Lycanthropes As Characters
Becoming a lycanthrope does not change a character’s
favored class but usually changes
(see above). This alignment change may cause characters of certain classes
to lose some of their class features.
Lycanthrope characters possess the following racial traits.
- +2 Wisdom. Physical abilities are increased by the
animal form’s ability modifiers when a lycanthrope changes to its hybrid
or animal forms.
- Size same as the base creature or the base animal form.
Low-light vision in any form.
Scent in any form.
- Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form
to its base Hit Dice for race, level, and class. These additional Hit
Dice modify the lycanthrope’s base attack bonus and base
saving throw bonuses accordingly.
- Racial Skills: A lycanthrope adds skill points for its animal Hit
Dice much as if it had multiclassed into the animal type. It gains skill
points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal
form. Any skills that appear in the animal’s description are treated as
class skills for the lycanthrope’s animal levels. The lycanthrope’s
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 lycanthrope’s base race and its animal form (but not conditional
adjustments) are added to its skill modifiers in any form.
- Racial Feats: Add the animal’s Hit Dice to the base character’s own
Hit Dice to determine how many feats the character has. All lycanthropes
gain Iron Will
as a bonus feat.
natural armor bonus in any form.
- Special Qualities (see above):
Alternate form, lycanthropic empathy, curse of lycanthropy (in
animal or hybrid form only).
- 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 +2 (afflicted) or +3
Control Shape (Wis)
Any character who has contracted lycanthropy and is
aware of his condition can learn Control Shape as a class skill. (An
afflicted lycanthrope not yet aware of his condition can attempt Control
Shape checks untrained.) This skill determines whether an afflicted
lycanthrope can control his shape. A natural lycanthrope does not need this
skill, since it has full control over its shape.
Check (Involuntary Change)
afflicted character must make a check at moonrise each night of the full
moon to resist involuntarily assuming animal form. An injured character must
also check for an involuntary change after accumulating enough damage to
reduce his hit points by one-quarter and again after each additional
||Control Shape DC
|Resist involuntary change
On a failed check, the character must remain in animal
form until the next dawn, when he automatically returns to his base form. A
character aware of his condition may make one attempt to return to humanoid
form (see below), but if he fails, he remains in animal form until the next
Retry (Involuntary Change)
to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change)
addition, an afflicted lycanthrope aware of his condition may attempt to use
this skill voluntarily in order to change to animal form, assume hybrid
form, or return to humanoid form, regardless of the state of the moon or
whether he has been injured.
||Control Shape DC
- For game purposes, the full moon lasts
three days every month.
|Return to humanoid form (full moon1)
|Return to humanoid form (not full moon)
|Assume hybrid form
|Voluntary change to animal form (full moon)
|Voluntary change to animal form (not full moon)
Retry (Voluntary Change)
character can retry voluntary changes to animal form or hybrid form as often
as he likes. Each attempt is a
standard action. However, on a failed check to return to humanoid form,
the character must remain in animal or hybrid form until the next dawn, when
he automatically returns to humanoid form.
An afflicted lycanthrope
cannot attempt a voluntary change until it becomes aware of its condition
Lycanthropy as an Affliction).
lets a creature detect approaching enemies, sniff out hidden foes, and track
by sense of smell. A creature with the scent ability can detect opponents by
sense of smell, generally within 30 feet. If the opponent is upwind, the
range is 60 feet. If it is downwind, the range is 15 feet. Strong scents,
such as smoke or rotting garbage, can be detected at twice the ranges noted
Overpowering scents, such as
skunk musk or
can be detected at three times these ranges. The creature detects another
creature’s presence but not its specific location. Noting the direction of
the scent is a
move action. If it
moves within 5 feet of the scent’s source, the creature can pinpoint that
A creature with the
Track feat and the scent ability can follow
tracks by smell, making a Wisdom check to find or follow a track. The
typical DC for a fresh trail is 10. The DC increases or decreases depending
on how strong the quarry’s odor is, the number of creatures, and the age of
the trail. For each hour that the trail is cold, the DC increases by 2. The
ability otherwise follows the rules for the
Track feat. Creatures tracking by scent
ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans
do familiar sights. Water, particularly running water, ruins a trail for
air-breathing creatures. Water-breathing creatures that have the scent
ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an
odor completely spoils the ability to properly detect or identify creatures,
and the base
Survival DC to track
becomes 20 rather than 10.