PCI 1107
By Mike Mearls
Cover: Todd Lockwood Artists: Ken Burles, Paul Carrick, Paul (Prof) Herbert, Pawel Kopotowski...
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PCI 1107
By Mike Mearls
Cover: Todd Lockwood Artists: Ken Burles, Paul Carrick, Paul (Prof) Herbert, Pawel Kopotowski, Raven J Mimura, Joel Talakco, J.P. Targete, Roel Wielinga
Editor: Brian Schoner Layout: Victor Choy Designs, Inc. Art Direction: Nelson Rodriguez Writers: Mike Mearls Additional Material: Eric Wiener Team Paradigm: Henry Lopez, Nelson Rodriguez, Eric Wiener, Peter Barrenechea, Jim Beck
Designation of Open Content Chapter Two is hereby released as open content. Chapter One and Chapter Three as well as all illustrations, regardless of placement in this publication are considered closed content. Except as otherwise identified, all portions of this publication are © 2004 Paradigm Concepts, Inc. All Rights Reserved. The mention of, use of, or reference to any company, trademark or product in this publication is not a challenge to the trademark or copyright in question. The D20 System, D20 System logo Dungeons & Dragons ®, D&D ®, D20 and Wizards of the Coast ®, are registered trademarks of Wizards of the Coast and are used with permission. The D20 System and D20 System logo trademarks are used under the terms of the D20 System Trademark License. The D20 System Trademark License version 6.0 can be found at http://www.wizards.com/d20/files/d20stlv6.rtf
Table of Contents Introduction ........................................................................................3 Werebears Culture................................................................................4 WereBoars Culture ............................................................................10 WereRats Culture ..............................................................................17 WereTiger Culture..............................................................................23 Werewolf Culture ..............................................................................30 Lycanthrope Characters ......................................................................36 a. Werebears ................................................................................39 b. Wereboars ..............................................................................40 c. Wererats ..................................................................................41 d. Weretigers ..............................................................................43 e. Werewolves..............................................................................44 Prestige Classes ..................................................................................45 a. Bestial War master ..................................................................46 b. Emerald Claw..........................................................................47 c. Herald of Decay ......................................................................49 d. Knight of Glade and Glen ......................................................51 e. Master of the Hunt ..................................................................52 f. Master of Fang and Blade ........................................................54 g. Midnight Justicar ....................................................................55 h. Lunar Adept ............................................................................57 i. Night Howler ..........................................................................59 j. Pack Lord ................................................................................60 k. Relentless Charger ..................................................................62 l. Shadow Prowler ......................................................................63 m. Wolf Slayer ............................................................................65 Lycanthrope Feats ..............................................................................67 Lycanthropes and Magic ....................................................................72 a. New Spells ..............................................................................73 Lycanthrope Magic Items....................................................................79 Lycanthropes in the Campaign ..........................................................83 a. Lycanthropes in your Campaign ..............................................86 The Moon and Lycanthropes ..............................................................94
ISBN 1-931374-21-X This product is web enhanced www.Paradigmconcepts.com www.LivingArcanis.com
Open Game License OPEN GAME LICENSE The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures, characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Slaves to the Moon, Copyright 2004, Paradigm Concepts, Inc.; Author: Mike Mearls
Slaves Of The Moon: The Essential Guide To Lycanthropes
Introduction
Introduction This book makes assumptions about the reader’s knowledge of lycanthropes as foes in the context of a fantasy roleplaying game. But beyond that, in the annals of human folklore, men that can transform into beasts are commonplace legends. Typically, the most feared or most respected animals are featured in these tales. The very term lycanthrope refers directly to werewolves and would not apply to other beasts in a historical context, but we will restrict ourselves the standard D20 System term of Lycanthrope. Werewolf is the common creature of choice for the various Roman inspired cultures of Southern and Eastern Europe. Ancient Roman legend provided that a man could wear the skin of a wolf and become a powerful fusion of man and beast. If not properly disposed of after death (beheading) these persons would rise as blood-sucking fiends akin to vampires. The Lithuanians called these creatures Vilkacis and they sometimes brought treasure or were otherwise helpful. In ancient Greece, kynanthropy was a common legend, weredogs rather than werewolves. In Northern Europe, the werebear (berserk) was preeminent and did not have the ominous stigma of werewolves. Wereharts (deer men) were also found in Celtic myth. Polynesian myth is notable in that the shark is favored as the only non-mammalian example. In Africa, the Hyena, Lion and Leopard were the animals most associated with myths of lycanthropy. Since blacksmiths were often associated with magical powers, many of the African beasts were skilled in the working of iron and clay. The werelion was often portrayed as a noble lord over beasts, whereas the Leopard and Hyena varieties were of fell and fearsome disposition. The most complex myths of this type are found among the Indonesian peoples of Java and Celebes where nearly any type of mammal could be represented as a werecreature. These creatures would hunt men and tear them apart, taking their livers. These victims would be put back together and upon waking, would have no knowledge of what has befallen them. Several days later they would fall ill and slowly die. Indian legend holds the weretiger as the wrathful incarnation of evil. Such a wicked soul would terrorize the countryside in service to evil spirits. Similar beasts were evil spirits themselves that took children and stole the souls of the weak. The Khonds, an aboriginal Indian culture, believe that the tiger is just and reserves its wrath for their enemies. Men that take its form are set upon acts of a just vengeance. In South America, the jaguar is the beast of legend and is linked to retribution, using poisons to carry out acts of blood vengeance. Also, jaguar-men are often depicted as the familiars of cannibalistic sorcerers. Legends of European settlers in Brazil hold that the seventh child of the same sex in unbroken succession becomes a were-man or woman, and takes the form of a horse, goat, jaguar or pig. In Central America, Mayan magicians would guard the fields of Maize in animal form.Lycanthropes have long held a special place in folklore
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Chapter One: Lycanthropic Races and superstition. Combining a human's cunning and intellect with a beast's strength and ferocity, they straddle the line between man and animal, civilization and savagery. From the earliest days of fantasy gaming, werebears and other good lycanthropes have been mentioned as an alternative to the typical array of elves, dwarves, and halflings. On a visceral level, the ability to transform into a huge bear and rend orcs limb from limb is too appealing for many gamers to pass up. In the classics of fantasy literature, shapechangers serve as tricksters, overpowering forces of nature, and wise caretakers of nature. Who doesn't want to take on those roles? On the other hand, werewolves have been a classic foe for adventuring parties. As monsters, they offer a variety of tricks and abilities to confound the players. They can adopt a human guise to spy on heroes and take them by surprise. In their bestial humanoid form, they can fight with a perfect combination of a human's cunning and a beast's strength. When they adopt an animal guise, they bring to life the lurking fears that wait just beyond the darkened borders of an ancient forest. This book presents rules, background ideas, and options for introducing lycanthropes as player characters in your campaign. Even if you would rather not have shapechanger PCs, you can use the rules and information in this book to add depth and detail to the lycanthrope friends and enemies the party meets. Tossing an unexpected element into a roleplaying game is one of the best ways you can inject excitement and uncertainty into you game. With the prestige classes, rules, and magic items found in this book, you can ensure that no two werecreatures are alike.
sometimes their definition of evil leaves civilized folk terrified and confused. A simple traveler who plucks an apple from a tree could risk a werebear's wrath, in much the same manner that a band of hobgoblin berserkers would draw an attack from him. In the first case the bear may simply threaten the transgressor, while in the second he resorts to deadly violence without a second thought. Yet, the threat of force adds a tinge of fear to any interaction with werebears. Even the wood elves warn their young rangers and trackers to tread cautiously when dealing with werebears. Their minds are stern and resolute, and those who cross the rules they have established risk dire punishments. As the laws of the wild are left unspoken by the beasts of the wood, so too are the werebears' codes of conduct and standards left for others to interpret until they run afoul of the forest's protectors. Werebears occupy a strange position in the eternal struggle between good and evil. Taught to revere the forest above all, they see trees, simple animals, and even rivers as just as valuable as humans, elves, and other living creatures. These standards pull them into conflicts with both sides of the struggle, without a thoughtless or ignorant paladin just as likely to draw their rage as a marauding hill giant.
The Noble Savages In their humanoid guises werebears are distant but approachable, willing to converse with those who have the courage and stern resolution necessary to choke back their fear and stand before them. Like the forest realms they inhabit, they are difficult to understand at first but in time a dedicated
WEREBEARS Werebear Culture 'Would you wander into a person's home and set his floor aflame? I did not think so. Now put out the camp fire, collect your belongings, and never return to this place lest you wish to die a violent death.' - Werebear justicar, speaking to a band of dwarf adventurers The werebears are celebrated as defenders of the forest, valiant champions of good who seek out and destroy evil wherever it takes root in their verdant realms. Like bears, they are seen as powerful but gentle beings that use wisdom and forethought to guide their actions. A bear may move slowly and carefully, but when he is aroused to act he is as implacable as an avalanche of stone thundering down a mountain's slope. To his enemies, he is an unstoppable force of nature best left to his own devices. Even the fearsome orcs are known to trace circuitous routes in their raids on civilization to avoid trespassing on a werebear's territory. Yet, by the same token, werebears are mysterious and terrifying. The same strength that can defeat a marauding ogre can crush a keep's wooden gate and slaughter the folk who dwell within. Werebears present two radically different sides of the same coin. Their might frequently strikes at evil, but
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Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races student can learn their ways. Just as an experienced woodsman can treat the forest as a comfortable home while a city dweller sees the place as a deadly wilderness, those who work to understand werebears can transform them into important, helpful allies. The key to understanding werebears is to know that they place their duty above all else. Friendships, alliances, and other social connections with non-werebears are time and again trumped by the werebears' dedication to the wilderlands and the ironclad oath they took to protect the wilderness. This oath ties into their origin and plays a major role in their society and personal actions to this day.
The Ancient Days In the ancient days when the first men, orcs, and goblins, walked the earth, the bears were the kings of the forest. They were the strongest, smartest, and wisest of the animals. For many years, they dwelled in peace within the woods. The outside world rarely intruded into their realms, and when it did its actions were small, easily overlooked, and had little effect on the environment as a whole. The elves had always lived in the forest, and their care and love of the woods made them fit into the realm with the same gentle symbiosis as the deer, birds, and other animals. In time, though, both the civilized and barbaric races of the world began to enter the forests in numbers. Orcs chopped down hundreds of trees to build their war machines. Dwarves used them to fuel their machines and warm their mountain homes in the winter. Humans felled hundreds of acres of woodland, used the timbers to construct villages, and sowed the cleared space with wheat, corn, and other crops. The bears were enraged. How could such crimes go unpunished? Their strength and wisdom were enough to sustain them in the wilds, but in the face of torches, axes, and metal armor, their fangs and claws were useless. For years, they retreated back into the forest's deeper regions. The gods of nature and their druid allies did what they could to staunch the loss of woodlands, and in many areas their efforts proved fruitful. Other times, settlers and explorers awakened ancient, primal monsters such as hydras, gorgons, and others that threw back civilization's progress and slowed the establishment of stable borderlands.
Still, the bears fumed. For all their majesty and might, they were powerless in the face of men, dwarves, and goblins. In time, some among them grew jealous of the humanoid species. They saw the warm houses they built, the clothes they wore, and the weapons they carried and grew to long for them. Worst of all, at this time the weretigers entered the world to begin their great quest for enlightenment. The cats, always eager to learn what they could and rarely daunted by anything as fearsome as a growling, fanged bear, showed the bears that the magic of the world allowed some animals to take on human form. In time, the bears formed a plan. They wished to once again claim power where they had once ruled. Their motives were not selfish, as they truly felt that the forest was better when they warded over it. Still, their hopes and concerns did reflect the envy they felt towards the humanoids. Their god, Urthar, the Lord of Tooth and Claw, looked upon them and was moved with pity. He found his subjects' willingness to turn their backs on their ways shortsighted. After all, he saw into the hearts of civilized men and saw the fears, concerns, and weighty matters they bore. The bears, despite their complaints, enjoyed peaceable, carefree existences. Urthar pondered long and hard to find a solution. Following in the footsteps of several gods before him, he decided to grant his followers the curse of lycanthropy, though with an added price to forever end the bears' discontent. Each bear was given a choice: accept the burden of lycanthropy or live forever more as a simple animal. To Urthar's relief, the vast majority of his followers accepted the burden of living as a true animal. Their minds became concerned only with the matters of the forest: hunting, surviving, raising their cubs, and enjoying nature's simple bounty. To the werebears who accepted lycanthropy, Urthar gave an added burden. To test their resolve and ensure that they wanted to change their natures for only the noblest of reasons, he compelled them to take an oath known as the Caretaker's Promise.
The Caretaker's Promise Urthar presented to his people the following code of conduct. Before gaining the abilities of a werebear, they had to pledge on their immortal souls that they and their descendants would uphold it to the best of their abilities. The Promise is
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Chapter One: Lycanthropic Races simple yet demanding, and its rules set forth a code of conduct that most werebears follow to this day. The code's rules are as follows: • Protect the natural world at all costs. Hunt for enough food to eat, till and plant in fields that are free of trees, and gather nature's bounty so sustain yourself, but avoid the temptation to take more than you need. Nature provides for all so long as each person takes only what he requires and leaves the rest untouched. • Those who would despoil the wilderness may do so out of malice or ignorance. When encountering a marauder, use your words to warn him and leave him alone to ponder your message. If he is ignorant, he will be enlightened and will return to the path of nature. If he is malicious, he will ignore your counsel. Like a farmer must purge a sickly plant to preserve his crops, so too must you slay such folk to eliminate malice from the world. • The needs of nature as a whole always outweigh an individual's wants or requirements. A single soul may fall, but the forest as a whole continues. What a man sees as an ending the flowers see as a beginning. The dead return to the earth and in their demise breed the opportunity for more life. The worm devours the flesh, but is in turn eaten by the bird, who in his time feeds men. • While you may walk as bear or man, you are both and neither. Remain separate from the men and animals, and in so doing you may remain able to judge them without emotion clouding your reason. Remain among your own folk, take their counsel, and remain suspicious of outside voices that seek to sway you to their needs. The Caretaker's Promise is a powerful cultural tool in werebear society, one that helps to keep them attached to their duties and sworn to their path as guardians and protectors. Yet it can at times prove to be a burden, particularly when the bears must deal with outsiders. Elves, humans, halflings, and other good folk expect the werebears to be undaunted champions of good. While it is true that they fight to protect and preserve their forest homes, they are by no means active champions of justice in the same sense as paladins, clerics, and other crusaders. Only rarely do they take an active role in the world, preferring to use passive or static measures to maintain their realms. Werebears can be frustratingly difficult to move to action when their neighbors are in peril. An orc warlord could descend upon a forested valley, besiege a paladin's castle, and burn a halfling town to the ground. However, as long as the orcs refused to intrude upon the werebears' realms and directly attack them, these lycanthropes would typically refuse to enter the conflict. It matters not to the forest if the folk who dwell in the villages and castles are orcs of humans, good or evil, as long as they respect the environment and allow the forest to prosper as it always has. Werebears can also be shortsighted in their dealings with humanoids. Often, they are too concerned with their own realms to note events and troubles outside of it that could eventually spell their doom. In the example above, the
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werebears may do nothing while the orcs drive away the men and halflings. In time, the orcs may grow in numbers and eventually gather the strength needed to conquer the lycanthropes. With their shortsighted concern for the forest, the werebears may fail to see the logical turn of events that can lead to their defeat. Other times, the werebears' problems can be more difficult for them to pin down. A distant colony of gnomes could build a dam that chokes off water to the bears' realm. The werebears, possibly ignorant of the realms beyond the forest, might spend weeks or months fruitlessly searching for some local cause to their problem. Only when the situation reaches a critical mass do they travel far enough from home to discover the gnomes' dam. At that point, they may simply besiege their tormentors, unable to realize that the gnomes committed their transgression solely out of ignorance. Even if the bears choose to parlay, they may simply make demands backed with dire threats of violence. The gnomes, not about to surrender their settlement to what strikes them as a band of bullies, could dig in for a long fight.
Werebear Organization Within the forest realms, werebears organize themselves into a strict hierarchy of groups, each with a specific region it oversees and defends. The smallest of these groups are known as lodges. A lodge may consist of anything from a lone werebear to several dozen who work together. Lodges typically draw their names and symbols from the area they watch over. The Whisper River Lodge would operate near its namesake river, and might feature a stylized stream flowing towards a rising sun on the horizon as its symbol. Each lodge maintains records, usually in the form of oral stories passed down from generation to generation. Their history plays a major role in their relationships and attitudes towards neighboring realms and races. For example, the Red Peaks Lodge might have a long history of hunting down drow raiding parties that come to the surface using tunnels near their mountain home. Werebears tend to draw heavily on history and tradition when dealing with outsiders, and a lodge's records are usually the first place they look to for advice and counsel. Lodges normally build wooden cabins to serve as their headquarters and living space, though some make use of caves and other natural formations. Even werebears that prefer to spend as much time as possible in animal form erect accommodations they can use while they assume humanoid shape. Old lodges with a long history of service can develop homes that resemble country estates, with the original, wooden structure expanding to include a barn or guesthouse, and the craftsmanship of the original building improved over successive generations. Werebears who are friendly with neighboring humans, dwarves, or elves sometimes recruit their allies to improve upon their dwellings. A mountain lodge may dwell within a network of expertly crafted, subterranean galleries carved by expert dwarf workers, while a forest lodge's main hall could feature beautifully carved wooden pillars, bas relief frescoes, and other fine craftsmanship that makes it the rival of a king's royal court.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races Those werebears that prefer to remain in their animal form usually use these structures as meeting places. All but the most feral werebears recognize the utility in having a sheltered place to meet with visitors from other lodges and conduct business with druids, forest sorcerers, elves, and other humanoid allies. Of all the lycanthrope races, the werebears have perhaps the most careful balance between their humanoid and animal halves. Aside from werebears who are orphaned at a young age and must live in the wilds to survive, only in rare cases do these folk ever stray too far in one direction or the other. Within the lodge, a ruling council makes decisions concerning dealings with other creatures, defense of the realm, and other matters. This council is elected by popular, open vote among all werebears of adult age. At any time the adults may, through a majority vote, call for new elections. The council holds absolute authority in most areas, though any grave actions such as attacking a neighbor are decided by a vote of all adults. Usually, the oldest, most experienced and respected werebears rise to this council, making it a good barometer of how the werebears of a lodge feel about an issue as a whole. Any adventurers or diplomats who wish to make peace with a band of werebears or earn their alliance must start by impressing the council with their good intentions and honorable behavior. Between lodges there exists no standing body of governance. Usually, if two of these groups come into conflict over a matter, a temporary council forms to resolve the matter. A slight minority of this group consists of werebears from the lodges involved in the dispute, while the majority comes from lodges outside of the area. This system ensures that any decision the council reaches is fair and equitable while relevant to the issue at hand. Sometimes, though, this method can cause unintended consequences and poses a potential for abuse or subversion. Since most of the werebears must be drawn from distant areas, these newcomers can be easily subverted with magic or replaced by imposters. Since the locals are unfamiliar with these visitors, any strange behavior or uncharacteristic statements they make pass unnoticed. Worst of all, sometimes the outsiders force a solution upon a local dispute that does little to improve the situation. Two lodges may argue over whether a human lord is a threat to the forest or if his recent actions are excusable given his ongoing war with an orc horde. By the time a council is called and their decision rendered, the lord may have already been defeated. The council could simply order the werebears to destroy all the logging operations, never mind that both lodges had already given their blessings to limited harvests in portions of the
forest. Sometimes, the relationship between a human realm and their werebear neighbors can take a radical, unintended change when a council forces a lodge to change its policies. Lodges are private almost to the point of secrecy. They may offer food and shelter to truly desperate travelers who obviously mean no harm, but otherwise they tolerate few visitors. Werebears are notorious for falling silent when strangers are among them, preferring to wait until they are gone to speak their minds. Werebears rely on their ambassadors and leaders to handle outsiders. A werebear who stumbles upon outsiders in the forest may simply watch them to determine their intentions, never making himself known.
Honor, Glory, and Duty As lawful creatures, werebears place a strong emphasis on order, rules, and responsibilities. All werebears are expected to place the Caretaker's Promise above all other concerns in life. An individual's life is nothing if he betrays the sacred vow that forms the basis for his existence. While the Promise forms the most basic werebear ideal of proper conduct, other philosophies and ideas of how a werebear should behave have evolved over time. These various ideals have spawned a number of codes, from rigorous standards of duty that a lodge's council should obey to the proper actions of a werebear warrior. In a culture steeped in history, tradition, and duty, these codes have evolved to take on a life of their own. Most werebears choose and follow what they refer to as pacts: clear, rigorous ideas on duty, conduct, and philosophy that guide a werebear in his daily life. The pacts are a cornerstone of werebear society. While not all werebears choose and follow one, most of them find the pacts important guideposts in helping them fulfill the duties conferred upon them by the Caretaker's promise. Pacts exist for most of the common roles in werebear society, from sorcery and archery to swordplay and religious callings. Each pact includes a basic outlook on life, a code of conduct, and several traditions relating to its practice.
The Pact of Blades: The bear is slow to anger, but when aroused his rage knows no bounds. Concerned with the proper use and application of force, the pact of blades is favored by werebear fighters, warriors, and others who study the art of combat. The pact of blades has a simple message: deadly force is a weapon of last resort, but when used it must be applied with stern resolution. Warriors who follow this pact prefer to use diplomacy and reason to solve problems, but in
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Chapter One: Lycanthropic Races battle they are terrible foes. They believe that every opponent has a chance to prove himself innocent of any wrongdoing, except for obviously evil intruders, but once engaged in combat they do everything they can to slay their foes. The pact's ethos can be summarized as follows: • Your enemies' actions must dictate your response. A lone ogre wandering the forest has not yet earned your blade's judgment, but should you come across a person engaging in a crime or the wanton destruction of the forest, his fate has been sealed. • The greatest victories come when your weapons remain sheathed. Words can turn a foe into an ally. Your weapons can only end his life, and in so doing perhaps slay a friend who only temporarily walked in the guise of a foe. • When your blade has been freed of its sheath, it must taste blood. If you find that you have readied your weapon without good cause, then feed it your own blood and let the scars remind you to practice patience in the future. The pact of blades is most commonly followed by fighters, paladins, rangers, and other werebears who rely on their skill with weapons to survive. The warriors of this pact commonly tie a length of string or thin rope around their weapons to bind them to their sheaths and belts. While this trinket does nothing to inhibit a weapon's use, it does serve to remind a werebear that violence should not be his first option. Of all the pacts, this one is easily the least common. Most werebears would rather risk attacking a potential friend than allow destruction of the forest to continue. However, many of the werebears who journey into human lands and beyond the forest follow this pact. Their even-tempered natures and skill at arms allow them to mingle with outsiders with much greater ease than their kin.
The Pact of Fury: The bear's chief weapon is his anger. While slow and docile at times, in battle he becomes a growling, unstoppable force of destruction. All too often, his foes mistake his gentle demeanor for weakness. Once they incite his anger, they learn the error of their ways, though they rarely survive to use that lesson. The pact of fury is concerned with the inner anger that dwells within all werebears. As part of their animal nature, they have a tremendous capacity for using their emotions to feed their physical actions. Yet, the werebears' lawful, strict nature normally stultifies that ability. The pact of fury seeks to reverse that trend. A popular ethos with young, aggressive werebears, this philosophy supports preemptive attacks and overwhelming strength that can crush enemies. To these werebears, the forest is continually beset by hordes of enemies. Civilization claws at the forest's edges, while orcs, ogres, and trolls engage in rampant destruction. Only a decisive, committed campaign against those who violate werebear domains can turn the tide and reverse this trend. The pact of fury's ethos is as follows: • Anger is power. Allow it to run fast and hot, to overwhelm your foes before they can react. The strength that stems from your heritage is enough to defeat your opponents. Attack and destroy the enemy without remorse or hesitation.
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• Your enemies are all who wish to harm the forest and your people. Judge them swiftly, and unleash your fury upon them. Orcs, ogres, goblins, and other humanoids are naturally evil. They know no other ways and must always be destroyed. Even those who proceed peacefully seek only to fool you. Men, elves, and dwarves can be trusted at times, but watch them closely. • Never forget an insult or injury. Only blood can wash away these stains against your honor. • Once an enemy, always an enemy. Those who would destroy the forest cannot be redeemed. They may assume a friendly guise for a while, but keep close watch on them. In time, their deception will fall to the wayside. Barbarians and other chaotic werebears form the vast majority of this pact's adherents. Most of them are young radicals who believe that the woodland realms stand on the edge of oblivion. Their aggressive actions have at times touched off conflicts between lodges and against previously friendly neighbors. For this reason, its growth is tightly controlled and monitored by the eldest, wisest werebears. While the pact's emphasis on martial skills keeps its members ready for battle, its overly aggressive stance exacerbates diplomatic tensions and can lead a werebear lodge to wear itself out with endless battles. Those who follow the pact of fury adorn themselves with talismans crafted from fallen enemies, such as skull masks or cloaks made from skins and fur. In their humanoid form, they display elaborate, ceremonial scars that form images of war and victory.
