvl BAB Fort/Ref/Will Class Features 1 +0 +2/+2/+0 Shape Change (Forced, Full-Action), Iron Will, +2 First Ability Bonus, Longevity, DR 1/Silver 2 +1 +3/+3/+0 Shape Change (Natural Armor +1), Low-Light Vision, +1 First Ability Bonus, DR 2/Silver 3 +2 +3/+3/+1 Lycanthropic Infection, +2 Second Ability Bonus, DR 3/Silver 4 +3 +4/+4/+1 Shape Change (Forced, Standard Action), Scent, +2 First Ability Bonus, DR 4/ Silver 5 +3 +4/+4/+1 Shape Change (Natural Armor +2), First Bonus Feat, +2 Second Ability Bonus, DR 5/Silver 6 +4 +5/+5/+2 Lycanthropic Empathy, Uncanny Dodge, +2 Third Ability Bonus, Fast Healing 1 7 +5 +5/+5/+2 +2 First Ability Bonus, +1 Third Ability Bonus, DR 6/Silver 8 +6 +6/+6/+2 Shape Change (Willed, Move Action, Natural Armor +3), +2 Second Ability Bonus, +2 Fourth Ablity Bonus, DR 7/Silver 9 +6 +6/+6/+3 Second Bonus Feat, +1 First Ability Bonus, +1 Second Ability Bonus, +2 Third Ability Bonus, +1 Fourth Ability Bonus, DR 8/Silver 10 +7 +7/+7/+3 Shape Change (Large, Natural Armor +4), Lycanthropic Energy, +1 Third Ability Bonus, DR 9/ Silver 11 +8 +7/+7/+3 +1 Fourth Ability Bonus, DR 10/Silver 12 +9 +8/+8/+4 Shape Change (Willed, Swift Action, Natural Armor +5), +1 Fourth Ability Bonus, Fast Healing 2 Class Skills: The lycanthrope's class skills (and the key ability for each class skill) are Hide (Dex), Listen (Wis), Move Silently (Dex), and Spot (Wis). Skill Points at 1st Level: (4 + Int Modifier) x 4 Skill Points at Each Additional Hit Die/Level: 4 + Int Modifier Sub-type: The character's sub-type changes to augmented humanoid. Alignment: Any (but may change with lycanthropic affliction). Hit Die: d8 Weapon and Armor Proficiency: A lycanthrope is proficient with simple weapons and light armors but not shields. Shape Change: At 1st level a lycanthrope gains the ability to shape change as a full-round action into the hybrid form of the lycanthrope that they became infected with. At first this change only happens if one of two conditions are met: Condition one is that it is a full moon and that the afflicted character does not try to resist the transformation (DC 25 Will save) and condition two is that the character is at half or less hit points and the character tries not to resist the transformation (DC 20 Will save). At 8th level there is a third condition added to the transformation: you can will the transformation with a DC 15 Will save. Then the character transforms into the hybrid they cannot control their own actions or recall any actions taken while transformed until he makes a DC 20 (with a consecuitve -1 for each transformation) Will save. In order to revert back to normal form the character will need to make a DC 20 Will save or 8 hours rest. Each full moon the lycanthropy will alter the mental balance of the character shifting the character's alignment one step towards the animals alignment (change alignment starting with the axis with the biggest difference and if both the law-chaos and good-evil axises are the same difference from the animals alignment change the law-chaos alignment first) unless the character makes a DC 20 Will save. This transformation allows the character to use the natural attacks of the hybrid form along with the full ability bonus, natural armor, DR/Silver, and the fast healing ability. When not in hybrid form you only gain half of the ability bonus rounded down and no natural weapons, natural armor, or fast healing but you do gain DR/Silver. The lycanthropes natural armor increases by +1 (or you gain a +1 natural armor bonus if you do not have one already) at 2nd, 5th, 8th, 10th, and 12th. At 4th level the transformation is shorter taking only a standard action, at 8th level it takes a move action, and at 12th level it takes only a swift action. At 1 level a lycanthropes hybrid form is medium and at 9th level a lycanthrope's hybrid form is now large. Bonus Feats: At first level a lycanthrope gains Iron will as a bonus feat. At 5th level a character gains the first bonus feat stated in the animal and abilities table and at 9th level they gain the second bonus feat. Ability Bonus: Lycanthropes are stronger and smarter then the average humanoid and to show that they gain an enhancement bonus on certian abilities which are stated in the animal and abilities table. The first ability gains an enhancement bonus of +2 at 1st, +1 at 2nd, +2 at 4th, +2 at 7th, and +1 at 9th level (I.E. a 1st level werebat has a +2 Dex bonus, +3 at 2nd, +5 at 4th, +7 at 7th, and +8 at 9th level). The second ability gains an enhancement bonus of +2 at 3rd, +2 at 5th, +2 at 8th, and +1 at 9th level. The third ability gains an enhancement bonus of +2 at 6th, +1 at 7th, +2 at 9th, and +1 at 10th. The third ability gains an enhancement bonus of +2 at 8th, +1 at 9th, +1 at 11th, and +1 at 12th level. Longevity: A lycanthrope lives longer then a normal humanoid on average. For each 5 years the humaniod lives with the lycanthropic disease the lycanthrope's max age is treated as one year longer. Damage Reduction: A lycanthrope is resistant in both forms to most blows as long as the weapon is not silvered. Natural lycanthropes gain a culminative DR 1/Silver at each level except 6th and 12th and afflicted lycanthropes gain DR/Silver at half of what a natural lycanthrope gains rounded down. Low-Light Vision: When a lycanthrope reaches 2nd level they gain the low-light vision special ability. Lycanthropic Infection: At 3rd level, a natural lycanthrope (but not an afflicted lycanthrope) gains the ability to spread the lycanthropic disease through a bite attack (Incubation: 1d4 days; DC 10 + 1/2 lycanthropes character level + Con modifier Fort save nulls; Lycanthropic transformation on first full moon). Scent: When a lycanthrope reaches 4th level they gain the scent special ability. Lycanthropic Empathy: In any form, at level 6, lycanthropes can communicate and empathize with normal or dire animals of their hybrid form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the simple concepts and (if the animals friendly) commands, such as "friend," "foe," "flee," and "attack." Uncanny Dodge: At 6th level, a lycanthrope gains the ability to react to danger before their senses would normally allow him to do so. They retains his dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their dexterity bonus to AC if immobilized. If a lycanthrope has uncanny dodge from another class they automatically gain improved uncanny dodge instead. Fast Healing: A lycanthrope's body seems to heal wounds in an instant. At 6th level, a lycanthrope gains fast healing 1 and at 12th level it becomes fash healing 2. Lycanthropic Energy: At 10th level, a lycanthrope gains new energy as if they are going through a constant adrenaline rush. This rush leave the lycanthrope with enough energy that they never need to sleep also they become immune to sleep and fear effects. |
| Tilakai08-06-07, 10:11 AM | This is the DM... never used the boards before, none the less... If anyone can point out anything wrong (including speeling (haha)) with this or let me know if there already is a monsterous progression of the lycanthrope in any of the books just let me know. |
| Tsuul08-06-07, 10:25 AM | Here is one official progression that I am currently using. http://www.wizards.com/default.asp?x=dnd/sp/20031114a On the bottom of the page are more articles to other ones. But really all you need after this is the base animal progression. Note that there is errata to the Alternate Form ability that completely changes how your forms affect your equipment. You can download that in the Monster manual errata file. |