The Rat King - Lord of the Maze

Race: H/WereRat

Class/lvl:  Rogue 13/Shifter 4

XP: .

Next: . Align: Neutral
Age:    Ht/Wt:  Gender: Male 

Saving Throws  [+. Con/+. Dex/ +. Wis]

Saving Throws:

TOTAL

Base (R/WR)

Abil

Magic

Bonus

Fortitude (Con.):

  6

4+2

+1

+.

??

Reflex (Dex.):

  12

8+4

+4

+.

??

Will (Wis.)

  6

4+1

+1

+.

??

Ability Scores
  Human   Hybrid

Str:

  13 +1  

Int:

  18 +4  

Wis:

  12 +1  

Dex:

  18 +4   24/+7

Con:

  12 +1   14/+2

Cha:

 14 +2  
 
 Wealth-gp

.....

 HP:

118

Human:
dark vision 60'
scent
Hybrid form:
+6 Dex
+2 Con
+8 spot/search/Listen
Multiattack: bite (1d4)
   (-2 to hit)
Weapon Finesse (bite)
Weapon fin. (choice)
   (Wererats, pg 4)
Scent: det enemy 30'
   Wis check Track
   (MM 3.5 p.178, 314)
Dam Reduct: 5/silver
   (hybrid/animal only)
Healing:
1.5 hp/lvl when chg forms

Languages
common
dwarven
elven
gnome
draconic
giant
goblin
gnoll
orc
i
gnan-fire
infernal
abyssal
undercommon
rat empthy

Armor

Natural AC

10

+8 Bracer

8

Dexterity

4
2 weap defense 2
Natural Armor 2

FINAL AC:

26

 

Skills (184 points) Rank Abil Class Total
 Acrobatics 1 Dex +4 +3  8
 Appraise  13 Int +4 +3  20
 Bluff 10 Chr +2 +3 15

 Climb

11 Str +1 +3 15

 Craft (_________)

1 Int +4 +3 8
 Diplomacy 1 Cha +2 +3 6
 Disable Device (N) 17 Int +4 +3 24
 Disguise 1 Cha +2 +3 6
 Escape Artist
(+2 for control shape)
1 Dex +4 +3 8(10)
 Fly 6 Dex +4 + 10
 Handle Animal (N) 4 Cha +2 + 6
 Heal 0 Wis +1  + 1
 Intimidate 10 Cha +2 +3 15

 Knowl (Arcana) (N)

1 Int +4 + 5
 Knowl(Dungeoneer) (N) 8 Int +4 +3 15

 Knowl (Engineering) (N)

1 Int +4 + 5

 Knowl (Geograph) (N)

1 Int +4 + 5

 Knowl (History) (N)

1 Int +4 + 5
Skills (___points) Rank Abil Class Total
 Knowl (Local) (N) 10 Int +4 +3 17

 Knowl (Nature) (N)

1 Int +4 + 5

 Knowl (Nobility) (N)

1 Int +4 + 5
 Knowl (Religion) (N) 1 Int +4 + 5

 Knowl (The Planes) (N)

1 Int +4 + 5
 Linguistics 11 Int +4 +3 18
 Perception (+8 in Hybrid) 17 Wis +1 +3 21 (29)
 Perform 10 Cha +2  +3 15
 Profession (N)-cheesemkr 1 Wis +1 +3 5
 Ride 0 Dex +4 + 4

 Sense Motive

10 Wis +1 +3 14
  Slight of Hand (N) 13 Dex +4 +3 20

 Spellcraft (N)

1 Int +4 + 5

 Stealth

13 Dex +4 +3   20
 Survival 0 Wis +1 +   1
 Swim 1 Str +1 +3 5
 Use Mag. Device (N) 15 Cha +2 +3 20
WereRat Control Shape 7 Wis +1 +3 11
Weapon total magic feats Base 2 weapon Critical Dam (S) Dam (M)
 Shifter's Lament +3/+3
   (note get 5 attacks)
   +3/+3 +4 dex  12/7  -2/-2/-2/-5   19-20 (*2)  1d6-1/1d6-1 1d8-1/1d8-1
 Hybrid form bite
     (plus 1 bite at -2)
    +4 dex  12/7  -2   1-4  1-4
                  
                 

 

Shifter’s Lament (formerly Shifter's Sorrow)
This +3/+3 two-bladed sword (blade on each end) has blades of alchemical silver (means -1 damage but bypasses dam reduction of lycans). The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.

Strong transmutation; CL 15th; Craft Arms and Armor, baleful polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.  (The weapon was then upgraded to +3/+3 status and made foldable in half and renamed Shifter's Lament)

Misc Magic:
+8 Bracer of Defense
Rod of Security
Chime of Opening
Hewards Handy Haversack
Flying Carpet
hat of disguise

Emperor's Ring (use multiple rings)
Ring Invis/Silence
Ring of Free Action





 

Lvl

Free

Class feats

1

1st – Weapon finesse

Rogue – Trapfinding

2

 

Rogue – Evasion
Rogue – Trap Spotter

3

2nd – 2 weapon fighting

 

4

 

Rogue – Uncanny dodge
Rogue – Fast Stealth

5

3rd – Exotic Weapon:
        Two bladed sword

 

6

 

Rogue – Minor Magic: Detect Magic (3/day)

7

4th – Leadership

 

8

 

Rogue – Impr uncanny dodge
Rogue – Maj. Magic: Unseen Servant (2/day)

9

5th - Improv. 2 weapon fighting

 

10

 

Rogue Adv – Impr Evasion

11

6th - 2 weapon defense (+2AC)

 

12

 

Rogue Adv– Slippery Mind
Rogue – Trap sense +4

13

7th - Lunge (range of 10' at -2AC

Rogue – Sneak Attack +7d6

14

 

Shifter – Imp Lycan Empathy

15

8th – Usable tail (Monsters)
     (1/2 str, skill checks at -4)

Shifter – Swarm Master

16

 

Shifter – Imp Control Shape

17

9th – Alt. form: Rat (Wererats)

Shifter – Swift Change

Skill Pts (201) =  Rogue 156 + Shifter 32 + human 13
Hit Pts (118) = 8 + 16(5) + con 17(1) + Favclass 13

 

Lycanthropes As Characters
(from http://www.d20srd.org/srd/monsters/lycanthrope.htm)

Becoming a lycanthrope does not 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.

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 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 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.
  • +2 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 (natural).

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)
An 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 one-quarter lost.
Involuntary Change Control Shape DC
Resist involuntary change 25

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 dawn.

Retry (Involuntary Change)
Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change)
In 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.
Voluntary Change Control Shape DC
  1. For game purposes, the full moon lasts three days every month.
Return to humanoid form (full moon1) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20
Retry (Voluntary Change)
A 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.
Special
An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction).

Scent
This extraordinary ability 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 above.
     Overpowering scents, such as skunk musk or troglodyte stench, 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 source.
     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.