The Pact of Magic: While most outsiders see werebears as rustics and naturalists who rely on divine magic and their skill at arms, some among them are talented spellcasters. A few lodges keep and maintain libraries of spellbooks. While rare, these groups are fertile breeding grounds for werebear wizards. In other lodges, a few werebears in each generation are born with a natural talent for sorcery. Thus, the werebears maintain a small but vibrant tradition of arcane study. The pact of magic encompasses the werebears' most common beliefs and attitudes towards magic. It emphasizes a practical approach to spellcasting, focusing on learning spells and mastering talents that serve the lodge to the greatest degree. In the unforgiving wilds, magic is a tool rather than an art form. What it can do is far more important than how it does it. The pact of magic teaches that it is a werebear mage's duty to use his spells to support and aid his lodge. While other spellcasters may become self-absorbed and consumed by their studies, these casters must maintain strong ties to the mundane world and employ their magic with wisdom and care. The pact of magic's ethos can be summarized as follows: • Magic is a precious resource which must be shepherded and controlled. When faced with a situation, your mind should first move to consider a mundane solution. Your spells are powerful but limited. If you grow too dependent on them, soon you will find a moment in which your mightiest incantation fails to serve you. • A spell is like a seed planted in the ground. Those that grow slowly but bloom for a season are more easily appreciated than those that grow, bloom, and die in a moment. The spells
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races that remain within the world for the longest time are more useful than those that solve your problems for but a moment. • A spell is a tool – one that has its genesis in mystic forces, but a tool nonetheless. Study magic to produce more useful tools; aim your studies to find how best to solve problems the lodge faces, and defeat enemies that threaten it. Sorcerers and wizards form the vast majority of this pact's followers, though a few clerics and druids who emphasize their magical talents over their other skills also follow it. Not all spellcasters embrace this pact; in particular, those who prefer flashy, destructive spells such as fireball often find other pacts more to their liking. Some wizards prefer the pact of fury, as it better encompasses their belief that superior firepower is the key to overcoming any obstacle. However, as werebear spellcasters age and mellow, they tend to come around to this pact's views. Members of this pact wear robes scribed with short commentaries on the uses of their spells. These garments remind their wearers that how they use their magic today will echo throughout the lodge's history and one day will determine the legacy they leave behind in this world.
The Pact of Tree and Glade: The favored ethos of werebear druids and rangers and perhaps the most popular pact of them all, this philosophy holds that the defense of the forest realms is the highest calling a werebear can answer. Magic, skill at arms, and diplomacy are all useful talents, but they orbit the central concern of werebear culture: the woodlands' health and prosperity. Unless they can serve their central mission, these studies are useless. Werebears must dwell within the forest, learn its ways, and give their lives to preserving it. The pact of tree and glade casts werebears as not only the guardians of the forest, but as its caretakers and shepherds as well. Defending the forest requires an active hand in sculpting its development and preparing it to stand against attackers. For example, followers of this pact may plant and tend to thorny bushes at the outer edges of the forest to help dissuade intruders. They might plant poisonous herbs and roots amidst stands of leafy ferns and other edible flora with an aim towards punishing those who exploit nature without care for preserving it. In their view, a skilled woodsman would easily avoid poisonous roots or evade thorny plants. Anyone fool enough to fall victim to these ruses should not have been in the forest in the first place. The pact's beliefs can be summed up as: • The forest is our home and our fortress. Too many of us are content to leave the woods alone while trying to defend them. Instead we must treat our realm as a verdant fortress, one that can repel attackers and defeat our foes if only we tend to it and direct its growth. Nature is a slumbering giant who, with our guiding, benevolent influence, can awaken to become a mighty force. • All actions we take must be measured in terms of the forest's continuing health and prosperity. If we fight our enemies, we must consider if this act extends our realm's life or merely satisfies our battle lust. If we do business with men and elves, we must determine if they share our goals or merely seek to use us as convenient tools.
• All folk we meet must be judged in terms of the forest's future and its health. We cannot allow personal feelings of fellowship or a person's actions beyond the borders of our realms to affect how we weigh their actions. The world beyond our realm is not our concern. Only when and where it interacts with our concerns should we pay it any mind. As this pact is common among werebears, its emphasis on isolation, absolute standards, and active defense frequently brings the werebears into conflict with their neighbors. The rangers, druids, and others who follow it are stern and judgmental, prone to scorn the folk of the outside world and enforce their stringent plans for the wilderness's health and defense on sprites, elves, and other creatures that share the woods with them. In their mind, most objections to their ideas are based on shortsighted cowardice; those with the moral vision necessary to understand the underlying issues can see their inherent wisdom. This inflexible attitude causes many conflicts within the wilderness, and the werebears often learn the hard way that diplomacy is a handier tool than blind faith.
The Pact of Words: While werebears are most concerned with the health and future of their woodland homes, this duty requires them to frequently make contact and negotiate with their neighbors. The elves that live in a forest do not simply accede to the werebears' wishes, while the humans, dwarves, gnomes, and halflings who dwell within or near the forest may seek to use it without unnecessarily exploiting it. Not every problem can be solved with a battleaxe or spell, requiring the werebears to learn how to negotiate with their neighbors and live peacefully with them. While some lodges are isolated from civilization and only rarely worry about diplomacy, most need to balance their duty with their neighbors' plans and desires. Since werebears are good aligned, they only resort to deadly violence against other good creatures as a last resort. They may use threats and non-deadly attacks to handle such creatures, but in general they first try to employ diplomacy to resolve conflicts with them. Werebears who serve as spokesmen and diplomats follow the pact of words. This pact holds that violence is the last resort in any situation, save when peaceful overtures are met with an attack. Furthermore, its members take a dim view of what the werebears see as inherently evil races, such as goblins, orcs, trolls, and other marauding humanoids. The werebears' fanaticism and resolution trump their desire for peace when dealing with such foul creatures. The pact of words holds its members up to the following standards of behavior: • Words are more potent than weapons, though they must be used with care. Enemies can be rendered impotent with a few carefully chosen overtures of peace, but by the same token you will meet those who will turn your words against you. Speak carefully, and if confused or suspicious, seal your mouth until those doubts pass.
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Chapter One: Lycanthropic Races • Only a fool debates with a rainstorm; only a madman argues with a wall. Some creatures you meet are irredeemably evil. Do not waste words with the goblin folk and their kin, or with those who lay waste to our homes. Let the warriors' axes and swords speak in your stead. • Your word is your honor. Do not promise that which you cannot deliver; do not accept that which you cannot take. When you speak for the lodge, you lose your individual identity and become a mouthpiece for the sentiment of the group. Few werebears follow this pact, but those who do tend to be bards, rogues, or paladins. While most werebears have too little patience to handle the fine art of diplomacy, at least a few members of each lodge study this pact's teachings. Sometimes, older werebears from all pacts and classes drift onto this path as they age. With the wisdom of their many years, they see that the simple, violent solution is not always the best one in the long term.
in these aspects the different roles they must master to serve as effective caretakers and defenders of the forest. Ethos: Defend the forest with sword, bow, and spell. Nature is a precious object that is a frequent target of the forces of evil. Orcs, trolls, ogres, and other evil creatures are aberrations that must be destroyed. Otherwise, they would gladly lay waste to the wilderness and twist it to their evil goals. Followers: The vast majority of werebears worship Urthar, as do a number of elf, human, gnome, and dwarf rangers and druids. Typically, his non-werebear adherents are every bit as militaristic and aggressive as Urthar's children in defending the wilderness regions they call home. Sometimes werebear lodges accept such individuals as honorary members, especially if they have proven themselves in battle. Symbol: A clawed bear paw. Favored Weapon: Battleaxe Domains: Animal, Plant, Strength, War
Werebear Religion Religion dominates the werebears' lives. Urthar's ancient agreement with the bears founded their race, and to this day he continues to guide them in their actions and plans. Werebears stand out as the only monotheistic race of lycanthropes, though some werebears, particularly those who have been corrupted to evil or who have turned their backs on society, worship other deities. The evil folk among these outcasts pray to gods of slaughter, warfare, and destruction, while the good and neutral ones revere deities of strength, combat, and nature.
Urthar, The Lord of Tooth and Claw (Lawful Good) The great lord of bears, Urthar is an odd combination of a god of war and one of nature. While his primary concern is the health and prosperity of his woodland realms, he believes that a powerful, active defense is the best weapon against the depredations of civilization, beasts, dragons, and other threats. His followers are fighters, rangers, paladins, and druids who seek to track down and defeat evil before it can pose a threat to the natural world. Often, they engage in hunts to track down hydras, trolls, and similar creatures that engage in wanton slaughter and destruction. Urthar is depicted in several different forms. His war aspect is shown as a towering bear with steel claws and massive, gleaming fangs. He is as tall as a mountain and is said to be strong enough to crush three fire giants in his mighty grip at once. In his role as defender of the natural world, he is shown as a green bear with vines and flowers sprouting throughout his fur. Finally, in his part as a caretaker of the woods, he is a brown bear with thick fur usually accompanied by many smaller, defenseless forest creatures. Urthar's worshippers see
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WEREBOARS Wereboar Culture 'When encountering wereboars in the forest, it is best to remain out of sight and wait for them to pass along. They are quick to anger and exult in battle. Even worse, you may have to endure a conversation with them.' - Common wood elf advice concerning wereboars Of all the lycanthrope races, wereboars stand out as the crudest, simplest, densest, and rowdiest of the lot. Werewolves may be more savage, werebears stronger, but none can match wereboars for their obstinacy, loutish behavior, and propensity for drunkenness. While they are frequently the subject of amusing stories and crude jokes concerning their stupidity, when aroused they are terrible, implacable foes. Wereboars dwell at the edges of civilization, subsisting in the wilderness that forms the border zone between human kingdoms and the broken wastelands controlled by orcs, ogres, and other evil humanoids. In these unforgiving lands the wereboars flourish, indulging their appetites for food, drink, and battle as frequently as possible. Wereboar settlements can be frustrating for humans to handle. Werewolves present a simple challenge: exterminate or drive them away, or risk continual attacks. Wererats leech civilization's crafts and goods, and their motives and plans make them easily classified as enemies. Wereboars present a murkier situation. A family of these beasts might wander into town with a sack full of gold taken from a defeated ogre. At first, the merchants and innkeepers welcome them with open arms. The dense lycanthropes waste their cash on amusing toys, shoddy goods, cheap whores, and the worst ale the taverns have to offer.
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After a few days, though, things take a turn for the worse. A barbarian's simple insult triggers a near riot as the wereboars savagely trounce every last brawler in a tavern thanks to their immunity to most normal attacks. The next day, they accidentally knock over a wooden watchtower while drunkenly chasing each around town in boar form. A few days later, more wereboars show up to take part in the fun. After all, their kin could not possibly have run off with a sack of gold and no intention of sharing it. Soon, the clan has taken over a poor innkeeper's business. Where once the wereboars gladly handed over coins for food and drink, they now growl menacingly and loudly ask their kin how many tankards they think they can break over their head before passing out. After a week or so, the ale dries up, the best food is eaten, and the cheap hookers run so low on rouge that even the wereboars lose interest in them. Once again, the clan heads back out to the hills and life in their simple, crude settlements. A visitor to town shortly after would swear that an orc horde invaded, looted the place, and moved on to greener pastures. Wereboars take after their animal kin not only in terms of strength and temper, but also in their social dealings. Simply put, a wereboar fails to see anything wrong with jumping headfirst from a tavern's rafter into the bar to see which is stronger, the bar or his skull. Wereboars often resemble hyperactive children with poor impulse control and the strength and endurance of professional wrestlers. They usually mean no harm. A wereboar may head-butt someone as an odd form of saying hello, and may be genuinely alarmed when his friend falls over unconscious. Sometimes, though, the wereboar's
anger and love of conflict can put them at odds with their civilized neighbors. A perceived insult is enough to send these creatures into a frenzy of destruction, with the poor objects of this anger likely baffled as to why a family of wereboars has decided to spend their mornings flinging offal at the town walls. Again, these challenges rarely descend into deadly violence, but to the wereboars a few broken bones are no more than a temporary inconvenience. To wereboars, life is about fun, conflict, and satisfying their hungers. With their low intelligence, they typically fail to understand that humanoids such as humans or orcs could look at the world in a different way.
Too Tough to Die 'Now, remember that if you wanna take a big run at someone and gore 'em with your tusks, you gotta make sure you is in the right shape. Pick yer snout with your left hand. If you kin do it 'cause you got fingers, you're in softie shape and gotta change. If you can't, ya got your tusks in order. And if ya runnin' at a male human, gouge 'em right between the legs. They hate that.' - Erdlag Frothmouth, wereboar elder, offers advice to his grandchildren Wereboar culture is simple. Strength is a fine tool for proving one's toughness and prowess, but a stiff back and an iron will are what make a wereboar admirable. Unlike werewolves, who use their prowess to assert dominance over the rest of the
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Chapter One: Lycanthropic Races pack, wereboars live an egalitarian existence. Disputes among these creatures typically splinter them into smaller factions, as the wereboars' legendary stubbornness prevents them from reaching a consensus or forming a clear, stable hierarchy of power. Wereboars do what they want as individuals. They tread their own path rather than do what some self-important bully tells them to. The wereboars' attitudes can be summed up in a few, simple tendencies: • If it feels good, go ahead and do it. Life is too short to sit around worrying about consequences. • Never back down from a challenge. All the strength in the world is wasted if you don't have the spine to use it. • Keep your own counsel. Only a fool lets others tell him what to do, and only a slave allows them to force him into anything. Wereboars are self-centered, self-absorbed, and stubborn to the extreme. They focus on their own immediate wants and needs and rarely stop to consider the consequences of their actions, particularly in terms of how they affect other creatures. They tend to focus in on a single goal, trait, or idea and pursue it with focused, tunnel vision. Like a wild boar charging towards a target, once a wereboar puts his mind to something, few means short of physical restraint can stop him in his pursuit of it.
The Curse of Hands and Feet Wereboars can trace their genesis to the ancient days before the rise of the kingdoms of men, elves, and dwarves. In those times, humanoids huddled in caves, relied on simple spears and stone axes for defense, and knew little of the arts of magic or metal craft. The gods walked the land, surveying their creations and molding the world to their whims. The first animals ran wild and free, as the forests, swamps, and mountains stood unfettered by the cities, towers, and villages of civilization. One day, the god of magic rode through the forest upon a great horse of steel and steam he had forged with his magic. A great boar, acknowledged as the ruler of the forest by the animals that dwelled there, was napping peacefully when the clank, wheeze, and whistle of the mechanical horse awakened him. At first, the great boar tried to go back to sleep. Each time his eyes finally settled shut, the metal horse unleashed a great creak, bang, or crack. Slowly, the boar's blood boiled. He paced back and forth, obstinate in his desire to sleep. Finally, his rage spilled over. God or not, no one was going to disturb his rest. With a great snarl, he bowled through the forest and bore down upon his tormenter. He leapt from the brush, thundered into the metal contraption, tore through its metal belly, and sent the god of magic tumbling feet over head on to the ground. The boar bellowed in triumph, pausing between roars to kick the now shattered machine's crumpled form. The god of magic stood up and glared at the boar. What punishment could possibly be harsh enough for this impudent beast? Merely smiting him with a spell would prove to be less than satisfactory, as the god of magic was a wily soul who delighted in demonstrating his clever mastery of magic. As he watched
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the foul boar caper in triumph, his plan came together. With a few simple gestures, he called upon his power and placed a tremendous curse upon his attacker. Calling upon the formulae used to curse the wererats and the weretigers, he transformed the boar into a lycanthropic creature that would turn into a human. As part of the curse, the boar immediately turned into its human form. The god of magic laughed at the boar, telling it that could no longer run through the forest and wreak havoc with its tusks. The boar, now in human form, hopped about in anger. This change was wholly unacceptable. With a blistering stream of curses, he swore to prove the god of magic wrong. In his new form, he cried, he could cause even more damage. Gritting his teeth, he lined himself up with a great oak tree, dropped into a crouch, and sprinted towards it head first. With a dull thud, he hit the tree, stumbled backwards two steps, and fell to the ground knocked clear of his senses. The god of magic chuckled, reflected on how the boar's words were all too true, and continued on his way. Ever since, the wereboars have plagued the world with their stubborn, reckless anger. The wereboars call their peculiar form of lycanthropy the curse of hands and feet, a reference to the transformation from their hoofed, boar form to their humanoid one. Wereboars consider their human form weak but useful. They typically spend their time in animal form, but even they recognize that hands can be useful. In their native realms, they build simple, ramshackle huts and sometimes gather the energy and dedication to tend small gardens and keep herds of sheep and cattle. Wereboars master Common for use among themselves, as they lack the intelligence and talent to create a language of their own. Some wereboars spend so much of their youth in animal form that they never learn to speak. Even in human form, they grunt and howl to communicate. Wood elf hunters tell stories of tricking a wereboar into thinking it is in human form while it is in its animal guise simply by speaking to it and treating it as a humanoid. The elves claim they can confuse a wereboar to the point it changes into humanoid form and attempts to charge and gore them, though they never repeat such stories within earshot of those lycanthropes.
Beast, Man, Bestial Man Of all the lycanthropes, wereboars exhibit the greatest blurring between their human and animal sides. Wererats, werebears, and other creatures see their ability to transform as an asset or a mark of their special status and recognize that their different shapes have different strengths and weaknesses. Even Clawrunner werewolves grudgingly acknowledge that changing into human form is sometimes a useful stratagem in stalking prey. Though they hate their human side, they would not prance about the wilds in human form or try to rend and tear a foe with their humanoid teeth. In contrast, wereboars make no distinction between actions they make as humans or animals. Obviously, they are seldom so dense that they forget they can talk as humans or make similar blunders, but they carry themselves in social situations and arrange their humanoid dwellings with their boar nature in mind. A
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wereboar may think nothing of relieving himself while speaking with a band of travelers, dropping to all fours and eating a hunk of food discarded on the ground, or going months without bathing. To these lycanthropes, what works for them in animal form is usually just as well in human shape. This attitude makes it difficult for wereboars to associate with humanoids that are not of their kind. They have tremendous difficulty picking up subtle hints or obeying social conventions. Wereboars have little sense of what is expected from them in a human settlement, and do not care enough about social mores to obey them. Most of the time, they simply follow the cues of those around them if it suits them. If a wereboar walked into a riot, he would likely join in the fighting, destruction, and looting. He would do this not out of any sense of malevolence, but merely because he saw that as the proper thing to do and wanted to have some fun indulging in what strikes him as one of society's few enjoyable pursuits. After all, if it was wrong to riot, would the townsfolk be doing it? This tendency does not mean a wereboar betrays its inner moral compass at the drop of a hat. In the case of a riot, the theft and destruction of property is so widespread that it seems like what passes as normal behavior. A wereboar would not mindlessly follow the example set by an evil cleric just to fit in with the priest's gang of robbers, unless he saw the alliance as useful or beneficial. Wereboars behave in this manner for two basic reasons. The nature of their origin squarely casts them as animals that can achieve human form. Their boar nature shines through in all their forms, and most wereboars feel most comfortable when living as an animal. More importantly, wereboars are
notoriously stubborn. They behave in this manner because they refuse to surrender their natural tendencies to society's demands. True, a wereboar may endure society in small doses and he can pick up actions and attitudes that strike his fancy, but at his core he cannot bear to relinquish the animal core of his being. According to wereboar tradition, this steadfast refusal to compromise is what allows them to hang on to their animal nature despite the curse of hands and feet. Without their stubborn natures, they believe, wereboars long ago would have become mere men. Thus, they cling to their roots and refuse to wholly turn their backs on their heritage simply to better fit in with society.
Wereboar Organization Wereboars form family groups, known as clans, centered on a simple matriarchal system. Each clan is led by the eldest female in its family line, with her daughters dwelling with or near her along with their husbands and children. The men are expected to build homes for the entire extended family, though given the wereboars' simple nature and lack of sophistication anything more than a teetering shack is beyond their capacity. Otherwise, the wereboars split most chores equally. Female wereboars are every bit as strong, tough, and hardheaded as their male counterparts. In addition, the wereboars' sense of cleanliness and decorum crosses the gender line, with both male and female wereboars engaging in equally obnoxious behavior. Children hold a peculiar place in wereboar society. While these lycanthropes are typically disorganized, undisciplined, and self-centered, in matters involving their children they display
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Chapter One: Lycanthropic Races radically different behaviors. Wereboars take great pride and joy in their young and defend them with the exuberant, wild energy of a howling fanatic. Wereboars measure their prestige and accomplishments not in terms of their homes, the foes they defeat, or the goods they own, but the health, strength, and accomplishments of their children.
strange situation where a wereboar youngster is spoiled by his parents but sharply disciplined by the other boars in the community. A group of adventurers who seek to negotiate with a group of wereboars may be put into the odd position of indirectly answering to the clan's children, who make demands of the travelers that their parents then support.
Wereboar men spend much of their youth preparing to demonstrate their worthiness as a husband or mate, hoping to find a suitable wife from a clan that holds lands and resources conducive to raising children and with a long tradition of producing tough, respected heirs. Usually, they engage in adventures to prove their strength and toughness over their fellows and acquire treasure and other valuables. This drive often leads young wereboars to interact with civilization, as they seek to test themselves and prove their worthiness. Many of the wereboars adventurers encounter are engaged in such a quest, and once a wereboar marries and settles down he rarely leaves home unless a compelling opportunity or daunting threat forces him away from it.
This love of children changes as a youngster grows older. While coddled in their youth, young adult wereboars are expected to make something of themselves and prove their value not only to their parents, but to the clan as a whole. Since the elder wereboars count on their children to make something of themselves, there is tremendous pressure to adventure, uncover a fortune, or find a worthy mate and produce many children. Ideally, a young wereboar will meet all three of these goals. This cultural pressure pushes wereboars to explore the world and interact with civilization, to the frequent chagrin of the folk they visit.
The wereboars' emphasis on raising and protecting their children can lead to tension and conflicts with their neighbors. Since a wereboar is measured by the health, well being, and accomplishments of his young, anything that may paint him as a poor parent is a crippling shame. Given that wereboars have short tempers and are inflexible once they make a decision or seize a belief, this creates a potentially explosive situation. If a young wereboar goes missing, his parents or relatives might blame a nearby town based on flimsy evidence at best. The youngster could have slipped into town on his own to explore the place. The wereboars, enraged at the perceived crime once they decide that the humans are to blame, march upon the town and demand their youngster's return, threatening to attack the settlement if their demands are not meant. The townsfolk can truthfully claim ignorance, but unless a great orator lives among them, chances are good that the wereboars will ignore even the most compelling arguments. In this manner, many of the conflicts between wereboars and civilized folk have been incited by simple misunderstandings, the wereboars' ignorance of civilization, and their resistance to even the most reasonable arguments.
The typical wereboar settlement is a collection of rude, tumbling shacks crafted from logs, cast off lumber, and wreckage scavenged from ruins. The wereboars usually find a spot near a lake, river, or spring, knock over enough trees to make a usable clearing, and then set to work building their huts. Their dwellings are clustered around a single, central lodge that houses the clan's matriarch and her immediate family, along with a shrine to the settlement's chosen deity or deities. Wereboar homes are designed to accommodate both humanoids and animals. The doors are covered with flaps of cured leather or cloth, allowing a wereboar in any form access to the interior. Unskilled in carpentry and too lazy to spend the time needed to produce enduring work, wereboars build homes that lack foundations, windows, and even properly thatched roofs. The wereboars burrow into the dirt floor inside the hut, creating cozy, warm nests they can rest in while in either human or boar form. This arrangement is why wereboars are typically covered in dirt and filth. Due to their minimal building skills, their huts and shacks serve more to screen their privacy rather than offer protection from the elements.
The wereboars' weakness is easily exploited by evil warlords and other ambitious villains. By taking a few wereboar children hostage, a would-be conqueror can force a lycanthrope community to obey his commands. Even the wereboars' renowned stubbornness collapses when their children are at risk. A group of wereboars that suddenly becomes aggressive towards travelers may be under a villain's thumb, but their legendary pride and obstinacy typically prevent them from admitting their crisis and seeking help. Within wereboar society, children are coddled, spoiled, and catered to at every turn. Those few sages who have studied wereboars conclude that they exist under a tyranny of the young. A child's every demand is treated like the dictate of an absolute monarch, though luckily wereboar children are usually too dense and rambunctious to take note of their status. Oddly enough, wereboars tend to view children other than their own as annoying pests. These attitudes lead to a
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Wereboar Settlements
The elder wereboars usually erect or claim shacks closer to the central, main building. Those among the clan who have earned the matriarch's favor are also granted the right to dwell closer to her home. The youngest adult wereboars, and those who have fallen out of the matriarch's favor, are forced to pick dwellings at the edge of the village. The reason for this arrangement is simple: The wereboars, being rather lazy and unsanitary, dump their garbage and waste just outside of their settlement. Those who live closest to the village's edge are forced to endure daily, fresh deliveries of offal and garbage just beyond their shack. Even the crude, simple wereboars can sometimes be overwhelmed by the sheer stench of their waste. While repellent to most civilized creatures, this practice does serve a few important tasks. It helps keep predators and other dangerous creatures away from the wereboar settlement, as they can scent the lycanthropes from a great distance and skirt the edge of their dwellings. It also serves to warn intelligent creatures that they approach a wereboar village. Elf rangers are known to counsel their apprentices to
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races always skirt around the edges of any clearing or region of forest that smells like an open sewer. While forest dwellers may not like the odor, they reason that it serves to keep them from blundering into a wereboar camp and forced into dealing with those creatures' crude personalities and hot tempers.
civilization are driven there for a few days by wives who freeze them out of their shared burrow. After a few days of pouting and a couple of brawls to work out his anger, a male wereboar returns to his settlement, usually clutching a few half-dead flowers, to beg forgiveness.
While wereboars are omnivores, they tend to prefer roots, tubers, and plants while in boar form and meat and grains while in humanoid guise. In the wilderness, they rely on their scent ability to uncover roots, mushrooms, and tubers that are located beneath the soil or in dark, shadowy areas of the woods. Some wereboars track down rare or exotic foods to sell in nearby towns, using the coins they earn to buy roasted meat, ale, and other human fare that, to the rustic wereboars, seem like rare delicacies. Usually, merchants who deal with wereboars try to steer them to other settlements to spend their earnings, lest his neighbors turn their anger at the wereboars' boorish behavior against the merchant.
During times of war or any other direct threat to the settlement, the wereboars equally shoulder the responsibility of defending their homes. From the eldest female to the youngest adult male, the wereboars either fight in their animal forms or build crude shields and clubs to defend themselves. Wereboars are fearless in battle, at least in part due to their ability to shrug off damage inflict by most weapons. The appearance of a silvered blade or powerful spellcaster can put a twinge of fear into any wereboar, though few are willing to admit it. The settlement's greatest concern is the health and well-being of its young. Wereboars have been known to set aside their crude manners and fragile tempers to negotiate with a nearby city or town in the face of grave danger. In return for protecting their children by sheltering them in a castle or keep, the wereboars offer their services as allies in battle. With their impressive strength and lycanthropic abilities, they make valued soldiers.
Since wereboars have a much easier time uncovering food that appeals to their animal form, they usually attend feasts and dinners in their boar shape. A starving traveler could be taken into a boar camp only to find that the victuals they have on hand are unsuitable to him. This tradition can sometimes lead to comic misunderstandings, as a rustic wereboar arrives at a feast held in a local town in boar form. The one exception to the wereboars' tendency towards roots and tubers in the wild is their love of moonshine. Every wereboar settlement has a large, crudely built still that produces potent, though nearly unpalatable, moonshine. In some cases, individual wereboars construct their own hidden stills in the woods to build up a personal stash of booze. Even the stoutest dwarf has to choke back tears the first time he downs a shot of this rotgut. No wereboar gathering, from a community council to a simple meeting between friends, is complete without a jug of moonshine. Visitors, especially humans and elves, are expected to drink along with the boars. Failure to do so is a dire insult that can only be answered with a fistfight. Within the settlement, the matriarch holds as much authority as is possible over a bunch of rowdy, willful hillbillies. In general, wereboar women hold most of the authority in their settlements. The men claim that this is because they don't care enough to make decisions. The women can run things because it makes them happy and keeps them out of their hair. The situation is simpler but more embarrassing than that. Wereboar women have been known to withhold sex from their mates to get their way in an argument. Just as wereboars love to indulge in food and drink, their men folk maintain an almost constant state of lust. The matriarchy's power insures that any attempt at rape is met with a swift, brutal lynching. More importantly, wereboar cultural tradition holds that the children produced by such a union are invariably sickly, weak, and twisted in body and mind. Owing to their deep attachment to their children and the honor found in siring prosperous heirs, none but the most black-hearted villain among wereboars would commit rape. Thus, it should come as no surprise that wereboars are such crude, lascivious drunkards. Many of them who visit
Wereboar Religion Given that wereboar civilization is simple and crude, it follows that their religious practices should be similarly basic. However, in truth wereboars practice a lively, vibrant religion with a rich cultural tradition. Much of their daily lives are ruled by the cultural and religious dictates that shape their culture, though the casual eye fails to note their influence. Their religion forms many of the unstated tendencies and prejudices that wereboars operate under. They refuse to back down from their beliefs, engage in what others see as crude, uncivilized behavior, and obey the dictates of their matriarchs primarily because of a religious tradition that serves to bring order and calm to a society inhabited by emotional, angry, and temperamental creatures. The core of wereboar religion is centered on a simple, druidic code of conduct. Their pantheon teaches that as a result of the magic that created them, the wereboars must walk the fine line between descending utterly into savagery and turning their backs on their animal nature. While their settlements and actions strike civilized folk as crude and repellent, to wereboars their attitudes and actions merely reflect faithful adherence to their boar roots. This effort to maintain their heritage extends to their possessive concern for their offspring. Wereboars worry that each successive generation will wander further from its roots until one day the wereboars are indistinguishable from the humanoid species or the boars of the natural world. Much of the prestige placed on raising successful children is attached to how closely they maintain themselves in accordance with wereboar tradition. Wereboar religion is also underscored by a continual strain between personal freedom and duty to one's parents, traditions, and the clan. When humanoids deal individually with wereboars, they can be maddeningly impulsive. Yet, taken as a
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Chapter One: Lycanthropic Races group they are tradition-minded, predictable, and prone to cleave closely to their established ways. The druids, who are typically charged as caretakers of the old ways, tend to be a force for law and neutrality. Other wereboar deities push for personal glory, strength, and battle. Most wereboar settlements revere Grootala, the wereboar goddess of fertility and nature. However, many also pray to a second god, one whose array of powers and personal ethos more closely match the characters and tendencies present in the community. Of all the lycanthrope pantheons, the wereboars' has the greatest number and diversity of gods. While other werecreatures tend to follow the same, narrow range of gods within their pantheon, wereboar deities come from a much broader range of alignments, philosophies, and goals. A religiously charged wereboar settlement could be anything from an armed encampment of would-be conquerors to a commune of peaceful druids who tend to the forest and offer food and healing to travelers.
Wereboar Pantheon Wereboars worship their own range of gods, but those among them who seek their fates outside of their crude encampments have been known to pray to the gods of men, dwarves, orcs, and other races. Typically, wereboars are drawn to gods of strength, toughness, nature, and debauchery. Within a wereboar settlement, the largest building serves as a shrine to the gods the lycanthropes pray to. Normally, this building is of higher quality and more careful construction than the shacks that surround it. It is divided into two halves, one portion serving as the living quarters for the settlement's matriarch and her family and the other as a series of shrines to the wereboar gods. The vast majority of villages have a single, large shrine to Grootala which serves as a communal meeting hall and a place to pray to the goddess. If the wereboars worship additional gods, they build smaller shrines to them that ring Grootala's temple.
Grootala the Mother (Neutral) The most powerful and commonly worshipped goddess of the wereboars, Grootala is depicted in her humanoid form as a towering giant with blunt, long tusks, stringy dark hair, and glowering eyes. She wears a simple peasant's dress and usually has several young wereboars cradled in her arms and gathered at her feet. In her boar form, she is a titanic beast the size of a mountain, with razor sharp mithral tusks. Grootala is the great mother, a goddess of fertility, nature, and childcare. Her teachings from the basis of much of wereboar culture, as she commands her followers to preserve nature and their bestial side while using their lycanthropic abilities to defend their settlements and care for their children. Ethos: Tend to your children, for they are the future and must be prepared to take your place on day. Remember your roots. Never allow the demands of civilization to overwhelm the animal that dwells within you. Hold on to your beliefs and views, especially the traditions of the faith. Followers: Most wereboars who dwell with their clans worship
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Grootala. Pariahs, wanderers, and other outsiders may stray from her path for a time, but only wereboars who follow the path of evil do not offer her at least the most basic prayers. Symbol: A stylized boar with long, curved tusks, usually carved in a wooden disk. Favored Weapon: Club. Domains: Animal, Plant, and Protection.
Korthorax the Smasher (Neutral Evil) Normally depicted as a black, demonic boar with hissing snakes in place of his tusks, Korthorax is a demon lord who represents the pure, unbridled rage and destructive impulses that course through all wereboars. While most of these lycanthropes indulge in these tendencies only when provoked, Korthorax eternally howls and boils with anger. He urges his followers to surrender to their tempers and react with violence to the merest provocation. Wereboars who follow him are usually evil berserkers, fearsome marauders who have developed a taste for wanton slaughter and destruction. Usually, these wereboar settlements set their sights on the nearest human settlement, descending to slaughter the civilized folk and carry off their goods. Korthorax's faith has a strong racist core, as he and his clerics teach that wereboars are the true masters of the forest realms. Korthorax's berserkers reserve a particular hatred for werebears. Their destructive aims bring them into direct conflict with those ursine guardians of the land. If a werebear is active in a region, Korthorax's clerics gather minor demons and their wereboar followers together to exterminate him before he can pose a threat. For their part, werebears take great joy on crushing this demon's followers in their powerful arms. Ethos: Strength is the all, and he who can apply his strength has the right to rule. Take what you want, regardless of the consequences. If your victims were strong enough to resist your attacks, they would be worthy of their lives and possessions. Followers: Small bands of wereboars fall into Korthorax's worship when their relationships with civilized folk take a turn for the worse. Sometimes, this is a reaction to aggressive settlement or even attacks by humans, orcs, and other races. Other times, a cleric of this foul god places himself within a community or converts a few younger wereboars who lack the wisdom to see beyond the gifts their strength and toughness offer them. Symbol: A human skull with two serpents emerging from its eye sockets. Favored Weapon: Greataxe. Domains: Destruction, Evil, Strength.
Morgog Moonsinger (Neutral Good) Whenever wereboars gather to hoist a few drinks and indulge their legendary appetite for alcohol, Morgog Moonsinger smiles in satisfaction. In ages past, he introduced the joys of strong drink to the first wereboars and taught them the secrets of constructing their own stills and producing their notoriously strong moonshine. Since that time, the wereboars
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races have used their noxious brew to mark special events, celebrate victories and harvests, and greet visitors to their camps. All but the cruelest wereboars offer prayers to Morgog, though few pursue his worship as clerics. Morgog Moonsinger is depicted as a large, fat boar, usually with his snout buried in a foaming mug of ale or a large barrel of moonshine. In his humanoid form, he is a short, fat human with a balding head, stringy goatee, and large, blue eyes. He wears a green jacket, white shirt, and loose green pants. All his clothes are invariably stained with gravy and drink, and he carries a clean fork and knife in his breast pocket. Morgog is a great prankster and epicure, his appetite for drink matched only by his boundless gullet. Legends tell of his great binges in which he ate every last meat pie in a great human empire, or the time he drank an entire sea dry. While Morgog loves to eat and drink, he is by no means a glutton. He believes in sharing food and wealth with all. Typically, such tales are attached to great pranks he pulled or challenges issued to him by foolhardy mortals or rival gods.
than any foe has dealt. They love fine wine, good food, and beautiful art, but wholly lack the inspiration, talent, and patience to produce any on their own. They are ambitious and driven, but lack the bravery and determination to see any long, arduous plans through to their conclusion. In short, wererats are dangerous, scheming, predatory creatures who are liable to render themselves weak, docile, and afraid through their inherent weaknesses. That's not to say that all wererats are inept weaklings. On the contrary, a cunning rat can forge his people into a potent force, but all too often the same characteristics that lead wererats to plot against humanity push them towards defeat. The overriding concern of all wererats is simple: How much can I get for as little effort as possible?
The Luxury of Vermin 'Dear diary,
Morgog urges his followers to spread joy and fellowship to the world, usually by sharing a fresh jug of wine or a bucket of moonshine. His clerics organize great parties in the forest. Sprites, satyrs, and other faerie folk join the wereboars in guzzling liquor, devouring food, and establishing ties between them that bring them together in fellowship during difficult times. To Morgog, every difference between reasonable creatures can be resolved after a few pints of ale.
A most splendid feast tonight, the likes of which should finally trump the fumbling efforts made by Contessa Verra to displace me as the queen of the underworld. Fruit pies filched from Ramune the Master's own kitchen, steaks stolen hot off the plate from the Silver Dragon Inn, a cask of the duke's finest ale, and two bottles of Dorwinth wine. Ah, the humans make such fine workers. This should put down any talk of open warfare. Slaves toil best when they know not that they work for a master.'
Ethos: Find joy in life, not only for yourself but also for others. Share your good fortune with friends and strangers, and in doing so spread happiness to all.
Wererat culture is guided by a simple ethos known as the luxury of vermin. Its teachings can be summarized in a few short proverbs:
Followers: Most wereboars pay homage to this deity, especially youths who have not yet married and are free to play and cavort as they wish. All wereboars who maintain a still and brew moonshine offer a prayer to Morgog as they prepare their latest batch of liquor. He gave the gift of alcohol to the wereboars, and for that reason alone he commands respect and prayers. Morgog has few clerics. Instead, many brewers and bards among the wereboars pay homage to him.
• Do not do today that which someone else can do for you tomorrow.
Symbol: A laughing pig dancing a lively jig. Favored Weapon: Club. Domains: Luck, Travel, and Trickery.
WERERATS Wererat Culture 'Do not do today that which someone else can do for you tomorrow.' - Wererat proverb Wererat culture is a study in contrasts. On one hand, they are highly organized and drilled into strictly defined roles. On the other, they continually strive to undo their rivals, and they do more damage to their cause through infighting and jealousy
• Human work is best fit for humans. Never debase yourself by doing it. • Human work includes anything that requires toil, exertion, an unnecessary flushing of the cheeks, or sweat of any sort. • Humans work hardest when they do not realize they work for us. In the wererats' view of the world, they are the true masters of humanity. Beneath human cities, they dwell in fabulous, hidden mansions decorated with the finest stolen goods. If a nobleman's mansion is broken into and nothing but a rare painting, three bottles of the finest brandy, and a fine couch crafted from mahogany, silk, and plush stuffing are stolen, you can be sure that wererats are about. The creatures are sybarites of the first order, seeking pleasure in all things yet avoiding work with the same sterling, relentless dedication that a paladin uses to pursue evil. Naturally, as creatures of leisure they face a daunting task. They want the finest things in life, but refuse to work for them. Thus, the natural, symbiotic relationship between wererats and humans developed. While wererats are unwilling to participate in honest work, they consider thievery an acceptable method of acquiring objects. In their estimation theft provides the best returns on their investment of effort, making it truly the only worthwhile
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Chapter One: Lycanthropic Races
method of stocking their homes with silk hangings, paintings, sculpture, and fine furnishings. This propensity for fine things, and the wererats' disdain for work, draws them to cities. There they can hide within the shadows, reaping the fruits of humanity's efforts. The popular wererat adage that humans are their best slaves, even if they don't know it, arises from this situation. Humans work to acquire goods, and the wererats take them. To these lycanthropes, wars of conquest are foolish wastes of time and energy. After all, the humans have already been conquered in the best possible manner. Not a sword has been raised or a drop of blood spilled, yet the wererats have all they could want.
The Curse of Luxury At first glance, the wererat drive for rich, expensive goods seems to spring from greed, laziness, and the ambition that dwells in the hearts of all evil creatures. However, in this case the situation is more complex than that. Wererats are a fusion of humanoid and rat qualities. From their humanoid side, they gain intelligence, strength, and a taste for civilization. Their rat side grants them cunning, speed, and ingenuity. Yet, these gifts come with a steep price. Rats are vermin, incapable of doing more than subsisting off the trash tossed aside by civilization. They are wholly incapable of producing beautiful objects or new inventions. These traits also extend to wererats. They cobble together whatever castoffs they can find in an effort to squeeze out a living, crafting pale imitations of human goods that meet
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their base needs and nothing more. While they can survive on the barest necessities, such as polluted water and moldering food, they cannot truly advance themselves above a subsistence level. A wererat asked to paint a picture can do no more than dab a few paints on to a canvass. He may be able to appreciate fine art, but he could not conceive of creating it himself. Yet, wererats have a fundamental desire to surround themselves in luxury and beauty. This trait is known as the curse of luxury. According to legend, the curse of luxury was forced upon wererats in the mists of time when the world was young. In this era, the first wererats hid themselves in the gods' mansions in the outer planes at the behest of the wererat pantheon. There, they burrowed into the walls and sought out untended baubles, magical items, and artifacts. Working on behalf of their gods, the first wererats hoped to learn the secrets of the gods' magic, perhaps to unseat them and seize their position, perhaps simply out of curiosity. The legends do not say. What they do reveal is that one day the wererats were caught. The gods were enraged that these tiny, simple creatures had dared to violate the sanctity of their realm. Yet, the wererats' gods stood by their followers. They begged and pleaded for their subjects' lives, by turns promising to respect the gods' homes and threatening to commit total war against them. While the wererat gods blustered, the rest of the pantheon plotted. The gods cast the wererats from the outer planes and placed a curse upon them that their transformation into rat form would be ruled by the moon. Furthermore, wererats
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races would be made more like rats, becoming small and stealthy enough to thrive in the cities of man. At first their judgment seemed more than fair, but time would show that the wererats were placed under a burdensome curse. The wererats could no longer create objects of beauty, yet they lusted after them with all their hearts. They craved the arts, wondrous objects, and masterwork craftsmanship, but they could create none of these things themselves. Thus, while the wererats consider humanity their unwitting slaves, the rats are in turn slaves to the goods and materials humanity produces. This paradox is known as the curse of luxury. The wererats never speak of it openly, yet it hangs over their culture like a black storm cloud. From this springs the hatred of humanity that sometimes pushes them to openly war against and enslave humanoids.
Wererat Organization As lawful creatures, wererats typically develop complex, rigid codes of conduct. Their evil natures drive them to create laws with loopholes or interpretations that leave murder, robbery, and trickery open as legitimate options in society. For example, a wererat warren may, by tradition, hold that murder is illegal only if the murderer leaves behind evidence. Public assaults meet with harsh punishments, but stealthy executions or assassinations are accepted, traditional methods of handling rivals. So long as an assassin has the cunning and talent to murder his victim without leaving behind obvious evidence, he can escape any charges or accusations. On the other hand, a clumsy, artless execution is met with disdain, and the criminal is rounded up and slain for his blundering efforts. The same standards apply to almost any crime, from robbery to assault. Wererats are not lawful in the traditional sense that they desire safety or stability in their society. Rather, they use the law as a tool to hone the talents and skills of their assassins, thieves, and ruffians. Only experienced, talented wererats are allowed to commit crimes in human cities. The main force of these laws is applied to the youngest wererats in a city. Youngsters are confined to the warrens, forced to prove themselves worthy of access to the world above by respecting the law and committing their crimes in a thoughtful, devious manner. Only when a young wererat can survive for a year or more without being charged with a crime can he earn the right to prey on humanity. Many times, a wererat on the edge of this honor finds himself falsely accused of a crime, particularly by rivals of his family or even relatives jealous of his talents. In this way, the wererat elders maintain their hold on power. They usually claim that this measure is intended to prevent the wererats from drawing too much attention to their activities in a city. After all if every rat committed robberies and assaults on humans as he wished, soon the city would be forced to turn the full might of its armies against them. Only by carefully controlling access to the surface can the wererats maintain their grip on their unwitting slaves. The divide between young and old extends throughout wererat society and underscores many of the tensions within it. While the older rats indulge their lust for fine things and luxuries, the youngsters are forced to fight over the scraps. Some young wererats flee the oppressive confines of the warren, working as
freelance thieves or gathering brigands and thugs to them. These bandit kings grudgingly accept work and toil as short-term evils in their quest for money, luxuries, and other comforts. Typically, these young wererats are seen as brutes and barbarians by their more cultured fellows. Other young wererats seek out alliances with thieves' guilds, cults, and other evil organizations. In return for spying on these groups' enemies, a clutch of wererats receives military and magical support in a bid to unseat the elders and seize their treasures. Most adventurers encounter young wererats who follow these unconventional paths to power, mistaking their actions as representative of wererats as a whole. Within wererat society, status is measured by two basic measures: wealth and age. Within the fiercely competitive wererat communities, murder is a favored method of improving one's position by eliminating one's enemies. Thus, a wererat who can survive to a ripe, old age must be nothing short of a Machiavellian expert in politics, a brilliant strategist, and a fierce warrior. Thus, to wererats there is a direct connection between talent and age. Sometimes, this connection can cause problems for younger wererats who are ignorant in the ways of humanity. These ambitious creatures might fall in with an elderly human in the mistaken belief that such an old creature must be talented and useful. Sometimes, a particularly old wererat may flee his warren to live out the rest of his years in relative safety. These elders, wily and talented but now too old to physically defend themselves, find solace in human form within isolated villages and small towns. Sometimes, these refugees might be driven by bitterness and anger to direct humanoid adventuring parties against their former homes. Using tales of great, unguarded wealth and conveniently planted maps pointing to their former homes, these vengeful wererats unleash an invading flood of treasure seekers and adventurers against their former enemies. Wealth is judged more by creature comforts, objects of art, and other rare, collectible items than coins and gems. Wererats seek to carve out splendid lairs lined with rare tapestries, thick, luxurious rugs, and expertly crafted furnishings. Competing wererats host parties and festivals to display their accumulated wealth, flaunting their ill-gotten gains as a testament to their skill and cunning in stealing from the city above. Wererats tend to value luxuries over gold and gems. One gold coin is no different from the next, and wealth is best used to secure beautiful objects and comfortable furnishings. A wererat who comes into possession of a rare, valuable painting is admired more than one who steals tens of thousands of gold pieces.
Wererat Warrens Wererats form colonies known as warrens. These settlements are dug from tunnels, passages, and galleries beneath cities built by humans, dwarves, and other intelligent races. Typically, wererats pick cities where they can walk openly in their humanoid form. Wererats who can take the form of gnolls, for example, naturally gravitate to settlements of evil humanoids, as they obviously could not casually stroll through a human city without drawing unwanted attention. Once a colony of these lycanthropes has found a suitable place to settle down, they go to work finding hidden, secure places
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Chapter One: Lycanthropic Races where they can establish strongholds. A city's sewers typically make an ideal spot to hide, but sometimes wererats use more open methods. A clan of the creatures may purchase a block of buildings and buy enough influence with politicians to police the area with their own guards. Sometimes, wererats form alliances with guilds, temples, and other organizations, though they rarely, if ever, reveal their true natures to their partners. In return for protection and secure lodging, the rats secretly use their talents to perform robberies, spy missions, and other discreet actions for their sponsors. Wererats rarely let this state of affairs persist for long. They either move on to a more secure location or subvert their "ally" from within, overthrowing the existing order and turning it into a front company for their activities. A thieves' guild overrun by wererats purges humanoids from its ranks and replaces them with lycanthropes. Important figures that cannot be easily replaced are infected with lycanthropy and brought over to the wererats' cause. With the guild successfully conquered, the wererats can use its resources and clout to cover their true nature and goals behind a veneer of human civilization. For all intents and purposes, the guild continues along its normal routine. If it was profitable, its proceeds now simply pile up in the wererats' pockets. Conflicts and struggles within the guild may become more common as the wererats bicker and feud among themselves, but if the guild was largely an organization of evil men to begin with, the wererats' conflicts can be easily overlooked as normal activity. The patterns of robberies may change as the rats focus on luxury goods and fine art, but otherwise the guild continues as normal. The basic unit within wererat society is the clan. Usually, each clan focuses on one specialized role that makes it a valuable member of the settlement. A clan may be troublesome and prone to break alliances, but if its members are the only wizards in the warren they are likely to escape any plans that call for their wholesale termination. For this reason, the clans tend to deep, passionate hatreds towards each other. Almost every clan has at one time or another been pushed to the verge of destruction by its enemies. Thus, rivalries among the clans flare up on an almost continual basis. The strange state of wererat law makes murder and other crimes common between the families, with only the promise of great profits to be made by working together, or the need for unity in the face of humans and other enemies, keeping the clans together. Furthermore, the natural wererat aversion to hard work helps prevent widespread fighting and open warfare. To many wererats, a comfortable life outweighs the any feelings of satisfaction vengeance would bring them. Within wererat society, the richest and most influential wererats form a council of elders. Usually, each major family within a warren names one member to represent it at this council. The council sets policy, serves as a board of judges in the occasional criminal court, and oversees the warren's activities towards humans and other outsiders. A wererat is not officially recognized as an adult until he goes one year without being successfully accused of a crime. Thus, the council must constantly hear charges arrayed against youngsters. The youngest wererats, lacking the skill to cover their crimes, are usually guilty, but older ones face trumped-up charges to
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prevent them from becoming adults and winning the right to interact with outsiders. Since theft and murder count as interactions, each clan strives to shepherd as many of its young to adulthood as possible. Most of the time, the council helps balance the clans by regulating the progression to adulthood and meting out severe punishments, including executions, against clans that threaten to overshadow their fellows. Most wererat civil wars can be traced back to an imbalance of power in the council of elders, as one group is forced to either strike against the clans that allied against it or flex its military muscle to enforce its will.
Wererat Barbarians Though cultured and covetous of the fine things in life, wererats sometimes devolve into savagery. Sometimes, a small band of upstart youngsters flees the warren to strike out on their own. These pioneers scorn their forebears' traditions and exult in living off the land, mingling with humans and other races, and making their own destiny free from the elders' influence. These are the wererats that adventurers most commonly encounter, outcasts and rebels that flee the grip of wererat civilization and openly meddle in humanoid affairs. Some work as mercenaries, allying with bandit chiefs and thieves' guilds to line their pockets with gold. Others use their abilities to bully simple thugs and form their own gangs. A few wererats go truly feral, living most of their lives as rats in the sewers and alleys of cities, scrounging what they can from garbage piles and ambushing and killing prey that blunders into their grasp. These barbarians are both an asset and a hindrance to an established wererat warren. First of all, outcast wererats generally seek out areas far from an established warren. Sometimes, civilized wererats see outsiders as a threat that must be eliminated. Other times, a warren led by crafty elders may use outcasts as a convenient diversion. By planting false clues and manipulating their enemies, these elders can direct their followers to commit open attacks and spectacular crimes against the city above. Rather than draw adventurers to the warren, these actions turn them against the freelance wererats in the city above. In one fell swoop, the elders eliminate a potential source of trouble while lining their coffers with gold, jewels, and other treasures. In any case, wererat barbarians are generally the creatures humans think of when they consider wererats. The warrens take care to enforce this belief, lulling humanity into overlooking the true threat wererats present. All too often, a successful foray against a wererat threat unwittingly plays into the elders' hands.
Wererat Religion The wererat pantheon mirrors its followers' attitudes and actions in many ways. Ever since these gods' original plan to use their followers to steal secrets and objects from their rivals, the wererat deities have plotted and schemed to advance themselves at the expense of their enemies. Like their followers, these gods are crippled with an inability to engage in many creative
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races pursuits. While powerful in magic and martial ability, they are wholly incapable of crafting new races, building artifacts, and inventing genuinely new methods of doing things. Just as rats are scavengers who pick through civilization's garbage, so too do the wererat gods mimic other deities' abilities and spy on them to expand and improve their power. Of all the lycanthrope deities, the wererat pantheon is the least likely to rise to power and dictate how society should work. Wererat clerics occupy a strange niche in society. They speak with the voice of the gods, and are thus respected, but their demands to action fall on deaf, lazy ears. Wererats focus so much on material needs and comforts that spiritual matters play little role in their daily lives. A wererat may scorn weekly services in the temples and avoid contact with the wererat clerics at all costs, but in the heat of a dangerous moment, he eagerly calls out to the gods for help and pledges himself to a life of piety. Once the danger passes, the wererat conveniently forgets his pledge and returns to his life of material comforts and spiritual indolence. Such is the state of wererat religion that the number of penitents offering sacrifices at a temple can be directly related to imminent dangers, food shortages, and other problems that can face a warren. Wererats are greedy, pragmatic, and self-centered, making them unlikely to follow a religious life unless they can get something out of it. The few wererat clerics usually rely on their divine magic to preserve them against rivals and carve out a place in society. Threats of divine retribution do little to sway their followers, requiring them to rely more on physical and magical threats to get anything done. Typically, an important family or group may maintain a minor shrine and keep a cleric as a retainer, usually as a counter against any bad luck or tragedies that could be viewed as the ill favor of the gods. In some wererat warrens, the clerics use their blend of martial and magical talents to seize power, but in such cases religious duty plays only a small factor in the cleric's success. When a cleric does rise to the top of the pecking order, wererat society can undergo a radical change. Driven by religious fervor, the clerics gather young fanatics who are eager to seize power and use them to exert an iron grip over wererat society. Forced to obey the clerics' dictates, the rank and file wererats can be molded into a potent fighting force. With the gods' dictates now driving society, the wererats may declare open war against the city above them or engage in highly organized raids designed to
spread fear, disease, and chaos in the gods' enemies. Temples come under direct attack, while the wererats focus on acquiring money and treasure to hire orc and goblin mercenaries. In time, a skillfully led horde of wererat religious fanatics could conquer an entire city and rule it with an iron fist. The divide between young and old in wererat society puts a unique spin on matters of religion. Young wererats, hungry for power but facing significant obstacles to their ambitions, often turn to religion to fulfill their needs. The clerics typically exert enough influence by virtue of their magical talents that they can accept young wererats as acolytes and give them many of the rights normally reserved for adults, specifically those relating to the right to stage raids on the surface world. Most of the time, truly talented wererats who show a desire to enter the clergy are quickly snapped up by one faction or another and given an adult's status. Sometimes, though, infighting and bickering lead to a steady swell in the clergy's ranks. With unprecedented power in their hands and a ready excuse to pit themselves against the powers that be, the youngsters step up their recruiting efforts and work to topple the established leaders of the warren. In time, even the church elders may be deposed. These upstart regimes, driven by the two motors of religious fervor and unbridled ambition, usually enjoy short but spectacular reigns. Focused and sharpened by religion, the young wererats' ambition drives them to wage war on humanoids while ruling their subjects with an unmatched tyranny. The wererats' natural love of comfort and deeply seated laziness evaporate in the face of an uncompromising, brutal ruler.
The Wererat Pantheon The wererats worship a small number of gods compared to humanity. Their six deities each embody particular traits or ideals that represent the best the wererats have to offer. The wererat gods have at best informal ties between them. They are too prone to scheme against each other for any enduring alliances or beneficial relationships to form among them. For this reason, pantheon is perhaps too strong a word to describe the wererat gods. Instead, they are merely a collection of divine figures that happen to draw their followers from the same race. In any given wererat warren, one deity may be revered as the only god worth praying to. The others might be acknowledged, but the rivalries between the gods are intense enough that two churches cannot exist side by side for long before violence erupts between them.
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Chapter One: Lycanthropic Races
Beltheer of the Golden Vault (Lawful Evil) Depicted as a beautiful wererat female with long, flowing golden hair and gleaming, pure white eyes, Beltheer is the patron goddess of wealth, theft, and avarice. Her mythical home, the Golden Vault, contains a vast range of wondrous treasure. According to myth Beltheer is the greatest thief of all, capable of stealing a golden amulet from a noble's neck or an entire castle from beneath its owner's feet. Beltheer exhorts the wererats to steal and rob at will, yet she tempers her message with warnings that the best thief commits his crimes without drawing any suspicion from her victims. A favored goddess of the elders and other established, prosperous wererats, Beltheer's faith is seen as a useful bulwark against the ambitions of the young. Since many wererat faiths provide an alltoo-convenient path to power for the younger generation, Beltheer's faith is seen as a moderating force that helps hold other religions in check. In many warrens, the displacement of Beltheer's worship with a different god is the first step towards revolution. Yet, sometimes her clerics overstep their bounds and become too directly involved in politics and power struggles, leading to their downfall. Usually, Beltheer's clerics can carve out a stable platform of power but lack the pull to become major players. Their value is defensive and static, not aggressive or vibrant. So long as they fulfill their duty, they stand little chance to gain more power. Yet as soon as they falter in their mission they face a swift doom. Ethos: Beltheer's litanies preach greed, stealth, and cunning as the three main characteristics necessary for prosperity. Greed is the lynchpin of her religion. Followers are measured by the treasures they accumulate, and those who can commit the most daring and profitable robberies are given the greatest respect and the blessings. Her clerics are expected to sacrifice stolen treasures to her to keep her Golden Vault properly appointed for a wererat goddess. In return, she gives them spells and abilities that improve their abilities and grant them a better chance of moving through society's ranks. Stealth and cunning combine to serve as useful tools in fulfilling a wererat's greed. Only a fool needlessly risks his life or uses violence to meet his goals. Slaying a person to take his goods is akin to killing the goose that lays the golden egg. Better to secretly make off with someone's treasure, wait a time for him to get back on his feet, and then rob him again. The easiest targets are best allowed to slowly recover their treasure and then carefully harvested. Like a farmer, the talented thief is careful to manage his crops so that he can look forward to successive years of prosperity. Followers: Beltheer's followers are typically ambitious thieves who seek any advantage possible, even kowtowing to a goddess, to improve their abilities. So long as a wererat offers the proper sacrifices to Beltheer, she willingly dispenses divine magic. Her followers are generally drawn from older, established wererats that place a premium on subtle, stealthy plans. Younger wererats pose a possible threat to the riches and power the clerics could gain, as they rarely agree with such plans.
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Symbol: A furry, clawed hand grasping a gleaming gem. Favored Weapon: Dagger. Domains: Evil, Law, and Trickery.
Verthix the Plague Lord (Chaotic Evil) While wererats rarely acknowledge it, disease and filth are continual problems they must cope with. A wererat might own a subterranean vault arrayed with thick rugs, expertly crafted tapestries, and beautifully appointed furnishings, yet beneath this veneer of civilization lurks filth, refuse, and festering garbage. Rats are far from the cleanest creatures in the world, and wererats sometimes take after their cousins in terms of cleanliness. The wererat emphasis on constructing an opulent home to impress visitors usually overrides their natural tendency to pay little mind to managing waste and garbage. Sometimes young, feral wererats that grow up in the wild exhibit a strange mixture of luxury and filth. Such a wererat may keep a lair with velvet couches smeared with feces, rugs that reek of urine and rotting food, and art objects that show teeth marks from gnawing rats. These wererats give in to the debased drive to live in filth and squalor, a drive that is normally held in check by the wererats' drive to collect and maintain beautiful, luxurious objects. Those wererats that give into their base impulses typically follow Verthix the Plague Lord, a festering, horrid wererat inflicted with a dozens of plagues and contagions. His eyes are milky white with cataracts, his fur falls in clumps at his feat, and festering sores cover his body. He wears a torn, soiled robe and leans upon a twisted, wooden staff. Verthix represents the animal side of all wererats. He preaches that the wererats are destined to rule the world, and by spreading horrific diseases to all civilized species they can ensure their ascent to a dominant position. Disease strikes down and kills creatures, and while it physically scars Verthix and his followers it leaves their spirits, and their magic, strengthened beyond mortal limits. Ethos: Verthix's ethos is simple: spread disease to as many enemies and allies as possible. A wererat's true friends will survive if Verthix favors them, while the weak and unworthy will die as the plague ravages their bodies and shreds their souls. Wererats should mimic their mundane, vermin kin as closely as possible. The wererats' humanoid forms are merely tools to be used against their enemies. It is natural instead to spend as much time as possible in rat form. Most wererats have forgotten this truth and ape humans, elves, and other lesser species. These traitors should be exposed to disease to either die as heretics or survive and embrace their true lord, Verthix. Followers: Verthix's followers spring up in wererat warrens across the world. Some of them suffer from a mild form of insanity that pushes them to embrace their rat nature to a greater degree than normal. Others are merely so ambitious that they are willing to risk any cost, including enduring terrible diseases, in order to gain the power they need to establish a foothold in wererat society. In any case, Verthix's followers are relentlessly hunted by clerics of Beltheer who see
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races this foul god's minions as an affront to wererat civilization. Inquisitors make casual inspections of wererat lairs to seek out evidence of Verthix worship. Usually, secretive followers of the Plague Lord hide festering garbage within their lairs. Visitors may not notice anything amiss, but soon after they leave the cultist's home, they develop the symptoms of whatever disease he wishes to spread. The air of a wererat cleric's home and the area around it is infused with disease that quickly spreads throughout the warren. After an initial die-off, the cultists swoop in to topple the now diminished elders. Once victory is at hand, the cultists prepare to spread their diseases across the city and beyond. Symbol: A skull with rotting strips of flesh hanging from it, with a rotten eyeball dangling from one socket. Favored Weapon: Short sword. Domains: Death, Disease, and Evil.
Whisperdark (Neutral Evil) In the shadowy, forgotten corners of a wererat warren, the clerics and acolytes of Whisperdark meet and plot the downfall of the elders. Comprised almost entirely of young wererats, this cult thrives on mystery, secrecy, and sudden, lethal attacks from the shadows. Whisperdark is depicted as a jet black creature. In all his forms, he is utterly hairless. His eyes glow with a deep red luster, and he typically wears a thick cloak that conceals weapons, wands, and other useful items. While his form is distinctive, he rarely appears in the same guise twice. His talent with illusions and disguise allows him to conceal himself as anything from a puny kobold to a towering hill giant. The myths and stories surrounding Whisperdark speak of the great lengths he goes to in order to trick his foes and utterly defeat them. In the most popular legend, he disguised himself as a wererat whelp charged with cleaning the warren's privies. He went about his foul task in such a pathetic, spineless manner that soon the warren's elders paid him little mind when he was about. Finally after years of toil, he picked off the elders one by one when they visited the latrines. Despite that fact that each murder was committed in the same place, the elders never suspected that the pathetic, puny child that worked there could be to blame. Soon, the warren's ruling order toppled and the young wererats seized power. Wererats who struggle against daunting odds, or whose thirst for power and wealth subsumes their ties to clan or warren, are drawn to Whisperdark. He is the ultimate expression of a wererat's self-centered nature, killing those who oppose him and ruthlessly exploiting the few who prove helpful. The wererat saying "walking with Whisperdark" is used to describe anyone who puts too much trust in an obvious rival or enemy or blindly puts himself into a dangerous position. The legends speak of how this god always betrays his followers in the end, as he cannot allow a single gold piece to slip through his paws and into a supposed ally's hands. In the end, only Whisperdark profits from his plans. Ethos: Secrecy above all. Maintain a cloak of mystery while learning all you can about your enemies. When they have
revealed their weakness, strike them down. Whisperdark is ruthless in exhorting his clerics and followers to place themselves above all else. All other creatures, even fellow members of this cult, are potential enemies. An ally is a foe who finds advantage in a temporary alliance. Attend to your own needs above those of all others, else you will suffer betrayal and death at the hands of your supposed friends. Followers: Within the warren, wererats who seek to work outside the social order or who defy the elders' rules are drawn to Whisperdark. While he is known as an untrustworthy, greedy deity, many young wererats are drawn to him. The legends invariably focus on his self-sufficiency, incredible skill in magic and combat, and mighty spells. Ambitious young wererats admire these traits and seek to emulate them. Most followers of Whisperdark operate alone. They keep their clerical abilities secret from their fellows and engage in clandestine robberies and assaults to fatten their purses and eliminate rivals. Usually, a young wererat first learns of Whisperdark from the stories told of him by lone, wandering clerics of this god. These missionaries infiltrate warrens, spread word of Whisperdark's legends, and leave holy books and icons that allow a few converts to become clerics. Of course, as worshippers of a neutral evil god of trickery and greed, these clerics hope to cause instability and chaos within a warren. Once the seeds of Whisperdark's faith help turn young against old, the missionary returns to pick off the survivors and keep what treasures he wants. His task complete, he turns his attention to the next warren. Understandably, Whisperdark's faith is persecuted and his clerics killed whenever they are discovered. Symbol: A black circle with two feral, red eyes painted within it as if a creature peered out from a shadow. Favored Weapon: Kukri. Domains: Evil, Trickery, and War.
WERETIGERS Weretiger Culture 'Curiosity killed the cat.' The weretigers are perhaps the most commonly encountered lycanthrope species, though few who meet them suspect their true nature. Driven by an ancient quest that fuels an insatiable curiosity, weretigers scale mountains, delve deep into dungeons, spend months investigating stacks of ancient tomes, and give their lives over to finding out what lies over the horizon. They are by turns brave, studious, and inventive, but can also be indulgent, lazy, and hedonistic. Every weretiger must define the quest he wishes to pursue, and this definition cuts to the core of his existence. Regardless of their personal natures, weretigers pursue their goals with a fanatic's drive and a conqueror's ambition. Few can deny their energy and drive, though their goals determine how and why they apply themselves. Weretigers rarely form communities of their own, preferring instead to seek their destinies alone. Their ability to freely mingle with other races makes them likely to adopt the dress, culture, and attitudes of those around them.
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Chapter One: Lycanthropic Races The goddess thought long and hard over this problem. The other deities found her changing moods and endless schemes too much to handle, and in the past many of her pranks and spells had victimized them, making them a poor choice as friends. Committed to forming the perfect companion race, she finally hit upon the solution. Dismissing the first generation of weretigers from her service, she used her divine power to form a new group of the creatures. This time, she granted them a shard of her burning, endless curiosity, the source of her boundless energy and the cause of her scattershot, flighty manner. Whenever Lyssra found something new, she was driven to study it, use it, break it, and learn everything possible about its nature. Yet, invariably in the course of her studies she found some new aspect, object, or person that displaced the object of her curiosity. Time and again, this pattern repeated. Lyssra jumped from place to place, subject to subject, person to person, her curiosity dragging her along like a runaway boulder thundering down an endless slope. Her experiment worked. With this spark of divine curiosity infused into them, her weretigers matched her shifting passions time and again. Her servants gladly followed the example she set, assisting her in her tasks and never once complaining when she casually set aside a month's worth of work to pursue some new interest. After all, the weretigers were driven by the same impulses. When she found something new and interesting to pursue, they naturally fell into line right behind her.
Of all the lycanthropes, weretigers are the least likely to band together in societies of their own or pursue large-scale goals as a unified force. While weretigers are the most common sort of lycanthrope that can assume feline form, many different types of werecats exist. Throughout this section, weretiger and werecat are used interchangeably. For all intents and purposes, the various werecat races share the same origins and tendencies.
The Endless Quest The weretigers' story can be traced back to their creation. Unlike other lycanthropes, the weretigers were not given their abilities as a curse, blessing, or mere accident. Their creator, the goddess Lyssra, looked upon the other werecreatures and decided to create a servitor race of her own in a similar fashion. Flighty, chaotic, and prone to pranks, Lyssra found the idea of a race that could transform from a helpless humanoid to a fierce tiger ripe with potential. The first weretigers were her guardians, servants, and companions. Yet, her creations did not at first satisfy her needs. All too often, they were left harried and exhausted by her endless planning, intricate schemes, and propensity to hop from one plan to the next. Lyssra forgot that mortal creatures could not match a goddess's intellect or energy. Her weretiger servants forgot the dozens of plans and tricks she played, were unable to run for days at a time when she tried to out-race the sun, and grew frustrated when she leapt from one topic to the next in her studies.
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For many years, this pattern continued. Lyssra and her weretiger companions left in their wake half-completed research into hundreds of questions, from studies into the nature of the universe to a comprehensive search for the world's heaviest rock. The other gods were happy that she was finally out of their hair, though she and her companions did at times raise trouble. Still, the universe existed in a happy, steady equilibrium, offering Lyssra enough new pursuits to keep her busy. Sadly, all good things must come to an end. In time, Lyssra grew bored with mere material or mortal concerns. Once again, she turned her eyes back to her fellow gods. For centuries, she had left them alone, too caught up in the excitement of exploring the universe with her beloved weretigers by her side. Now a new deity, one known only as the Silent One, intrigued her to the edge of obsession. This deity, a newly arisen patron of the magical arts, kept a featureless tower that drifted within astral space. There he remained, deep in meditation. None had ever entered his tower, though many were willing to guess as to the nature of its contents and the reason behind the Silent One's meditations. Some said he was the source of all arcane energy, and his ruminations generated the power needed for spells. Others took the opposite view, claiming that his focused will was all that prevented arcane energy from running rampant and consuming the universe. Lyssra needed to know the answer. She plotted, planned, and pondered. The mysteries within the Silent One's tower drove her to distraction, bringing the rest of her plans to a grinding halt. The weretigers' discontent grew. They were used to their mistress's energy and enthusiasm, not the quiet, steady contemplation she displayed now.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races Finally, Lyssra drew up a plan. She summoned her weretiger followers to her side and gathered up some of her most prized possessions in a great satchel. These artifacts and icons represented the greatest successes she and her followers had achieved, from a powerful magical stone that weighed more than a planet to the bottled essence of a maiden's laughter. With her followers in tow, the goddess journeyed across astral space to the Silent One's tower. There, she marched before the single door that broke up the edifice's plain, otherwise featureless face. First with spells, then with artifacts, and finally with howled curses and beating fists, Lyssra battered the door with every ounce of her energy. Her days and weeks of study had yielded nothing of the place's contents. Her curiosity seethed and boiled, demanding that she somehow penetrate the tower's stony, silent walls. For three days her tantrum continued. Finally, her fists bloodied by her blows and her voice hoarse from her cursing, the door finally opened. The weretigers peered forward in unison, leaning towards the door to catch a glimpse of what was within. All they saw, though, was the swirl of Lyssra's silken skirts as she leapt through the portal with a shout of triumph. The door slammed shut behind her, leaving the weretigers alone and annoyed that their curiosity had not yet been satisfied. Resigned to waiting for their mistress to report back to them, they lounged about the tower and kept themselves busy with games of chance, competitions, and other diversions.
The Silent One Speaks Days passed, and still no word issued from the tower. The weretigers grew restless. A few dared to knock upon the door and call out to their mistress, but their pleas went unanswered. Several more tried to climb the tower's walls, but even after ascending for hours, the tower seemed to soar to an endless height through the astral plane. Finally, when the weretigers' curiosity had reached a fever pitch, the door opened. Out of it strode a figure clad in gray robes. His sleeves were long enough to conceal his arms, his skirts dropped low enough to hide his feet, and his thick cowl leaned so far forward that it covered his face. The Silent One, god of magic, contemplator of hidden truths, and speaker of forgotten mysteries, had arrived. The weretigers froze in place, terrified at what the deity might visit upon them but driven by their curiosity to learn the fate of their goddess. After pausing to clear his throat, the Silent One (contrary to his moniker) spoke a few short words that would dictate the weretigers' fate for eons. "Your mistress is safe and content," he began, to a rousing cheer from the weretigers. After all, their mistress had been kind enough to give them a steady stream of fascinating goals to pursue. Though they were servants, they loved her dearly. "She has asked me to convey to you a message, a challenge of sorts to test how well you have learned from her example. Each of you is charged to discover the secret of the universe. When you have found it, she will return to you and usher in a new era of prosperity, happiness, and freedom for you all. For now, you must journey into the world and live as other mortal creatures do. Too long, you have dwelled among the gods."
The Silent One paused, unrolled a scroll he had kept hidden in his robes, and read from it. "To aid you in your task, Lyssra bids me to deliver this first clue. The ultimate knowledge she seeks may be found anywhere, from the notes of an expertly crafted song to the inner mysteries of an archmage's spells. Start your search in," and with that, his voice was drowned out as he coughed, shuffled his scroll, and adjusted his cowl. The weretigers froze in place, their faces crinkled in grimaces as they tried to puzzle out what the Silent One had said, as the god rolled up his scroll, turned his back to them, entered his tower, and slammed the door shut. The werecats were stunned. For several long minutes, they remained silent. A few mumbled here and there about the utter rudeness of gods, particularly those with poor fashion sense and dreary, boring homes. Those weretigers who prided themselves on sharp hearing were mobbed by their friends, all of whom demanded to know that the Silent One had said. A few among these sharp-eared felines offered different theories. One declared he had clearly said that the search should begin in a sewer. Another one replied that no, in fact the Silent One said that it started with mathematics. A few more claimed that magic was the obvious source. After all, since the Silent One was a god of magic he probably just assumed that the weretigers would put the clues together and didn't bother repeating himself. One ambitious weretiger declared that the Silent One had named him, and that he had clearly heard him say that only the rightful lord of all werecats would hear his declaration. Soon, the entire collected assembly of weretigers was in an uproar. Competing claims forged the weretigers into factions. Some dashed off to begin their search, believing that whoever uncovered the secret would gain some special boon. Others, bored by the Silent One's speech and the endless days of waiting, had already left. Finally, the weretigers dispersed. Many of them supported one or another of the competing theories that explained what the Silent One had said, while a few rogue individuals clung to their personal views of the test the goddess set before them. Whatever their beliefs, the weretigers now threw themselves into their appointed task with the energy and curiosity that had served them so well in Lyssra's service. Today, the Great Task, as the weretigers call it, still has a tremendous effect on their society, culture, and actions. For countless years, they have pursued their goddess' order but with little result that they can see. Only the weretigers' boundless curiosity and energy have sustained their pursuit of the goal. Competing factions formed on that fateful day still seek to outdo each other, their rivalries and in some cases hatred fueled by the accumulated grievances that have built up over the past millennia.
Weretiger Organization Weretigers are the most scattered, disorganized, and solitary of the lycanthrope races. Their very heritage helps to drive wedges between them, as the Great Task serves to divide them into a wide variety of groups with competing goals and radically different methods. Even within these groups, the weretigers rarely form large, cohesive organizations. Rather, the weretigers
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Chapter One: Lycanthropic Races within a given group simply share a common goal and remain in touch with each other when it proves convenient. Known as prides, these groups are much closer in nature and form to conspiracies or guilds than separate cultures. As noted above, weretigers tend to adopt the dress, attitudes, and traditions of a humanoid culture that they are able to live within. An elvish weretiger may dwell among the tree villages of a forest, while a human one might open a shop in a city. Weretigers have a well-developed talent for blending into their surroundings. Their innate curiosity allows them to pick out minor details in their neighbors' daily lives that other newcomers may miss. A weretiger might live in town for only a month or so before he has blended into the background and become accepted as part of the community. The individual prides have different methods of communication, hierarchies of organization, and goals. Some of them are merely loose confederations of like-minded individuals, while others are highly organized groups that feature f r e q u e n t communication from the uppermost leadership to individual agents. Since weretiger culture is so splintered and these creatures are liable to simply adopt the modes of living around them, it is best to approach these lycanthropes in terms of the prides they form. Each pride is organized, at least nominally, to aid in the resolution of the Great Task. In some cases other concerns have long since overcome that ancient mission, but in most instances the prides continue on towards their ultimate goal. Not all weretigers join a pride or even see the Great Task as a relevant part of their lives. Over time, more and more of these lycanthropes break ranks and pursue whatever subjects and arts catch their fancy. These weretigers fulfill their curiosity with an eye towards improving their skills and making themselves happy, rather than chasing what they perceive as an ancient superstition.
The Prides Several prides are described below, each with an overview of its goals, methods, and organization. Most prides rely on their members to instruct and induct their offspring into the ranks. In some cases, a pride may actively seek out new members among weretigers its members encounter. This evangelical bent among some weretigers causes most of the conflicts between prides. The vast majority of these groups are neutrally aligned, caring more for their esoteric goals than in interfering with the lives and ambitions of other creatures. In some cases,
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though, a pride takes direct steps to aid or conquer the world. Some evil weretigers believe it is their task to subjugate all thinking creatures, in order to present their goddess with a world she can command as she wills. Others see their destiny as tied to other creatures, with the goddess Lyssra emerging from hiding to reward them once they commit enough good deeds. In either case, time, and the tendency for stories and words to warp and change as they pass from one generation to the next, have given weretigers virtual carte blanche to interpret the Silent One's words as they wish.
The Book Seekers: Bound together by their love of knowledge, the Book Seekers believe that the Great Task commands them to find and catalog every last bit of knowledge available to mortal creatures. These weretigers take on a variety of roles, from common laborers to sages. After all, every trade has its knowledge. Even a simple laborer must learn how to use a saw or which hours of the day are best for resting and which are best for working. The Book Seekers catalog their knowledge and collect it in a great library on a high mountain plateau isolated from the world of man. This library, known as the Cradle of Knowledge, holds thousands of tomes. Many of these books are rare or unique, and as a whole they cover almost every imaginable subject. Within the Cradle's carefully organized shelves are books of spells, chapbooks covering the methods and practices of different trades, and thick tomes discussing the nature of the planes. The Book Seekers believe that if they can gather all of the world's knowledge in a single place, they will complete the Great Task and receive their reward from the goddess Lyssra. While normally peaceful and scholarly, these werecats have time and again been victimized by agents of evil or fanatical champions of good. As the Cradle of Knowledge holds books on every topic known to man, its collection includes tomes on demonology, lost artifacts, evil practices, and sacrificial rites. Time and again, ambitious spellcasters or desperate seekers have attempted to raid the Cradle and carry off some of the powerful volumes of forbidden knowledge it holds. The Book Seekers have long been aware of this threat, and their library is warded with powerful spells and watched by werecat archmagi. Of all the prides, the Book Seekers are the most likely to work with non-werecats in pursuing their goals. They are known to contact adventuring parties and hire them to track down lost books or study and report back on lost civilizations, distant
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races planes, and ancient ruins. Normally, this payment is made in gold and magic items, but sometimes the weretigers grant limited access to their collections of ancient spellbooks and other tomes of long lost knowledge.
Night Haunters: Civilized weretigers are loath to discuss this pride, and some among this race refuse to admit that it exists. Yet, the Night Haunters' actions cannot be denied. This small but active pride is hated and feared by all good and neutral weretigers. Its secretive members maintain that the Great Task compels them to hunt and kill all intelligent life on the planet. Starting with humans and other relatively easy targets, the Night Haunters hope to one day wipe all non-weretiger humanoids from the world. Night Haunters use a variety of tactics to meet this horrid goal, from isolated murders to mass poisonings. Their primary method is to incite wars between nations, usually by committing kidnappings, assassinations, and other foul deeds while pinning the blame on one faction or the other. In this way, simmering resentment or even friendship can be subverted into open warfare. Using these methods, the Night Haunters hope to slowly drain away civilization's vitality and eventually usher in its collapse. Night Haunters are perhaps the most rigidly organized of the prides. They use a variety of means, from mighty spells to mundane couriers, to stay in touch with each other. A Night Haunter typically attempts to infiltrate an assassin's guild, a criminal cartel, or perhaps even a government's service in order to gain access to the tools necessary to incite open conflict. Many of them work with kuo-toa, drow, and other subterranean creatures that harbor long-standing grudges against the surface dwellers. By drawing on such allies for monetary and material support, the Night Haunters can put into motion complex, devastating schemes to spread instability and war. Night Haunters who can assume the form of barbaric humanoids, such as orcs, goblins, gnolls, and other races, go among such tribes and use their lycanthropic abilities to seize power. By using brute strength and magic, a lone Night Haunter can become the grand chieftain of several orc tribes in a matter of months. With a word, he can unleash a horde of bloodthirsty warriors against the nearest kingdom. Normally, a Night Haunter acts alone. An agent of this pride relies on mercenaries, bribes, and his own talents to see his plans through. Only when the stakes are high enough to demand the entire pride's attention do two or more agents work together. The Night Haunters' upper leadership maintains a small castle on the astral plane. There, they collect reports from their minions and form plans to further destabilize and unseat the world's governments, all while dreaming of one day ruling the world from their isolated abode.
Sect of Thersus: Among the weretiger prides, the Sect of Thersus is perhaps the strangest group. Founded by an egomaniacal werecat sorcerer named Thersus, the sect worships its founder like a god. According to their holy scriptures, Thersus is the true god of all weretigers. The Great Task was a mere ruse designed to throw the werecats off the proper trail of worship and study. By distracting them with this so-called Great Task, the lying "goddess" Lyssra could derail the growing worship of Thersus and undermine any ability to
recognize him as the true god of the weretigers. To help establish their lord as a god in weretigers' eyes, members of this pride seek out their fellow lycanthropes and attempt to convert them to the cause. They offer fellowship, monetary support, and other means to lure weretigers to their cause. In most cases, their relentless evangelism repels the very folk they wish to convert, but in some cases a lonely or confused weretiger embraces the sect's overtures. Strangest of all, the sect actively recruits humans, elves, and other humanoids into its ranks. So long as a person is willing to acknowledge and pray to Thersus as a god, the sect care little for his race, ethos, or intentions. The starry-eyed acolytes of Thersus teach that Thersus is the one true god. In most cases, they are harmless fanatics, but sometimes their ardent beliefs spur them to take more direct, violent actions to promote their deity. Traveling incognito, the sect's spies infiltrate other churches and seek to destabilize and destroy them. Unfortunately, as the sect is splintered into a variety of arms with different goals and methods and lacks a centralized authority, coping with its incursions proves difficult. A band of Thersian pilgrims might have no knowledge of the cult assassins that murder clerics from other faiths, giving the killers a convenient group to hide among. The upper priesthood of this faith is muddled and confused, with a wide range of prophets and visionaries claiming different levels of responsibility, pushing a variety of goals, and conspiring against one another. Given that this church attracts the downtrodden, lonely, and weak-willed, its members are prime targets for demonic cults, scam artists, and other social predators. Over time, some of these con artists have worked their way up to the church's highest levels. The sect's confusion, wretched organization, and competing agendas make it the most varied and unpredictable pride. In some regions, it may pursue its original goals. In others, ambitious local priests and schemers have subverted its loose network to their own ends, engaging in robbery, extortion, and other plans that line its leaders' pockets while treating cult members as easy marks or exploitable labor.
The Silver Claws: Formed primarily of werecats with a talent for magic, this pride insists that the Great Task can only be solved through the rigorous study and mastery of the magical arts. Its founders reasoned that since the Silent One delivered the message to the assembled folk of weretigerkind, the test set before them must be somehow connected to magic. Lyssra always had a special place in her heart for mages, and many of her most involved quests were connected to the study of magic. The Silver Claws are perhaps the largest of the prides that consist of nothing more than an informal, social network. No rigid hierarchy of leadership exists within this organization. Instead, members share magical knowledge that they unearth in hopes of piecing together a grand theory of the cosmos. The exact nature of this theory is open to debate, as some Silver Claws believe that it will explain the inner workings of the cosmos and others hold that it will spell out the meaning of life. The Claws are divided into a multitude of smaller groups based on the interpretation of their final goal, and sometimes these splinters break off to form prides of their own. However, most of the time the Silver Claws operate as a social club that promotes and facilitates the sharing
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Chapter One: Lycanthropic Races of arcane knowledge. Only rarely does an argument over matters of theory grow to the point that its members form a new group. After all, the true value in the Silver Claws is the wide array of information and the connections that it offers to its members. Weretiger mages who cut themselves off from this network have more to lose than to gain.
Independents: The independents perhaps outnumber all the prides put together, but their fractured, solitary nature prevents them from becoming a force to be reckoned with. These werecats care little for the Great Task, or prefer to chase after it in seclusion. They may live alone or form small family units consisting of a mated pair and their young children. The werecats' natural curiosity is too strong to keep them in one place for long, leading most of these lycanthropes to leave home shortly after reaching adulthood. Most independents are travelers, wandering from one place to another to experience the world and satisfy their desire to see what lies over the horizon. They prefer to work as merchants, caravan guards, ambassadors, or explorers, but any job that features frequent travel and independence from an overwhelming structure of managers and subordinates works fine for them. Werecats tend to maintain ties to their families, but these are much less rigid than those found in other creatures. Even within cultures known for strong clan or family bounds, werecats stand out for their independence. For that reason, they rarely mix with creatures or in societies where folk are expected to maintain strong ties to their kin. The weretigers' natural curiosity and impulse to travel pushes their families apart. Even mated pairs rarely remain together for longer than the time necessary to raise a youngster to adulthood.
their curiosity and used their talents are rewarded, while those who failed to live fully are reincarnated and must try again. In some ways, those weretigers who follow this philosophy constitute an informal pride, but they lack any sort of structure, shared goals, or the other traits that make the prides distinctive factions.
Other Prides The weretiger prides take on a wide array of missions. The examples given above are just a few of these ambitious, sometimes secretive groups. To help inspire your imagination, listed here are capsule overviews of several different prides you can use in your campaign.
Blood Howlers: Committed to revelation through barbarism, the Blood Howlers are berserkers who believe that by giving in to their inner, animal impulses they can truly merge their feline and humanoid natures. These weretigers typically travel alone in areas where violence and crime are commonplace. They seek out combat to test their battle skills and indulge in their berserker furies. In battle, the Blood Howlers are terrifying foes. They prefer to remain in hybrid form, cleaving through their enemies with axe, blade, or claw and fang. Most Blood Howlers are neutral. They care only for battle, giving little thought to the origins of a conflict or which side may be innocent, just, or righteous. A Blood Howler is liable to join in with whichever group is the most likely to frequently place him in a combat situation. Diamond Cats: Similar to the Blood Howlers, the Diamond Cats seek to answer the Great Task by exploring their inner,
Independent werecats pursue a wide range of interests, in contrast to their kin in the prides who normally take up a single vocation and stick to it for their entire lives. A weretiger takes up a trade that strikes his fancy, learning all he can about it and either sticking with it for his entire life, should it prove consistently interesting and enjoyable, or discarding it in favor of a new line of work or research. They make good jacks of all trades, as elder weretigers tend to have experience in a vast range of areas. By the time a weretiger reaches a venerable age, he may have worked as a blacksmith, crafted furniture for a king, served as a navigator aboard a pirate ship, owned and run an inn in a distant port, and bred horses for an order of knights. Over the years, he may have been married several times, with his human and weretiger children scattered across the continent, and befriended everyone from a dreaded pirate lord to a peaceful bishop. Regarding the Great Task, independent weretigers hold a variety of opinions. Some regard it as little more than an amusing legend told to young cubs. Others believe the story, but cannot see how their simple actions could be connected to it. Still others pursue the Great Task but see the prides as closeminded, obsessive, and counterproductive. These weretigers commonly follow a loose ideology known as the Path of Reason. They believe that the Great Task is an individual journey, one that has a different destination for each and every weretiger. When they die, they stand before the goddess Lyssra and give her an account of their deeds. Those who followed
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Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races emotional lives and spiritual energy. Unlike the Howlers, they find enlightenment in quiet meditation and careful study of their inner, ki energy. The Diamond Cats are monks, feline martial artists who emphasize meditation and contemplation. They see their combat abilities more as an extension of their understanding of their bodies' workings rather than a tool to subjugate or destroy their enemies. Diamond Cats gather in monasteries across the world. Most of these places are small, featureless homes that host no more than three or four monks. Usually, a single master attracts a few students and hosts the occasional traveling monk who visits. In other cases the Diamond Cats study with humanoid orders, mingling with monks of different races to study their methods and incorporate them into their own styles. Diamond Cats travel extensively, primarily to experience the world and incorporate what they have seen into their meditations. As youngsters, they spend several years studying with a master. In turn, a Diamond Cat who survives to an old age shares what he has learned with younger students of the martial arts.
Gourmands: While other weretigers travel the world and seek knowledge in a variety of places, the Gourmands prefer to remain close to home. These indulgent, gluttonous lycanthropes believe that the key to the Great Task lies in food. After all, food is the key to all life. Without sustenance, a creature is condemned to wither and die. Even plants and other simple forms of life need sunlight, water, and soil. The Gourmands seek knowledge and enlightenment by eating and preparing a wide variety of food. Many of them work as master chefs in humanoid cities, constantly experimenting with new dishes and improved methods of preparing meals. All Gourmands are enthusiastic eaters, as enlightenment comes not only in creating meals but consuming them. These werecats dedicate themselves to sampling the dishes and cuisine of as many cultures as possible. While some of them tend towards obesity, many of them remain slim and fit. Overindulgence is not necessarily a key component of appreciating food, though some Gourmands happily indulge in it nonetheless. Long Striders: Dedicated to traveling across the world and experiencing every possible sight and sound, the Long Striders pride believes that the answer to the Great Task lies in direct, personal experiences. Some of these weretigers are travelers who wish to visit every realm and region of the world over the course of their lifetimes, but others are ardent sybarites who engage in a vast array of decadent pleasures. Physical experience in any form, whether it is a beautiful sight or a uniquely flavored wine, is the key to expanding one's understanding of the world and fulfilling the Great Task. The Long Striders are perhaps the most fractured pride, as its individual members interpret their methods and goals in such different ways. Some of these weretigers are experienced travelers and explorers who voyage to the edge of the world, while others engage in more personal journeys into narcotics, rich food, and other decadent pursuits. Long Striders tend towards neutrality, though some that seek out the more extreme forms of pleasure descend into evil.
Weretiger Religion While the Great Task dominates many werecats' lives, organized religion is rare among them. Aside from the Sect of Thersus, the prides pay homage to Lyssra and seek to fulfill the Great Task but do not necessarily pray to her. Those weretigers who become clerics usually do so out of a desire to better know the goddess's mind and find some insight into the Great Task. Some weretigers worship the Silent One, usually for much the same reasons that Lyssra's worship continues.
The Weretiger Pantheon In addition to the two gods listed here, weretigers commonly pray to gods that relate to their interpretation of the Great Task. For example, members of the Silver Claws pray to gods of magic and knowledge. Gods of travel, trickery, and nature are also popular with these lycanthropes.
Lyssra (Chaotic Neutral) A goddess of travel and curiosity, Lyssra is pictured as a young, human woman with long brown hair and wide, brown eyes that sparkle with curiosity and barely restrained energy. Known as an explorer, researcher, and prankster among the gods, she is renowned for her propensity to ardently pursue a single subject for a time before dropping it in favor of a new one. Lyssra's churches are disorganized and highly personal in nature. Most of them consist of a private room in a tavern where her followers meet to make plans and share their discoveries, or similar accommodations. Other holy sites include crossroads, paths and bridges to important sites, and other places that allow travel to the wonders of the world. Ethos: Learn all you can about the world, leaving no stone unturned and refusing to consider anything impossible or beyond reach. Curiosity is the driving engine of many of the world's important discoveries. Follow its pull in your personal life. Followers: While the vast majority of Lyssra's worshippers are weretigers, explorers, inventors, and others who push the bounds of knowledge or rely on curiosity to spur their work pray to her as well. Symbol: An open book. Favored Weapon: Staff. Domains: Curiosity, Travel, and Trickery.
The Silent One (Neutral) Known as the Keeper of Magic, the Silent One is an imposing, mysterious figure who is said to have played some important but unknown role in the creation and maintenance of the world's arcane energies. The Silent One is commonly depicted as a murky cloud of wispy, arcane energy or a tall, humanoid figure clad in voluminous robes that hide his features. The Silent One's worshippers rarely erect full-blown temples and similar edifices. Most of them use tiny shrines in their libraries and laboratories that consist of a small statue of the
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Chapter One: Lycanthropic Races Silent One, a holy symbol, and candles. This god's worship is highly personal in nature, with an emphasis on the individual relationship and revelations a single spellcaster experiences while in prayer or meditation. Ethos: Study and understand the principles of magic. Using a spell demonstrates the most basic levels of magical talent, but a deeper knowledge of the theories behind how a spell works is the ultimate expression of true talent and ability. Followers: Wizards, sages, researchers, and weretigers with an arcane bent all commonly pray to the Silent One. As a passive, secretive god, he has relatively few worshippers. Most spellcasters favor better known, flashier gods of magic. Symbol: A silver triangle scribed with a four-pointed star in its middle. Favored Weapon: Dagger. Domains: Knowledge, Magic, and Travel.
WEREWOLVES Werewolf Culture 'Life is the hunt. To stalk, to chase, to overtake, to spray the blood of our prey upon the cold, white snow. This is the meaning of life, this is the order of the world.'
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- Werewolf religious chant Clustered at the edge of civilization, the werewolves nip and bite at all that humanity and other civilized races have built. Like patient hunters they wait, lurking in hiding from the eyes of their prey. A single stumble, a momentary lapse of alertness, and the wolves are upon their target. A borderland keep could flourish for decades, lured into a false sense of security by the lack of attackers, bandits, and other threats. Aside from the occasional disappearance, life is peaceful. Settlers filter into the keep, establishing businesses and building homes. With the sedating weight of years tugging at the keep's defenses, soon the town cuts the pay to its soldiers, dismisses mercenary warriors, and sells off some of its weapons. Once these changes are put into motion, the wolves strike. They appear one night like shadows gliding from the forest, slipping through secret passages or overwhelming guards before they can raise an alarm. Throughout the night, the keening howl of the wolves sounds throughout the region. Those few settlers who escape to the gate are allowed to run free, a grim gift to the feral werewolves that refuse to enter a city of man. In the morning, the sun rises upon a blood-spattered ruin. In time, scouts arrive to inspect the slaughter. They approach the ruin with swords drawn, bows readied. Slowly, more settlers return to the keep. Once again, they are alert and vigilant to all dangers. Yet in the forest around them, the werewolf packs wait, confident in the knowledge that the process has started once again. Culture is perhaps too formal a term to use for the lifestyle of these barbaric hunters. While vicious and savage in battle, their
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races customs and organization are plain and simple compared to the constant infighting and complex relations that mark wererat society. Werewolves exist for one simple purpose: to engage in the hunting and killing of intelligent creatures. To these lycanthropes, life is defined in terms of the hunt. The mighty are the pursuers, the chasers, the stalkers. The weak are mere prey meant to be reaped at the hunters' leisure. Yet, while werewolves are individually talented in fighting, they are too fractured, headstrong, and independent to combine their talents into a dangerous force. They may unite for a time to destroy a settlement or run down a particularly appealing target, but such alliances are fleeting. To werewolves, life is simple. Those with power use it to destroy and devour those without it. Nothing could be clearer to them.
time alone. They care little for the company of their fellows, and most are too arrogant to believe they could ever benefit from aid in the hunt. Only large, appealing targets such as castles, towns, and large caravans can draw werewolves together. While these creatures are seen as simpleminded brutes, they can be relentless and patient when on the trail of their prey. A werewolf might spend weeks in humanoid form to scout out a potential target, learning his tendencies and memorizing his schedule. Once the time is right, he strikes like a lightning bolt, running down and slaying his target in the space of a moment. While an observer may see a seemingly random attack, the werewolf may have spent weeks preparing himself for that one, single moment. While werewolves usually lack the patience and willpower to commit themselves to anything, their enthusiasm for the hunt and boundless determination to conquer their prey drives them to almost maniacal levels of focus.
Hunters in the Night 'The hunter must be patient, yet savage. His weapons are more than his claws and fangs. The softlings cannot run far or fast. Chase them for a time, wear down their strength, and take them when they are weak. They trust in each other, as they are too weak to survive on their own. Go about them in your human guise. Like a master hunter, watch them from within and pick off the choicest prey at your leisure.' Werewolf culture is guided by a loose collection of sayings, wisdom, expectations, and prejudices. As chaotic creatures, werewolves avoid codified teachings and comprehensive guides of conduct. Still, their ethos can be summarized in a few simple rules. • The strong fight and live. The weak run and die. • He who has strength must use it to destroy the weak. Power left unused is power wasted. • Strength lies in isolation. He who requires others to sustain his life dies alone. • The softlings include all creatures so weak that they must use weapons and armor of iron to survive. They are intruders in the wilderness and must be slain. Werewolves consider themselves the most powerful force in the wilderness. In their eyes all other creatures, from field mice to humans, are potential prey once they move into their realms. While humans may be strong in arms and magic, they are simply more challenging prey meant to challenge the werewolves' skills in the hunt. After all, great hunters require daunting prey to test their abilities. Of all the lycanthropes, the werewolves cling closest to their animal natures. Many of these beasts spend the bulk of their time in wolf form, assuming their humanoid shape only when necessity demands it. A werewolf prides himself on the number and quality of his kills. It matters not how or why a wolf overcomes his prey. All that matters is that his lair is decorated with the skulls and bones of those who fell to his fangs and claws. The werewolves' scorn of civilization and deep-rooted desire to engage in the hunt keeps them at the edges of settled lands. Most great forests, towering peaks, and trackless wastelands host werewolf packs. Usually, the wolves spend most of their
The Curse of the Hunt Werewolves did not always range across the wilderness. In an ancient era long before the rise of the great kingdoms of man, werewolves were utterly unknown. In an isolated region where man first learned to craft spears from stone and wood, the earliest hunters exulted in their newfound power. Whereas before they had to hide away in caves by night and cower in fear when a predator drew near, they could now use arrows, spears, stone knives, and fire to defend themselves. In time, they grew bored with their safety and sought excitement in new ways. Rather than wait for a wolf pack to descend upon their camps, these huntsmen gathered together in small bands and tracked down the creatures that once menaced them. Soon they grew to love the joy of the hunt. Tracking down deer and caribou for meat was not enough. Only while hunting dangerous prey did they draw pleasure from the kill. Chief among these first huntsmen was Hurar the Pursuer. This mighty warrior stood a head taller than the second largest man in his village. Some whispered that he had taken to hunting humans, and it was said that he kept the skull of four men he had killed in combat buried in the dirt of his cave. Time and time again, he gathered those men who were blinded to his cruelty and sadism by his great skill and might for nocturnal hunts. By the moon's light, they chased down and killed wolves, bears, and all other creatures that crossed their paths. In due time, the gods grew angry at Hurar. He and his followers hunted many species to the edge of oblivion. The wolves dwindled to no more than a few packs, as Hurar paid special attention to stalking and killing those animals. He saw them as his closest rivals in ferocity and hunting talent. Three times the gods warned Hurar of his folly with clear omens, yet each time he ignored their signs and refused to change his ways. One night, while he stalked one of the last remaining wolf packs, the gods struck him and his followers with a terrible curse. Hurar and his men transformed into wolves, undergoing a hideous, painful metamorphosis into the animals they hated most. Driven by his blood lust and rage at his ill fortune, Hurar and his surviving followers took to stalking humans. Blinded to his transgression against the gods, he mistakenly believed that the shaman in his village had laid the curse against him. Soon,
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Chapter One: Lycanthropic Races though, he learned all too dearly that a wolf's fangs were no match for a mighty bow or an oaken spear. In time, his pack dwindled in numbers. Desperate for any salvation, Hurar called out to the dark ones, evil gods who demanded a mortal's soul in return for the power they offered. The dark ones looked upon the man in wolf's form and saw great potential within him. Reaching out with their power, they rendered him virtually proof against the simple spears and arrows of the villagers and granted him the gift to take a form of a man. In that guise, he could more easily stalk his prey, learn its weakness, and strike at the right moment. With his newfound powers, Hurar and his followers descended upon the nearest village and massacred all within it. The werewolves had been unleashed upon the world. To this day, werewolves revere Hurar as their founding lord and the epitome of cunning, strength, and skill. Though they encompass aspects of both man and animal, they are forever driven by their feral instincts to hunt and kill humanoid creatures. All werewolves have an unquenchable desire to consume the flesh of humans, elves, orcs, and other thinking creatures. This hunger can be sated and controlled, but it can never be extinguished.
Softlings and Other Prey Werewolves have an odd relationship with their humanoid roots. On one hand, they see their ability to mask their true nature as a major boon. By shifting into humanoid form, a werewolf can mingle with his prey to a much greater degree than any other predator. Some werewolves specialize in infiltrating society and working within it. These lycanthropes are much closer to their humanoid roots in temperament and attitude. They see themselves as humanoids that can assume wolf form. On the other hand, other werewolves take the exact opposite view. They are wolves first, humanoids second. These creatures are the ones that dominate werewolf society, and their views hold sway over most packs. In the wilds, the wolf form is much more useful. Fur wards off cold weather, fangs and claws remain sharp and ready while swords and axes rust, and the wolf's thick hide wards away blows with same ability as cured leather armor. For this reason, in their natural habitat werewolves develop a disdain for all civilized creatures. They see them as weaklings who must rely on tools and other handicaps to survive. Werewolves consider anything that strikes at their self-sufficiency as a serious hindrance. In the wilderness, hunters can rely only on themselves. Tools break, allies fail, and a simple bit of bad luck can prove lethal to a hunter whose skills are rusty or hindered. Independence, cunning, and pure physical power combine to form a hunter's tools. Anything that takes away from these traits is anathema. For these reasons, werewolves that dwell in the wilds call humans, dwarves, orcs, and other humanoids "softlings." They see them as prey creatures that cheat their fates by resorting to shortcuts and crippling dependencies on armor, weapons, and other tools. The term softling is a reference to the civilized creatures' reliance on armor. To most
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werewolves, placing a skin of leather and steel over one's body is the ultimate admission that one cannot defend oneself in combat. A true warrior learns to use his natural abilities and does not need such obvious crutches to survive. Among some werewolf tribes, captured humans are stripped of their weapons, armor, and clothing and forced to run through the wilds. After giving their victims a head start, the werewolves run down and kill them.
Werewolf Organization Werewolves spend much of their time alone, stalking prey and preparing themselves for the chase. As chaotic creatures, they care little for organization, rules, and appeals to authority. Instead, they seek to make their own ways in the world. Part of a werewolf's pride and renown stems from his ability to survive for long periods of time without the support of others. A werewolf who can spend months in the wilderness, stalking and killing many victims, earns the respect and fear of his brethren. Among werewolves, there are two basic groups or factions. The first are known as the Footwalkers. These werewolves prefer to spend time in their humanoid or hybrid forms, mingling with humans and living in villages and towns at the edge of civilization. The Footwalkers are solitary among their kind even by werewolf standards, usually scorning the company of other werewolves and actively hunting and killing any other lycanthropes that enter the settlements that are their hunting grounds. Yet, these werewolves see value in working with humanoid creatures. They may hire themselves as scouts
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races and assassins to criminal cartels, while the more ambitious among them use their strength and personal magnetism to gather thugs, orcs, goblins, and other creatures around them as a sort of pack. Werewolves that attract followers see them as disposable resources. Truly powerful opponents are much easier to defeat if they can be worn down with successive attacks by weakling followers before the lycanthrope launches his attack. Just as a hunter may track his prey for days through the forest, so too do these werewolves dispatch their minions one after another to sap their enemy's strength. In contrast to the Footwalkers, the Clawrunners are werewolves who spend much of their time in wolf form. Some of these beasts never transform into humans and find even their hybrid humanoid/wolf form repellent. In the wilderness, these werewolves organize themselves into packs. Each pack claims dominion over a stretch of hunting ground. Intruders are ruthlessly hunted down and slain, particularly other lycanthropes who could pose a threat to the pack's dominance. Sometimes, a single, powerful werewolf can rise to the top of a pack by stalking and killing the mightiest werewolf in a region. In the wilds, combat skill and the ability to subjugate other werewolves are the two talents necessary to gain respect and obedience. Werewolves chafe under authority, but they are wise enough to pay respect to a great hunter who could turn them into prey. For this reason, any werewolf new to a region quickly draws the attention of the area's strongest hunter. The newcomer can either accept the alpha wolf's dominance or die. Footwalkers and Clawrunners hate each other with a deep passion. The two groups claim that they represent the mantle of true werewolfhood. Footwalkers believe that a hunter must use stealth and trickery to overcome his prey. While tools, weapons, and armor are for the weak, they can be used to as a convenient disguise to hide among the softlings. In their eyes, the Clawrunners are too ignorant and stupid to take advantage of the true range of their gifts. For their part, the Clawrunners see the Footwalkers as cowards who ape the worst of humanity because they lack a true werewolf's strength and power. Open warfare between them is rare, but each side has plenty of reason to fight the other. A Footwalker may venture into the forest outside of town to kill the Clawrunners that are driving folk away from the area with their wanton destruction. To the Footwalkers, overeager Clawrunners are a potential threat to their carefully controlled hunting grounds. Clawrunners attack Footwalkers more out of aggression or an attempt to prove their might. A daring Clawrunner might slip into a human city, uncover a Footwalker, and kill him, proving his bravery, cunning, and skill to the rest of the pack. To these lycanthropes, such a kill is a noteworthy deed that can propel a young werewolf to the top of the pack's pecking order.
Footwalker Colonies Footwalkers typically live alone, but by no means do they dwell in isolation. When establishing homes in humanoid cities, they usually attempt to insulate themselves from suspicion or attack by building up a convincing cover story or working within the criminal underworld. Some of these werewolves learn a trade, such as blacksmithing or brewing, to
give them a steady source of income and a ready cover story to deflect away any unwanted attention that may focus on them. Footwalker tradesmen take care to keep their works mediocre. After all, they want their work to allow them to fade into the background, not draw them further into the spotlight. Instead, they work within guilds and other organizations to find the political connections they need to remain safe. Sometimes, a Footwalker's business may seem oddly slow. A werewolf who murders and steals from the rich folk in a city may allow his front operation to wither. Few Footwalkers follow a trade because they enjoy it, and when they can afford to allow mundane business to slide many do so. The sudden halt of work at a shop could be a sign that a disguised werewolf has found more enjoyable tasks to handle than his business. As mentioned above, Footwalkers are fiercely territorial. Aside from mated pairs, these lycanthropes only rarely allow each other to survive unmolested. In small towns or villages, the resident Footwalker keeps an eye out for potential rivals. Werewolves, be they Footwalkers or Clawrunners, are an unwelcome menace. Should the townsfolk notice the newcomer's depredations, they could bring an uncomfortable amount of attention down upon the resident Footwalker. In keeping with the traditional werewolf ferocity and territoriality, a newcomer may seek out and kill a werewolf who claims an area to seize control of his domain. Sometimes, a seemingly random murder points to the arrival of a younger, more aggressive Footwalker. A murder spree that starts with the death of a little-known craftsman (in truth the previous Footwalker) could be the work of an aggressive new werewolf in town. The one exception to this trend is a large city. In such an area, the Footwalkers may form a loose pattern of dominance, with a single alpha wolf claiming the choicest area in town. The best parts of town from a werewolf's point of view do not always neatly align with how humans see things. Werewolves prefer areas that are free of the interfering presence of guards, clerics of good deities, and other active agents of law and order. Usually, the werewolves present in a city break it down into several different hunting grounds, with each wolf given one area to stalk and kill prey. In some rare instances, a single, powerful wolf may gather an extended family of lycanthropes to him. These groups feature a small core of werewolves and possibly a larger body of human followers. These urban werewolves stalk and kill prey as it suits them, usually in the roughest areas of town, where murders and disappearances are unremarkable news. They work together or under the strict supervision of the alpha wolf, picking off only those targets that have been approved for elimination. In these instances, the cult's leader exercises an iron-fisted rule. The smallest deviation from his plans can bring the wrath of the city down upon the werewolves. While the great mass of humanoids makes it easier for the lycanthropes to hide, by the same token cities attract powerful clerics, wizards, and warriors who could easily hunt down and destroy the pack. Usually, urban werewolf packs form cults around their members. By recruiting humans to their ranks and granting them protection, the pack gains a number of guards, watchers, and allies who can help shield it from outside interference. In a rundown
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Chapter One: Lycanthropic Races neighborhood, the pack may have access to several bolt holes, passages to the sewers useful in evading pursuit, and dozens of commoners ready to testify that they have seen nothing out of the ordinary. Usually, the pack recruits the folk of a specific neighborhood or area. In return for their silence and aid, the wolves protect them from outside threats and aid them against their rivals. Normally, the wolves work with smugglers, thieves' guilds, and other criminal organizations. Sometimes, they use coercion, blackmail, and extortion schemes to browbeat cooperation from otherwise defenseless people.
Clawrunner Packs Compared to the varied forms and methods employed by Footwalker colonies, the Clawrunner packs are simple in both their goals and their organization. Each pack stakes out a territory that it claims as its hunting ground. The wilderness, towns, villages, and roads within this area all nominally belong to the pack. Werewolves consider ownership more as a question of who has the right to hunt in an area. Thus, they jealousy guard the territories they claim from all interlopers. Any creature that enters a region is a potential target. To the werewolves, a newcomer is either a potential meal or a possible rival. In the first case, the wolves bide their time and pursue their new target based when the mood strikes them. A group of prospectors could live in werewolf-controlled hills for months before coming under attack, while a merchant caravan might come under attack the moment it enters the area. As chaotic monsters, werewolves frequently attack without rhyme or reason. Typically, they simply strike whatever target is closest when they feel hungry or bored. If a newcomer could be a rival, the pack takes immediate steps to eliminate him. Anything from another werewolf to a dragon counts as a potential rival, as the pack applies this label to any creature or humanoid that could possibly defeat a werewolf in single combat. When faced with such a threat, the pack either attacks at the earliest opportunity, usually making the assault as a group, or flees to safer territory. A werebear might be stalked and killed, while a red dragon is usually deemed too dangerous to disturb. Within the pack, prestige is based on combat prowess and experience. Fights between werewolves are common, helping to establish a clear order of dominance within the pack while simultaneously keeping the werewolf population to manageable levels. In the wilds, these lycanthropes have no
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natural enemies. Their ability to shrug off most wounds leaves them capable of defeating even the mightiest wild animals. The alpha wolf, the pack's leader, demands tribute and absolute obedience. Usually, the pack stays too spread out over their realm for the alpha wolf to directly manage his subordinates' affairs. Normally, he simply expects that the other werewolves show him respect and obey the few orders he issues without question. In the aftermath of an alpha wolf's death, the surviving pack members descend into civil war, with the situation remaining unstable until one, powerful werewolf slays his rivals. During such a conflict, werewolf raids drop to almost nothing as the lycanthropes turn against each other and focus their energies on seizing control of the area. Clawrunners reserve a special hatred for cities and villages. They see these nests of civilization as blights on the land, troubling signs of the steady outward march of the realms of man. When the first foundations of a settlement are built, the wolves mass to attack. Sometimes, they succeed in annihilating the outpost and drive all humans away. Other times, their attack merely alerts higher authorities of trouble in the region. Despite their skill in combat, werewolves are no match for a battleready infantry formation supported by arcane spellcasters. S o m e t i m e s , Clawrunners grudgingly use their human forms to pose as rustic woodsmen or primitive tribe folk. They favor this tactic only if a powerful kingdom or a spellcaster whose abilities they cannot match is active in the area. In this case, the tribe risks annihilation if it attempts to run wild in the woods and hunt as it wishes. Since werewolves are chaotic by nature and the Clawrunners detest their human form, only extreme circumstances can push them to accept such a plan. Unless the alpha wolf is cunning or experienced, it is usually far too late for the pack to adopt this plan in the face of determined opposition.
Werewolf Religion Werewolf religion is typically primitive and simple. In the wilds, the Clawrunners lack the capacity to erect temples, keep records, and engage in what humanoid races would consider religious practices. Their hatred for civilization extends to the trappings of organized religion, from temples, altars, and an organized priesthood to written records and carefully
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter One: Lycanthropic Races maintained religious manuals. In contrast, the Footwalkers typically steep their actions and relations in religious terms. These radically different takes on worship create another irreparable rift between these two factions. The Clawrunners rely on a simple, shamanistic system of oral tradition and trial by combat to meet their spiritual needs. Each pack features one shaman who works as a wise man and counselor to the current alpha wolf. Usually, this shaman is an old, grizzled veteran of duels, hunts, and raids. While time robs him of his strength and vitality, his close connection to the gods allows him to augment his diminishing physical abilities with divine spells. The borderland settlers have learned to unleash their arrows and spells upon the old, scarred wolves that run with lycanthrope packs for good reason. The shamans' combination of magical and martial ability makes them daunting foes. Shamans operate in a different stratum within the pack. At an early age, werewolves with a talent for divine magic are marked by omens, signs, specific deformities, and other unique traits. Such a cub is set aside from the rest of pack and given to the shaman to raise and watch. Some cubs prove unsuitable for training. These unfortunates are killed and eaten. Others show the resilience, piety, and natural affinity for magic necessary to become a shaman. Once a year, these shamans in training are taken aside and set upon a great hunt. For one night, the forest echoes with howls, snarls, and the keening cries of dying wolves as the apprentice shamans hunt each other down. By morning, only one youngster survives the ordeal, proving his strength and cunning to the gods. The shaman continues the youngster's training, with additional students judged, trained, and set against the survivor each year. After several years, the youngster either falls victim to a more talented rival or grows strong enough to challenge his teacher. At this point, the two fight a duel to the death. If the shaman wins, the search continues for a suitable heir to his position. If the upstart claims victory, he devours the shaman's corpse and claims his possessions as his own. By tradition, werewolf shamans are prohibited from dealing too closely with their pack mates. As messengers of the gods, they read the portents to advise the alpha wolf and use their spells to maintain a proper level of bloodthirsty battle hunger among the wolves. Shamans are considered outsiders. Most werewolves value their shamans' magic, but see them as something other than an equal, a strange mix of a more powerful figure who can call on the gods and a weaker one whose combat skills fall short of the alpha wolf's talents. For this reason, shamans maintain their hold on power behind the scenes, using their counsel and spells to manipulate the alpha wolf and the pack members to the shaman's ends. Usually, he pushes them to launch ever more daring raids on human settlements or fulfill whatever goals and ideals his gods endorse. Not only do the Clawrunner shamans possess skill in battle, they are also valued advisors and wise men. The shamans are the only werewolves who can weather the effects of old age without falling to a rival's fangs. With their tremendous skill and their place outside of the standard power structure, an alpha wolf can go to them for advice and counsel without fear
of betrayal. Sometimes, a shaman may choose to help depose an alpha wolf who fails to lead the tribe with skill, competence, and savage bravery. However, so long as the pack maintains an aggressive rate of attacks against civilized targets and keeps its members' gullets filled with man flesh, the shaman is usually content to allow the alpha wolf his position. The Footwalkers practice a much more complex, codified religion. Usually, the most powerful werewolf in a city claims the title of patriarch. Even if he is not a cleric, he claims divine right to set policy in the city and command the werewolves beneath him. Usually, this divine mandate is supported with threats and violence, but some of the most powerful werewolves are clerics and druids who use their spells to compel obedience. Spells such as silence and wind walk are important tools that allow werewolves to operate in civilized areas without fear of discovery. A clever werewolf cleric can quickly overwhelm his rivals or set the town guard against them with a few carefully chosen spells. The most important aspect of Footwalker religion is its use in forming werewolf cults. Usually, a lone werewolf or a small group within a city gathers ignorant or ambitious humans to them as servants under the guise of religion. The werewolves gather these cultists in secret, displaying the gifts of lycanthropy and promising to infect those followers who show obedience or render useful services. Blinded to the threat the werewolves pose, these poor dupes gladly surrender their free will and act as lookouts, guards, and co-conspirators. In truth, few of these folk receive the "blessing" of lycanthropy. The werewolves know that newly infected humans are much more difficult to control, as they can now treat the lycanthropes as equals, and the presence of too many wolves in a city can draw unwanted attention from the forces of law and order. Most of the time, these fanatics are used up and discarded when they hold no more value. A cultist may be framed for a murder committed by a werewolf, then conveniently killed before he can betray his masters. Others are sacrificed on suicidal attacks against the wolves' rivals and enemies, or are sent on doomed missions to distract the city's defenders and allow the embattled werewolves to escape.
Werewolf Pantheon Of all the lycanthropes, werewolves are the most likely to branch out into pantheons beyond their own. Many of them pray to gods of murder, death, war, and destruction. There are but two gods commonly acknowledged as gods of the werewolves, Hurar the Pursuer and Maram of the Mask. Both of these gods are revered by vastly different factions of werewolves, with Hurar earning prayers from the Clawrunners and Maram receiving the Footwalkers' reverence.
Hurar the Pursuer (Chaotic Evil) The first werewolf not only founded his species but went on to ascend to godhood through the auspices of the dark lords that granted him the curse of lycanthropy. Hurar embodies all that is savage and feral in werewolves. He is depicted as a massive,
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Chapter Two: Lycanthrope Characters black furred wolf with bloodstained fangs and long, rotting tatters of his victims' flesh, bone, and organs rotting in his fur. He stands 40 feet high at his shoulders, and his great jaws are large enough to allow him to devour a small building in a single bite. Never has he been shown in human form. According to werewolf legend, Hurar prowls the deepest reaches of the Abyss, hunting down powerful demons, demigods, and other creatures to slake his boundless hunger for the flesh and blood of thinking creatures. At times, he journeys to the material plane to test his followers' mettle. On a cold, starless night, he descends from the sky to stalk a pack of his choosing, killing each member in turn and allowing only those who live through the night to survive. In this manner, Hurar culls the weak and impotent from the ranks of his followers. Ethos: Hunt and kill all who are not werewolves. This ethos is simple and direct, as befits a savage, primitive race. Hurar holds no pity in his black heart, bidding his servants to ravage and destroy all they encounter. Werewolves who fail to show a fiery temper and a lust for killing are forced to run on their own through the forest to be hunted down by Hurar's faithful. All Footwalkers are lesser beings to Hurar, an anathema upon the werewolf race that must be exterminated at all costs. At times, packs of his followers sweep into cities to run down and kill werewolves they discover hiding within them.
Maram is depicted as a swarthy human with short, curly black hair, a perpetual scowl, and a scar running across his left eye. He is powerfully built, with long, hairy arms and thick, bowed legs. While never depicted in wolf form, his hybrid guise is that of a gray furred humanoid with obsidian claws and a wavy-bladed dagger tucked into a simple, leather belt. Known to take a direct hand in his followers' activities, Maram is said to walk the world in his human guise. If he can detect the presence of werewolves in a city, he ruthlessly hunts them down and slays them. In this manner, he ensures that only those werewolves with the cunning and intelligence necessary to hide themselves among humanity prosper. Sometimes, the seemingly brutal, random murder of a werewolf is enough to send a panic through the wolves hiding within a city. Fearful of Maram's arrival, they flee town in search of more peaceful hunting grounds. Ethos: Remain hidden at all costs, obey your betters, and hunt only those humans who will not be missed. Maram teaches his followers that the best hunter strikes his prey from hiding and finishes his kill before his enemies know what happened. A Footwalker must take care to conceal his true nature. The most glorious kills are those that are never discovered, as they leave a hunter free to strike again.
Followers: Hurar is worshipped by the vast majority of Clawrunners. They respect him as the first and mightiest of their kind, acknowledging his rule over all of the wilderness and paying their tribute to him with the slaughter of their enemies and an ironclad grip on their territory. The Clawrunners know no other gods. The practices and traditions ascribed to them earlier in this section are unique to their worship of Hurar. Fanatical in the extreme, werewolf shamans order any pack member that professes to worship any other god, especially Maram, to be put to death.
Followers: The Footwalkers worship Maram, though not all of these werewolves pay him respect. In human cities, some werewolves prefer human deities, demons, or devil lords. Still, when Maram moves through an area he kills all werewolves who fail to conceal their true nature whether they worship him or not.
Symbol: A snarling wolf's head, usually scribed in blood on a stone talisman worn attached to a necklace or collar.
Domains: Animal, Law, Trickery.
Favored Weapon: Fangs. Domains: Destruction, Evil, Pursuit.
Maram of the Mask (Lawful Evil) Where the Clawrunners value savagery in battle and the destruction of their enemies, the Footwalkers are more subtle, controlled, and patient in their hunts. Maram of the Mask is said to be the renegade son of Hurar, the first natural born werewolf and the original Footwalker. In the ancient days, the werewolves were beset on all sides by their enemies. While Hurar and a few of his followers were mighty enough to beat back their foes' assaults, most other werewolves were not so lucky. Time and again, sorcerers, clerics, and druids led war parties to track down and destroy the packs one by one. In the face of such a threat, Maram of the Mask devised many of the strategies used today by Footwalkers to evade detection. In
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time, he founded the Footwalker faction of werewolves and ascended to godhood upon his death.
Symbol: A black cloak clasped with a silver pendant shaped like a wolf.
Favored Weapon: Short sword.
Lycanthrope Characters A werecreature PC can arise in a number of ways. An experienced adventurer might contract lycanthropy and, over the course of weeks and months, learn to turn his curse into an advantage. A young weretiger might travel with humans and elves in search of adventure, standing beside them as a sworn companion. In some cases, an apprentice mage or warrior might discover her lycanthropic heritage as she grows up, slowly mastering the gift that runs in her blood. In any case, a lycanthrope can prove to be a powerful and valuable component of an adventuring party. Since lycanthropes can arise from so many sources, from an infected bite to a character's natural heritage, these rules present several options characters can use to enter the path of lycanthropy. Otherwise, gaining abilities as a werebear,
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters weretiger, or wereboar follows the same pattern as any other character class. Each lycanthrope type is given a level progression. As a character ascends along one of those paths, he gains a greater degree of control over his lycanthropic powers and learns to better exercise them. In some ways, these classes work like a combination of prestige and base classes. Only characters who have contracted lycanthropy or have werecreature parents or ancestors can gain levels in them. However, a starting character who fulfills either of those conditions could take his first character level in one of these classes.
Under these rules, a character suffers the drawbacks given for lycanthropy in the core rules. He may gain levels in the applicable werecreature character class, reflecting his growing ability to control his changes and unlock the full potential of his disease. Once a character has gained 1st level in the appropriate lycanthrope class, he no longer suffers involuntary changes and he does not have to change his alignment to match his lycanthrope type's given moral direction. He has mastered the disease and can now control it. In addition, he can no longer be cured of lycanthropy. For all intents and purposes, he is now a full-blooded lycanthrope.
It is important to note that these classes were designed with game balance with the other character classes in mind. While it might make sense in the strictest interpretation of realism for a character to immediately gain all the abilities offered to werecreatures, doing so can cause tremendous problems with game balance for low-level parties. The stock lycanthropes as presented in the core rules are all much more powerful than a starting, or even a 4th or 5th-level character. To balance this inequity, lycanthrope player characters must progress through the classes given here. If you or your game master want to allow starting characters to gain the full benefits of lycanthropic heritage, you can grant a character the complete level progression in the appropriate werecreature class and balance the rest of the party against that total level.
Expanded rules for lycanthropy, including guidelines on the disease's effects on a character, are given in chapter three.
The Paths to Lycanthropy You have three basic options to choose from if you want to play a character that has lycanthropy: • Afflicted characters contract lycanthropy and learn to control it well enough that the disease does not hinder their lives. Through meditation, willpower, or training, they learn to better control their changes. • Natural lycanthropes had one or two werecreature parents and grew up with their abilities. They must still master their ability to change shapes and slowly gain the full spread of lycanthropic abilities. • Wereblooded characters have either recent or distant ancestors who were lycanthropes. Their heritage allows them to slowly master their innate abilities, but they blossom into full-blooded lycanthropes only through practice and study. This section presents game rules and advice for all three options. Only 1st-level characters can choose the later two options, while any character who is exposed to lycanthropy can become an afflicted werecreature.
Afflicted Characters: Characters who contract lycanthropy face one of two options depending on how your game master wants to use the disease in his game. A character with this disease may have to struggle against the changes he undergoes and risk an alignment change. Alternatively, he may slowly master the abilities of his new form. This second option is particularly apt for characters whose alignment already matches the lycanthrope type they are doomed to become.
Natural Lycanthropes: Children born to one or two werecreature parents are known as natural lycanthropes. From birth, they bear the ability to change their shape and are comfortable with their dual nature. Natural lycanthropes are like the other player character races, but with a few important differences. A character with this race is also a member of one other player character race, referred to as his base race. For example, one weretiger might have elf as her base race, while another might select gnome. In addition, you must select a werecreature type such as werebear or weretiger. These two choices influence the bonuses and abilities you gain. Natural lycanthropes have the following features: • A natural lycanthrope can gain either the ability score modifiers listed below for his werecreature type or the standard modifiers for his race. Half-elf and human natural lycanthropes automatically use their werecreature's modifiers. • Low-Light Vision: A natural lycanthrope can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. • Lycanthropic Empathy: A natural lycanthrope shares a special affinity with animals of his werecreature type. He gains a +4 racial bonus on all checks made to influence an animal's attitude. He can also communicate simple commands and concepts to friendly animals. • Lycanthropy: Obviously, natural lycanthropes cannot contract this disease. However, they are unable to transmit it until they have gained several levels in their werecreature class. See the lycanthropic classes below for more information. • Bonus Feat: When a natural lycanthrope gains 1st level in a werecreature character class, he gains a bonus lycanthrope feat. • Shapechanger: Regardless of the natural lycanthrope's standard creature type, he gains the shapechanger subtype. • Favored Class: Natural lycanthropes count both their base race's favored class(es) and their werecreature class as favored ones.
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Chapter Two: Lycanthrope Characters
Natural Lycanthrope Ability Modifiers Bear
+2 Strength, –2 Dexterity, –2 Charisma
Boar
+2 Constitution, –2 Charisma
Rat
+2 Dexterity, –2 Wisdom
Tiger
+2 Intelligence, –2 Wisdom
Wolf
+2 Dexterity, +2 Constitution, –2 Wisdom, –2 Charisma
Natural lycanthropes have less exposure to their humanoid ancestors' native cultures. As such, they lose some of the standard bonuses and abilities they would normally gain. A natural lycanthrope receives all the benefits and drawbacks for his humanoid race except as noted below.
Humans: If you choose human as your character's base race, you must give up either the bonus skill points or the bonus feat that you would normally gain for being human. Dwarves: Natural lycanthrope dwarves lose many of the abilities ingrained in young dwarves from an early age. If dwarf is your base race, you lose the stonecunning and weapon familiarity abilities. In addition, you lose the dwarf racial bonuses to AC against giants and to attacks against orcs. Elves: If you select elf as your lycanthrope's base race, you lose the bonus weapon proficiencies and the +2 racial bonus on saves against enchantment spells and effects. Gnomes: Gnome lycanthropes lose their race's common teachings and skills. They do not gain weapon familiarity, the +1 racial bonus to hit kobolds, the +4 racial AC bonus against giants, or the ability to cast dancing lights, ghost sound, and prestidigitation. Half-Elf: With half-elf as your lycanthrope's base race, you lose several racial benefits. You lose the racial bonus to Diplomacy and Gather Information checks and your +2 racial bonus to saves against enchantment spells and effects. Half-Orc: With their orc blood further diluted, these lycanthropes lose their darkvision ability. Half-orc natural lycanthropes gain low-light vision as described above instead of darkvision. Halflings: A halfling lycanthrope is susceptible to fear-based effects and loses some of his racial abilities gained through practice and training. You lose the +2 morale bonus on saves against fear and the +1 racial bonus on attacks made with thrown weapons and slings.
Wereblooded Characters: Sometimes, lycanthropy passes through multiple generations in a family without manifesting its standard symptoms. For decades, the ability to transform into an animal could remain dormant as it passes from parent to child. Sometimes, whether due to a magical effect or simple luck, a member of one of these quiescent lycanthrope families manifests his true heritage. Known as the wereblooded, these characters develop lycanthropic features midway through their lives. Through a trick of genetics or a magical event, they
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develop lycanthropic traits without contracting the disease. Usually, wereblooded characters have a lycanthrope buried somewhere in their family tree. Sages theorize that these shapeshifters unlock their inner potential due to their exceptional willpower, emotional strength, or focus. In any event, adventurers are far more likely than the average person to possess the strength and clarity of mind needed to manifest previously dormant lycanthropic abilities. Wereblooded characters must choose a base race and a lycanthropic race, just like natural lycanthropes. They gain their base race's standard benefits and drawbacks, but gain none of the abilities and modifiers listed for natural werecreatures. However, they are immune to lycanthropy for obvious reasons. They may gain levels in a werecreature class, but do not count it as a favored class. They also acquire the shapechanger subtype. Wereblooded characters offer you a useful tool to turn an existing character into a lycanthrope. Discuss this option with your game master if you want your character to become a lycanthrope. You do not have to select this option at 1st level, though your game master is free to judge that this option is offlimits to everyone but starting characters. A game master is fully within his rights to deny this option if you choose to become wereblooded the night after he introduces a wererat as a major nemesis or immediately before making a save to avoid contracting lycanthropy.
Lycanthrope Character Classes In many ways, the lycanthrope classes behave just like core and prestige classes. A character must contract lycanthropy, begin play as a natural lycanthrope, or select the wereblooded ability as described above to gain levels in one of these classes. All lycanthrope classes have the following benefits and drawbacks: • A character may only take levels in one lycanthrope class. For example, you cannot take levels in both werewolf and weretiger. Otherwise, these classes count just like any other base class for multiclassing purposes. • You must contract lycanthropy, have natural lycanthrope as your character's race, or elect to become wereblooded in order to take levels in one of these classes. • Lycanthrope NPCs do not necessarily have levels in these classes. Your game master can design and use the werecreatures presented in the core rules just like any other monster. These classes are presented to give you a tool to make lycanthropes a viable character choice at low-levels and to keep them balanced against other character types. For example, a wererat that gains negative levels does not suddenly lose some of his racial abilities unless he has levels in the wererat class. • Once you have taken all the levels in a lycanthrope class, you no longer count that class's levels for purposes of determining any XP penalties you may suffer due to
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters unbalanced multiclassing. After mastering your animal form's abilities, you no longer have to spend time and effort juggling them and your other classes' training.
Werebear Werebears have all the following game statistics. Refer to the werebear culture section of this book for information on why werebears adventure and their typical outlook on life.
Hit Die: d8. Class Skills The werebear’s class skills (and the key ability for each skill) are Climb (Str), Control Shape (Wis), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Survival (Wis), and Swim (Str). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features All of the following are class features of the werebear. Weapon and Armor Proficiency: A werebear gains proficiency with light and medium armor, all simple weapons, and three martial weapons of your choice. Ability Score Bonuses: A werebear gains the listed ability score bonuses as he progresses through this character class. These bonuses, except for the bonus to Wisdom, only apply to
the werebear's hybrid and animal forms, as described below under the alternate form special ability.
Alternate Form (Su): A werebear can assume the form of a brown bear or a bear/humanoid hybrid. In animal form, the werebear becomes size Large. His space increases to 10 ft. In hybrid form, the werebear becomes size Large or uses his race's base size, whichever is bigger. Any armor and clothes he wore when he made his transformation are destroyed if he becomes a larger size. A werebear wearing light armor may spend a fullround action that draws an attack of opportunity to loosen his armor's straps and buckles before transforming; this prevents the armor from being destroyed by the change. His other equipment falls to the ground. If the werebear becomes a smaller size, his equipment, including armor but not any items he carries, falls to the ground. In both forms, the werebear gains the full benefits of the ability score modifiers and natural AC bonus gained from this class. In hybrid form, he may attack with a claw that deals 1d6 damage and a bite that inflicts 1d8 damage. His bite attack gains only half his normal Strength bonus to damage. With the full attack action, the werebear may strike with two claws at his full base attack bonus and a bite attack with a –5 penalty for using a secondary attack. He never gains second (or third, fourth and so on) attacks due to a high base attack bonus when using his natural weapons. Alternatively, he may strike with a weapon and count his off-hand claw as a light, second weapon. He gains a 10-ft. reach with all of his attacks. In animal form, the werebear's claw damage increases to 1d8 and his bite damage becomes 2d6. He still gains only half his Strength bonus to damage with his bite attack. Otherwise, he fights as per his hybrid form but may not use weapons while in this form. He does not gain any additional reach, but his speed becomes 40 ft. While in bear form, he gains a +4 racial bonus to all Swim checks. If the werebear uses his bite as his primary attack, he ignores the –5 penalty normally assigned to it and uses his full Strength bonus to damage. Changing form is a standard action that does not provoke an attack of opportunity.
Scent (Ex): At 1st level, a werebear gains the scent special ability. Low-Light Vision (Ex): If the werebear does not already possess low-light vision, it develops this ability at 2nd level. Natural Armor: As a werebear gains levels, he increases his natural armor bonus. This bonus is represented by two numbers: The number before the slash represents the character's natural armor bonus in animal and hybrid forms, and the number after the slash represents the bonus in humanoid form. For example, a 4th-level werebear has a +3 natural armor bonus in hybrid and animal forms, and a +1 bonus in humanoid form. Bear Empathy (Ex): A werebear gains a +4 racial bonus on all checks made to influence a bear's attitude. He can also communicate simple commands and concepts to friendly
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Chapter Two: Lycanthrope Characters bears. Natural lycanthropes gain this ability as part of their racial talents.
Damage Reduction (Ex): At 5th level, a werebear gains DR 5/silver while in animal and hybrid form. This DR increases to 10/silver at 9th level. Improved Grab (Ex): At 6th level, a werebear gains the improved grab special attack when he is in bear form. To use this ability, the werebear must hit with one his claw attacks. He may then attempt to start a grapple as a free action without drawing an attack of opportunity. Bonus Feat: Natural lycanthrope characters gain a bonus lycanthrope feat at 7th level of this class. Curse of Lycanthropy (Su): At 9th level, the werebear can spread its lycanthropic heritage to other creatures. Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Base Attack Fort Ref Will Level Bonus Save Save Save Special 1
+0
+2
+2
+0
+2 Str, +2 Wis, alternate form, scent
2
+1
+3
+3
+0
+2 Str, +2 Con, +1/+0 natural armor, low-light vision
3
+2
+3
+3
+1
+2 Str, bear empathy, +2/+0 natural armor
4
+3
+4
+4
+1
+2 Str, +2 Con, +3/+1 natural armor
Skill Points at 1st Level: (2 + Int modifier) x 4.
5
+3
+4
+4
+1
+2 Dex, DR 5/silver
Skill Points at Each Additional Level: 2 + Int modifier.
6
+4
+5
+5
+2
+2 Str, +2 Con, improved grab, +4/+1 natural armor
Class Features All of the following are class features of the wereboar.
7
+5
+5
+5
+2
+2 Str, bonus feat, +5/+1 natural armor
8
+6/+1
+6
+6
+2
+2 Str, +2 Con, +5/+2 natural armor
Weapon and Armor Proficiency: A wereboar gains proficiency with light armor, all simple weapons, and two martial weapons of your choice.
9
+6/+1
+6
+6
+3
+2 Str, DR 10/silver, curse of lycanthropy
Wereboar Wereboars have all the following game statistics. Refer to the wereboar culture section of this book for information on why some of these lycanthropes seek a life of adventure and their attitudes towards others.
Hit Die: d8. Class Skills The wereboar's class skills (and the key ability for each skill) are Climb (Str), Control Shape (Wis), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str).
40
Ability Score Bonuses: A wereboar gains the listed ability score bonuses as he progresses through this character class. These bonuses, except for the bonus to Wisdom, only apply to the wereboar's hybrid and animal forms, as described below under the alternate form special ability. Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid. The wereboar's animal form is always Medium size, but his hybrid form is either Medium or his humanoid race's base size, whichever is larger. If the wereboar shifts from Small to Medium size, armor and clothes he wore when he made his transformation are destroyed. A wereboar wearing light armor may spend a full-round action that draws an attack of opportunity to loosen his armor's straps and buckles before transforming; this prevents the armor from being destroyed by the change. His other equipment falls to the ground. Hybrids move at the humanoid race's base speed or 30 ft., whichever is faster. Wereboars in animal form have a base speed of 40 ft.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters
Level 1
Base Attack Fort Bonus Save +0 +2
Ref Save +2
Will Save +0
Special +1 Con, +2 Wis, +1/+0 natural armor, alternate form, scent
2
+1
+3
+3
+0
+2 Str, +1 Con, +2/+0 natural armor, lowlight vision
3
+2
+3
+3
+1
+1 Con, boar empathy, +4/+1 natural armor
4
+3
+4
+4
+1
+1 Con, +5/+1 natural armor, DR 5/silver
5
+3
+4
+4
+1
+2 Str, +1 Con, +6/+1 natural armor, ferocity
6
+4
+5
+5
+2
+1 Con, +8/+2 natural armor, curse of lycanthropy, DR 10/silver
In both forms, the wereboar gains the full benefits of the ability score modifiers and natural AC bonus gained from this class. In hybrid form, he may attack with two claws that each deal 1d4 damage. When using the full-attack action, he uses both claws at his full attack bonus. In place of this claw attack, he may use weapons as normal. He may also fight with a gore as a secondary attack that inflicts 1d6 damage plus half his Strength bonus. This secondary attack suffers a –5 penalty to hit. If the wereboar uses this gore as his primary attack, he ignores the penalty and uses his full Strength bonus to damage. In animal form, the wereboar may attack with a gore that inflicts 1d8 damage. Regardless of his form, a wereboar never gains second (or third, fourth and so on) attacks due to a high base attack bonus when using his natural weapons.
Curse of Lycanthropy (Su): At 6th level, the wereboar can spread its lycanthropic heritage to other creatures. Any humanoid or giant hit by its gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Wererat Wererats have all the following game statistics. Refer to their cultural description to learn why wererats become adventurers and the goals they typically pursue in life.
The wererat class is suited primarily to NPC villains and opponents. All wererats are lawful evil as part of the curse that spawned them, making them a poor choice as heroic characters. On a mechanical level, they receive damage reduction at a relatively early level. The wererat's otherwise uninspiring abilities compensate for this, as their ability score adjustments are poor compared to those of werebears and weretigers, and their natural attacks are largely ineffective. This makes them "one-trick ponies" at low levels. In essence, wererats work as characters but they are not much fun to play.
Hit Die: d8. Class Skills The wererat's class skills (and the key ability for each skill) are
Changing form is a standard action that does not provoke an attack of opportunity.
Natural Armor: As a wereboar gains levels, he increases his natural armor bonus. This bonus is represented by two numbers: The number before the slash represents the character's natural armor bonus in animal and hybrid forms, and the number after the slash represents the bonus in humanoid form. For example, a 3rd-level wereboar has a +4 natural armor bonus in hybrid and animal forms, and a +1 bonus in humanoid form. Scent (Ex): At 1st level, wereboars gain the scent special ability. They may use it in all three of their forms. Low-Light Vision (Ex): If the wereboar does not already possess low-light vision, it develops this ability at 2nd level. Boar Empathy (Ex): A wereboar gains a +4 racial bonus on all checks made to influence a boar's attitude. He can also communicate simple commands and concepts to friendly boars. Damage Reduction (Ex): At 4th level, a wereboar gains DR 5/silver while in animal and hybrid form. This DR increases to 10/silver at 6th level. Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Slaves Of The Moon: The Essential Guide To Lycanthropes
41
Chapter Two: Lycanthrope Characters Bluff (Cha), Climb (Str), Control Shape (Wis), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), Search (Int), Swim (Str), and Tumble (Dex).
ft, whichever is higher. In animal form, a wererat moves 40 ft. and it gains the climb movement mode at a rate of 20 ft. Changing form is a standard action that does not provoke an attack of opportunity.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Low-Light Vision (Ex): If the wererat does not already possess low-light vision, he develops this ability at 2nd level.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features All of the following are class features of the wererat.
Natural Armor: As a wererat gains levels, he increases his natural armor bonus. This bonus is represented by two numbers: The number before the slash represents the character's natural armor bonus in animal and hybrid forms, and the number after the slash represents the bonus in humanoid form. For example, a 3rd-level wererat has a +2 natural armor bonus in hybrid and animal forms, and a +1 bonus in humanoid form.
Weapon and Armor Proficiency: A wererat gains proficiency with light armor, all simple weapons, the rapier, and one other martial weapon of your choice. Ability Score Bonuses: A wererat gains the listed ability score bonuses as he progresses through this character class. These bonuses, except for the bonus to Wisdom, only apply to the wererat's hybrid and animal forms, as described below under the alternate form special ability.
Scent (Ex): At 1st level, a wererat gains the scent special ability.
Alternate Form (Su): A wererat can assume the form of a dire rat or a humanoid-rat hybrid. The wererat's animal form is always Small. In hybrid form, the wererat becomes size Medium or his humanoid race's base size, whichever is larger. Any armor and clothes he wore when he made his transformation are destroyed if he becomes a larger size. A wererat wearing light armor may spend a full-round action that draws an attack of opportunity to loosen his armor's straps and buckles before transforming; this prevents the armor from being destroyed by the change. His other equipment falls to the ground.
Weapon Finesse: Wererats are naturally quick and agile. This innate talent translates into their fighting prowess. They receive the Weapon Finesses feat for free at 1st level. Rat Empathy (Ex): A wererat gains a +4 racial bonus on all checks made to influence a rat's attitude. He can also communicate simple commands and concepts to friendly rats. Natural lycanthropes gain this ability as part of their racial talents. Damage Reduction (Ex): At 2nd level, a wererat gains DR 5/silver while in animal and hybrid form. This DR increases to 10/silver at 4th level.
In both forms, the wererat gains the full benefits of the ability score modifiers and natural AC bonus gained from this class.
Disease (Ex): All wererats acquire the ability to spread horrid diseases. In their natural environment, these beasts wallow in filth. The disease they commonly carry has the following game statistics: Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
In animal form, the wererat may make a bite attack that deals 1d4 damage. In his hybrid form, he may make a bite attack that inflicts 1d6 damage. He may use this as his primary attack, or he may use it in addition to his armed attack at a –5 penalty on the attack roll. When using this attack in addition to his other strikes, the wererat uses only half his Strength bonus to the bite's damage.
Curse of Lycanthropy (Su): At 4th level, the wererat can spread its lycanthropic heritage to other creatures. Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
If the wererat uses his bite as his primary attack while in hybrid form, he ignores the –5 penalty normally assigned to it and uses his full Strength bonus to damage.
Regardless of his form, a wererat never gains second (or third, fourth and so on) attacks due to a high Base base attack bonus when using his natural Attack Fort weapons. Level Bonus Save A wererat in rat or hybrid form uses its Dexterity modifier rather than Strength for Climb or Swim checks. He has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A wererat has a +8 racial bonus on Swim checks while in rat form. In hybrid form, a wererat uses its base humanoid race's speed or a speed of 30
42
1
+0
+2
Ref Save +2
Will Save +0
2
+1
+3
+3
+0
+1 Dex, +1/+1 natural armor, DR 5/silver, low-light vision
3
+2
+3
+3
+1
+2 Dex, +1 Con, +2/+1 natural armor, rat empathy
4
+3
+4
+4
+1
+2 Dex, +3/+2 natural armor, curse of lycanthropy, DR 10/silver
Special +1 Dex, +1 Con, +2 Wis, alternate form, scent, Weapon Finesse
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters becomes size Large. His space increases to 10 ft. In hybrid form, the weretiger becomes size Large or his race's base size, whichever is bigger; if he becomes Large, he gains 10 ft. reach. Any armor and clothes he wore when he made his transformation are destroyed if he becomes a larger size. A weretiger wearing light armor may spend a full-round action that draws an attack of opportunity to loosen his armor's straps and buckles before transforming; this prevents the armor from being destroyed by the change. His other equipment falls to the ground. If the weretiger becomes a smaller size, his equipment, including armor but not any items he carries in his hands, falls to the ground. In both forms, the weretiger gains the full benefits of the ability score modifiers and natural AC bonus gained from this class. In hybrid form, he may attack with a claw that deals 1d8 damage and a bite that inflicts 1d6 damage. His bite attack gains only half his normal Strength bonus to damage. With the full attack action, the weretiger may strike with two claws at his full base attack bonus and a bite attack with a –5 penalty to hit for using a secondary attack. He never gains second (or third, fourth and so on) attacks due to a high base attack bonus when using his natural weapons. Alternatively, he may strike with a weapon and count his off-hand claw as a light, second weapon.
Weretiger Weretigers have all the following game statistics. Refer to their culture section of this book for information on why they adventure, their attitudes towards life, and their stereotypical goals.
Hit Die: d8. Class Skills The weretiger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Control Shape (Wis), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), and Survival (Wis). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.
Class Features All of the following are class features of the weretiger. Weapon and Armor Proficiency: A weretiger gains proficiency with light and medium armor, all simple weapons, and three martial weapons of your choice. Ability Score Bonuses: A weretiger gains the listed ability score bonuses as he progresses through this character class. These bonuses, except for the bonus to Wisdom, only apply to the weretiger's hybrid and animal forms, as described below under the alternate form special ability. Alternate Form (Su): A weretiger can assume the form of a tiger or a tiger-humanoid hybrid. In animal form, the weretiger
In animal form, the weretiger's claws deal 1d8 and his bite damage becomes 2d6. He still gains only half his Strength bonus to damage with his bite attack. Otherwise, he fights as per his hybrid form, but may not use weapons while in this form. He does not gain any additional reach, but his speed increases to 40 ft. If the weretiger uses his bite as his primary attack, he ignores the –5 penalty normally assigned to it and uses his full Strength bonus to damage. Changing form is a standard action that does not provoke an attack of opportunity.
Natural Armor: As a weretiger gains levels, he increases his natural armor bonus. This bonus is represented by two numbers: The number before the slash represents the character's natural armor bonus in animal and hybrid forms, and the number after the slash represents the bonus in humanoid form. For example, an 8th-level weretiger has a +4 natural armor bonus in hybrid and animal forms, and a +2 bonus in humanoid form. Scent (Ex): At 1st level, a weretiger gains the scent special ability. Skill Bonuses: Owing to their innate agility and grace, weretigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. In areas of tall grass or heavy undergrowth, this Hide bonus improves to +8 in tiger form. Low-Light Vision (Ex): If the weretiger does not already possess low-light vision, he develops this ability at 2nd level. Tiger Empathy (Ex): A weretiger gains a +4 racial bonus on all checks made to influence a tiger's attitude. He can also
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Chapter Two: Lycanthrope Characters
Level 1
Base Attack Fort Bonus Save +0 +2
Ref Save +2
Will Save +0
Werewolf Special +1 Str, +1 Dex, +1 Con, +2 Wis, +1/+0 natural armor, alternate form, scent, skill bonuses
Werewolves have all the following game statistics. The section on werewolf society, history, and attitudes sheds light on how and why they become adventurers. As werewolves are chaotic evil creatures, they make poor adventurers. Given to bloodlust, madness, and murder, they make ideal villains. In addition, as with the wererat, this class offers little to the typical adventurer. Remember that villains and monsters generally interact with the adventurers only during a few scenes in the course of an adventure. Werewolves function fine in such limited environments, but their abilities are a little too limited to function well over the course of an entire adventure.
2
+1
+3
+3
+0
+1 Str, +1 Con, low-light vision
3
+2
+3
+3
+1
+2 Str, +1 Dex, tiger empathy, +2/+1 natural armor
4
+3
+4
+4
+1
+1 Str, +1 Con, rake
5
+3
+4
+4
+1
+1 Str, +1 Dex, +1 Con, +3/+1 natural armor, DR 5/silver
6
+4
+5
+5
+2
+2 Str, improved grab
7
+5
+5
+5
+2
+1 Str, +1 Dex, +1 Con, +4/+2 natural armor, bonus feat
8
+6/+1
+6
+6
+2
+1 Str, +1 Con, pounce
9
+6/+1
+6
+6
+3
+2 Str, +5/+2 natural armor, DR 10/silver, curse of lycanthropy
communicate simple commands and concepts to friendly tigers. Natural lycanthropes gain this ability as part of their racial talents.
Damage Reduction (Ex): At 5th level, a weretiger gains DR 5/silver while in animal and hybrid form. This DR increases to 10/silver at 9th level.
Hit Die: d8.
Class Skills The werewolf's class skills (and the key ability for each skill) are Climb (Str), Control Shape (Wis), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str). Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.
Rake (Ex): When grappling a foe in his animal form, a weretiger learns to bring its rear claws to bear with deadly effect. A weretiger with this ability gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. A weretiger must begin its turn grappling to use its rake. It cannot begin a grapple and rake in the same turn. The weretiger's rake deals 1d8 damage plus half its Strength bonus.
Improved Grab (Ex): At 6th level, a weretiger gains the improved grab special attack when he is in tiger form. To use this ability, the weretiger must hit with one his claw attacks. He may then attempt to start a grapple as a free action without drawing an attack of opportunity. Bonus Feat: Natural lycanthrope characters gain a bonus lycanthrope feat at 7th level of this class. Pounce (Ex): At 8th level, a weretiger learns to make the most of his explosive strength and speed while in animal form. If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks. Curse of Lycanthropy (Su): At 9th level, the weretiger can spread its lycanthropic heritage to other creatures. Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
44
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters Class Features All of the following are class features of the werewolf. Weapon and Armor Proficiency: A werewolf gains proficiency with light armor, all simple weapons, and two martial weapons of your choice.
numbers: The number before the slash represents the character's natural armor bonus in animal and hybrid forms, and the number after the slash represents the bonus in humanoid form. For example, a 3rd-level werewolf has a +2 natural armor bonus in hybrid and animal forms, and a +1 bonus in humanoid form.
Ability Score Bonuses: A werewolf gains the listed ability score bonuses as he progresses through this character class. These bonuses, except for the bonus to Wisdom, only apply to the werewolf's hybrid and animal forms, as described below under the alternate form special ability.
Wolf Empathy (Ex): A werewolf gains a +4 racial bonus on all checks made to influence a wolf's attitude. He can also communicate simple commands and concepts to friendly wolves. Natural lycanthropes gain this ability as part of their racial talents.
Alternate Form (Su): A werewolf can assume the form of a wolf or a humanoid-wolf hybrid. The werewolf's animal form is always Medium size. In hybrid form, the werewolf's size changes to Medium or his humanoid race's base size, whichever is larger. If the werewolf grows larger, any armor and clothes he wore when he made his transformation are destroyed. A werewolf wearing light armor may spend a full-round action that draws an attack of opportunity to loosen his armor's straps and buckles before transforming; this prevents the armor from being destroyed by the change. His other equipment falls to the ground.
Damage Reduction (Ex): At 3rd level, a werewolf gains DR 5/silver while in animal and hybrid form. This DR increases to 10/silver at 5th level.
In both animal and hybrid forms, the werewolf gains the full benefits of the ability score modifiers and natural AC bonus gained from this class.
Trip (Ex): At 4th level, a werewolf learns to use its powerful jaws in animal form to pull down its enemies and pounce upon them. If the werewolf hits with a bite attack while in animal form, it can attempt to trip the opponent with a +2 racial bonus to its Strength check as a free action without making a touch attack or provoking an attack of opportunity. Curse of Lycanthropy (Su): At 4th level, the werewolf can spread its lycanthropic heritage to other creatures. Any humanoid or giant hit by a werewolf's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
In animal form, the werewolf may make a bite attack that deals 1d6 damage. In his hybrid form, he may Base make two claw attacks that inflict 1d4 Attack Fort damage and a bite attack that inflicts 1d6 damage. He uses his full base attack bonus Level Bonus Save 1 +0 +2 with both claw attacks. He may use his bite as a secondary attack in addition to his claws or any weapons he holds at a –5 2 +1 +3 penalty to hit. When using this attack in addition to his other strikes, the werewolf uses only half his Strength bonus to the 3 +2 +3 bite's damage. Regardless of his form, a werewolf never gains second (or third, 4 +3 +4 fourth and so on) attacks due to a high base attack bonus when using his natural weapons. 5 +3 +4 In hybrid form, a werewolf uses its base humanoid race's speed or a speed of 30 ft., whichever is greater. In animal form, a werewolf moves at a speed of 50 ft. Changing form is a standard action that does not provoke an attack of opportunity.
Scent (Ex): At 1st level, a werewolf gains the scent special ability. Canny Tracker (Ex): A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent. Low-Light Vision (Ex): If the werewolf does not already possess low-light vision, he develops this ability at 2nd level. Natural Armor: As a werewolf gains levels, he increases his natural armor bonus. This bonus is represented by two
Ref Save +2
Will Save +0
+3
+0
+1 Dex, +1 Con, +1/+0 natural armor, low-light vision
+3
+1
+1 Dex, +1 Con, +2/+1 natural armor, DR 5/silver, wolf empathy
+4
+1
+1 Dex, +1 Con, +3/+1 natural armor, trip attack
+4
+1
+1 Dex, +1 Con, +4/+2 natural armor, curse of lycanthropy, DR 10/silver
Special +1 Str, +2 Wis, alternate form, scent, canny tracker
Lycanthrope Prestige Classes
With their unique abilities and cultures, lycanthropes have developed a wide array of specialized fighting styles, schools of magic, and other talents. Each of the five major lycanthrope races receives at least one prestige class in this section. In addition, several of the prestige classes are suitable for all werecreatures. Players can use these classes to expand their abilities and create unique characters. For game masters, prestige classes give you a convenient way to spring a surprise on your players. Even the most experienced fantasy gamer cannot memorize the exact abilities and talents given by every
Slaves Of The Moon: The Essential Guide To Lycanthropes
45
Chapter Two: Lycanthrope Characters last prestige class. When designing lycanthrope villains, use these classes to help you sculpt enemies worthy of the characters' attentions. Some of these classes might work with other races, such as orcs, humans, elves, and so on. In many cases, these classes draw on the stereotypical depiction and expectations built into the various werecreatures. For example, the master of the hunt gathers wolves to him and learns to fight alongside them with great skill and cunning. A barbarian cult dedicated to a wolf totem might use this prestige class to model its most powerful members' deep connection to wolf packs. Sometimes, you can strip away the background material attached to a prestige class and use its mechanics in a wide variety of situations. The prestige classes are presented in alphabetical order. They are designed for use with lycanthropes, and each has that type flagged next to its name. Those marked with "any" are available to all werecreatures. Many of these classes also include notes for adapting them to other lycanthrope types.
Bestial Warmaster (Any) Among the lycanthropes, there sometimes appears a powerful, towering figure that surpasses his fellows in terms of size, strength, and ferocity. These werecreatures hew much closer to their animal nature than their humanoid side, allowing them to reach unparalleled levels of physical might and savagery. Some sages believe that these talents come about through a trick of breeding or heritage. As these monsters typically come to lead packs of werewolves, wereboars, and wererats, researchers think of them as a sort of lycanthropic nobility. In truth any lycanthrope that focuses his thoughts and actions on
bringing out his animal side can grow into a powerful, vicious beast. Bestial warmasters lead their packs not because of tradition or birthright, but because they are the toughest, strongest, and most capable fighters among their folk. Any lycanthrope can become a bestial warmaster, though these warriors are most common among wereboars and werewolves. Of the other common wereraces, werebears sometimes produce them, while wererats and weretigers only rarely have the violent, savage tendencies needed to mold a warmaster. Lycanthropes that grow up in the wild, isolated from their kind, naturally grow into this role as they lean upon their animal nature to survive. Regardless of how or why they arise, bestial warmasters usually occupy positions as warleaders, guardians of sacred places, or even cruel despots among evil lycanthropes.
Hit Die: d12 Requirements To become a bestial warmaster, a character must fulfill all the following criteria: Base Attack Bonus +8 Intimidate: 8 ranks Feats: Cleave, Power Attack Strength 16+ in humanoid form Race: Lycanthrope Class Skills The bestial warmaster's class skills (and the key ability for each) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the bestial warmaster prestige class. Weapon and Armor Proficiency: The bestial warmaster gains no additional proficiencies with weapons, armor, or shields. Beast of War (Ex): The bestial warmaster excels in using his natural attacks to tear his enemies to pieces. He counts as having the Weapon Focus feat for all of his natural attacks except for his humanoid form's unarmed attacks. Natural Armor (Ex): As the warmaster gains experience in combat, his hide toughens and thickens to help him resist blows. He gains a bonus to his natural AC modifier according to his level. Note that the bonus on his progression table represents the total modifier he gains. For example, at 7th level the warmaster gains a total +3 bonus to his natural AC modifier. This bonus applies only to the warmaster's animal form. Monstrous Bearing (Su): When the bestial warmaster is in his hybrid or animal form, he can opt to spend a standard action which does not provoke attacks of opportunity to
46
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters further increase his size. He grows one size category larger, gains a +4 bonus to Strength, a +2 bonus to Constitution, and +5 ft. reach. He gains all the benefits and drawbacks of increasing his size as normal, such as modifiers to attack rolls and AC. If the lycanthrope becomes size Large or greater, his space becomes 10 ft. The warmaster may grow no more than one size category larger. He can return to his normal size as a standard action which does not provoke attacks of opportunity. Any equipment he wears falls off or is ruined as per a standard lycanthrope changing into a larger form. After attaining this larger size, the lycanthrope can shift from hybrid to animal form and back while retaining his greater size. However, he cannot return to humanoid form without first shrinking down to normal. Note that any extra hit points the warmaster gains due to an enhanced Constitution disappear when his score returns to normal. Subtract the hit points lost by this sudden drop from both the warmaster's maximum and current hit points.
Fangs of the Beast (Ex): When the warmaster grows to a larger than normal size, his claws, fangs, and other natural weapons shift and change to deal additional damage. At 6th level, the warmaster's transformation is fine-tuned to the point that he inflicts additional damage with his thicker, sharper claws and fangs. Treat his natural attacks as size Medium weapons that are increased to size Large to determine their new damage when he uses his monstrous bearing ability. Glowering Beast (Ex): When the bestial warmaster gains a larger size, he acquires a fearsome, terrifying aspect. His lesser enemies stumble back to evade his massive claws and slavering fangs. Beginning at 8th level, when the bestial warmaster uses a standard action to increase his size, any opponents that can see him must make Will saves with a DC equal to his Intimidate check. Creatures that fail this save cannot attack him until his action next round.
sizes larger. If he grows two sizes larger, he gains a +8 bonus to Strength, a +4 bonus to Constitution, and +10 ft. reach. These bonuses are used in place of, not in addition to, those gained by growing one size category. Otherwise, use all the rules detailed under the monstrous bearing ability described above.
Emerald Claw (Weretiger) Many monastic orders model their fighting techniques after the maneuvers and tactics used by a variety of animals. From insects to powerful beasts to magical creatures, the natural world provides many examples that martial artists can use in molding their styles. The Order of the Emerald Claw takes this belief to its logical conclusion. Their fighting style, known as Tiger Claw Fist, not only draws on the tiger's ferocity and overwhelming strength, but it also requires its practitioners to take the form of a snarling tiger. From savanna druids to weretiger fighters, this monastic order draws a variety of shapechangers who seek to meld their animal and humanoid sides into a single, lethal combination. A visitor to an Emerald Claw monastery is likely to witness fights between tigers and humans, with both participants employing martial arts maneuvers designed to take advantage of their forms' strengths while masking their weaknesses. The monks of the Emerald Claw learn to affect partial transformations of their bodies, turning their hands into clawed weapons that can rend and tear flesh. They focus their ki to produce a tremendous roar or create a fearsome aspect, striking fear into their enemies or rooting them in place due to overwhelming terror. As these monks master their unique form of martial arts, they learn to use their claws to cause greater
Gargantuan Bearing (Su): At 10th level, the bestial warmaster can attain even greater sizes. When he uses his monstrous bearing ability, he may now opt to grow one or two
Level 1
Base Attack Fort Bonus Save +1 +2
Ref Save +0
Will Save +0
Special Beast of war
2
+2
+3
+0
+0
Natural armor +1
3
+3
+3
+1
+1
4
+4
+4
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+1
Monstrous bearing
5
+5
+4
+1
+1
Natural armor +2
6
+6
+5
+2
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Fangs of the beast
7
+7
+5
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Natural armor +3
8
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Glowering beast
9
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Natural armor +4
10
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Gargantuan bearing
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Chapter Two: Lycanthrope Characters injury and pain. While not expressly created and used by evil monks, this martial art's brutality is second to none. Good orders of the Emerald Claw emphasize responsibility and the careful application of violence, while evil ones exult in causing pain and spreading terror. You can adapt this prestige class to fit other werecreatures that gain strength and speed in their animal forms. Wererats are a poor fit for it, as their animal form is rarely considered powerful or aggressive. Bear or boar fighting styles might follow a similar path as the one shown here, though you should change this class's abilities' names to better fit them.
Hit Die: d8 Abbreviation: Emc Requirements To become an emerald claw, a character must fulfill all the following criteria: Base Attack Bonus +5 Feats: Improved Grapple, Improved Unarmed Strike Special: The ability to change into a size Medium or larger tiger for at least an hour per day. This change can be accomplished via the alternate form ability, wild shape, or any other supernatural or spell-like ability a creature can use. Magic items that confer the ability to change shape do not fulfill this requirement. Class Skills The emerald claw's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier.
Class Features All of the following are class features of the emerald claw prestige class. Weapon and Armor Proficiency: The emerald claw gains no additional proficiencies with weapons, armor, or shields. Unarmed Strike: The emerald claw studies the martial arts in much the same manner as a monk. Stack the claw's levels with any monk levels he has to determine his unarmed damage, unarmored speed, AC bonus, and flurry of blows attack bonus. If the claw does not yet have any levels in monk, count only his levels in this class to determine those abilities. For example, an emerald claw with six levels in this class and five levels in monk uses the flurry of blows attack as an 11th-level monk. If an emerald claw had four levels in this class and none in monk, he would use the flurry of blows attack bonus of a 4th-level monk. Springing Tiger Stance (Ex): The tiger is always wary and alert, ready to pounce upon a foe in a split second. The emerald claw throws himself at his opponents in the same way a tiger launches itself at its prey, claws and teeth poised to rend and tear. When charging, the emerald claw may opt to make a
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Jump check to leap upon his enemy. If his jump covers at least half the distance he must move to charge, he can attack using the full number of strikes allowed by his flurry of blows rather than a single attack.
Tiger Claw Punch (Su): The emerald claw learns to gain greater focus and control over his claws. In human or hybrid form, he can retract and shape them so that his unarmed strikes deal more damage. Beginning at 2nd level, he gains a +2 bonus to damage when fighting with unarmed strikes in human or hybrid form. Claws of Righteous Order (Su): Powered by his intense focus and mastery of his inner strength, the emerald claw's natural attacks in tiger form and unarmed attacks in hybrid and humanoid shape count as lawful weapons for purposes of overcoming DR once he has achieved 3rd level in this class. Tiger's Fangs (Ex): The emerald claw's knowledge of the martial arts does not disappear when he assumes his animal form. Instead, beginning at 3rd level, he learns to adapt his fighting styles to the tiger's body. While in animal form, he may use his flurry of blows attack bonus with one of his natural attacks, using the higher of his monk unarmed damage or his natural damage. When using this option, the emerald claw attacks with either his bite or claw. He does not gain his other natural attacks in addition to his flurry of blows. Tearing Claw Strike (Ex): At 4th level, the emerald claw learns to use his claws in concert to devastate his enemies. When he hits the same opponent with two or more natural or unarmed attacks in the same round, any further attacks he makes against that same opponent deal an additional +2 damage. For example, an emerald claw receives three unarmed attacks per round. He strikes a goblin and hits with his first two strikes. Any additional hits he scores with unarmed or natural attacks against that goblin gain a +2 bonus to damage. The emerald claw digs his claws and fangs into his opponent, rending and tearing him to pieces. Tiger Roar (Sp): By focusing his inner ki energy over the space of a few moments, the emerald claw can unleash it as a howling shriek that strikes terror into his enemies. The claw must be in his animal form in order to use this ability. Once per day starting at 5th level, with an additional daily use gained at 9th level, the emerald claw can unleash a terrible roar that causes all enemies within 100 ft. to make Will saves (DC 17 + the emerald claw's Wisdom modifier) or become shaken. Shaken creatures suffer a –2 penalty to attacks, checks, and saves. This ability is a sonic effect. Only creatures that can hear the emerald claw may be targeted with this ability. Overwhelming Rush (Ex): When in his hybrid or animal form, the emerald claw can drop to all fours when charging his opponent. By throwing himself in the air and putting his weight behind his attack, he can knock his opponent prone and send him sprawling. When a 6th-level or higher emerald claw charges in hybrid or animal form, he may make a free trip attack against his enemy without drawing an attack of opportunity. The claw uses his best base attack bonus to determine if the trip hits. Resolve this check before the emerald claw makes his other attacks. Otherwise, use the
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters standard rules for trip attacks. The emerald claw cannot be tripped as a result of this attack.
Tiger's Eyes (Sp): Tigers are renowned for their predatory instincts. The emerald claw learns to combine his inner, animal nature with his mastery of ki energy to crush his opponent's will. Once per day beginning at 7th level, he may use a gaze attack against a single opponent that functions as the spell hold monster except that it is considered a fear-based effect. The save DC against this effect is 15 + the emerald claw's Wisdom modifier. Adamantine Claws (Su): Through training and focus of his internal energy, the emerald claw imbues his natural and unarmed attacks with a supernatural strength and hardness. At eighth level and above, his claws, bite, and unarmed strikes count as adamantine weapons for purposes of defeating DR. Rending Claw Strike (Ex): By digging his claws into his enemy and ripping and tearing with them, the emerald claw can savage an opponent with horrific efficiency. If a 10th-level emerald claw strikes the same opponent with two or more attacks on his action, he may opt to deal extra damage if he reduces his number of attacks. Once the claw hits an opponent a second time during his action with a natural or unarmed strike, he can immediately elect to surrender any additional attacks he can make. In return, he automatically inflicts additional damage equal to double his claw or unarmed damage, whichever is greater, plus his Strength bonus times 1.5. The emerald claw may use this ability only once per round and he must use it during his action. He cannot use it in conjunction with an attack of opportunity.
attacks to deal additional damage. The claw must decide to give up his attacks and gain additional damage as soon as his second attack hits. He cannot resolve additional attacks then decide to use this ability.
Herald of Decay (Wererat) The foul wererats spread disease wherever they take root. As creatures of the sewers and other dark, hidden places in human cities, they must frequently cope with outbreaks of sickness. Luckily for the wererats, they are naturally hardy creatures. Elder wererats are infested with many diseases that fail to harm them while providing a convenient weapon against less well-adapted enemies. While most wererats consider their endemic diseases more of a minor bother than a boon or blessing, a small sect of wererats see diseases as an important tool in keeping humans, dwarves, and other humanoid races in line. Particularly among the followers of Verthix the Plague Lord, disease is considered both an honorable badge and a useful tool that should be cultivated and used. The herald of decay is an ardent follower of Verthix, one who seeks truth and strength in the comforting embrace of a deadly illness. While his physical body wastes away under a disease's assault, his mental processes and magical senses acquire a well-honed edge. In time, he loses dependence on his physical form and uses the sheer force of his intellect or personality to sustain his life. Heralds of decay rarely work together. Most of them discover the secrets of this prestige class while caught in the fevered
For example, a 10th-level emerald claw/7th-level monk/3rdlevel weretiger attacks an opponent using his flurry of blows. Normally, he gains five unarmed strikes per round. If his first two attacks hit, he can opt to give up his last three attacks to rend his foe. By the same token, if his first attack missed but his second and third hit, he could surrender his last two
Level 1
Base Attack Fort Bonus Save +0 +0
Ref Save +2
Will Save +0
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Claws of righteous order, tiger's fangs
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Chapter Two: Lycanthrope Characters grip of an illness. As the disease assaults their minds and senses, they acquire a supernatural insight into the workings of decay and may even receive a vision from Verthix himself. Thus set upon their course, they strike out on a holy crusade to spread disease and propagate Verthix's teachings.
penalty to Constitution and either Strength or Dexterity. In addition, any spell, special ability, or other attack he uses that causes a disease gains increased potency. Add the herald's Intelligence or Charisma modifier to the save DC needed to resist any diseases he attempts to spread to his enemies.
This prestige class is suited to the followers of any god or demon of sickness, decay, and disease. In terms of lycanthropes, wererats are the only logical fit for it. Their animal nature, innate abilities, and common settling grounds make them prime candidates for a prestige class that spreads diseases. Werewolves are too brutal to follow this path, while wereboars, tigers, and bears typically lack the sadistic nature needed to embrace the herald of decay's path.
Arcane Pestilence (Su): As the herald's body continues to rot and his mastery of disease grows, he becomes a living avatar of pestilence. Starting at 4th level, the herald gains a persistent cloud of flies and other putrid insects that feed on his rotting body. These vermin harass the herald's enemies, biting and stinging them. Any creature that moves within a 30 ft. radius of the herald must make a Fortitude save (DC 15 + the herald's Intelligence or Charisma modifier) or suffer a –2 competence penalty to attacks, saves, and checks. This penalty persists for 1d6 minutes, as the insects burrow into and beneath clothing and armor, deliver painful stings and bites, and otherwise distract the herald's foes. A creature that succeeds its saving throw against this effect need not save again for the rest of the encounter.
Hit Die: d6 Requirements To become a herald of decay, a character must fulfill all the following criteria:
Ability to cast 2nd-level spells (arcane or divine) Knowledge (arcana): 8 ranks Special: Contract and survive a disease that inflicts at least 6 points of ability score damage during the course of your infection. Otherwise, you must have an exceptional, supernatural, or spell-like ability to cause disease in others. This ability can be granted via a class feature, a magical spell you can prepare and/or cast, or an innate racial ability. Class Skills The herald of decay's class skills (and the key ability for each) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the herald of decay prestige class.
Weapon and Armor Proficiency: The herald of decay gains no additional proficiencies with weapons, armor, or shields.
Mind Over Body (Ex): As the herald's afflictions run their course, his body slowly fails and dies. Upon achieving 7th level in this class, he survives only by his indomitable will and the strange, symbiotic relationship he has developed with the diseases that infest his form. The herald now loses his Constitution score. In its place, he uses his Charisma modifier to determine all Constitution-related effects such as modifiers to skills and saves, ability score checks, hit point modifier, and so on. Lord of Decay (Su): At 10th level, the herald of decay becomes an unquestioned master of the strange magic behind the creation and propagation of disease and sickness. His very touch turns simple creatures and plants into dead, rotting husks. The herald gains the ability to induce the rapid onset of rot and decay. Once per day, he can deliver a touch attack against an opponent, who must then make a Fortitude save (DC 20 + the herald's Intelligence or Charisma modifier). If the target fails his save, he suffers 2d4 points of temporary Constitution damage. On a successful save, the target suffers 1d4 temporary points of Con damage. The victim's flesh blackens, rots, and falls from his body, while sickening red boils spread across his form.
Spellcasting Ability: The herald of decay gains arcane or divine spellcasting as he progresses through this Base prestige class. He stacks his levels from this class Attack Fort with the caster level he has in any spellcasting Level Bonus Save class of his choice. He gains additional spells per 1 +0 +2 day, a higher caster level, and higher level spells. He does not gain any of the other benefits 2 +1 +3 normally associated with gaining levels in his 3 +1 +3 other class. For example, a 10th-level 4 +2 +4 wizard/3rd-level herald of decay would cast spells as a 13th-level wizard. However, his 5 +2 +4 familiar would have abilities as per a 10th-level 6 +3 +5 wizard's minion. 7 +3 +5 Strength of Decay (Ex): The herald of decay gains strength of mind and clarity of purpose even 8 +4 +6 as his body rots away and crumbles into ruin. The 9 +4 +6 herald gains a +2 bonus to his choice of 10 +5 +7 Intelligence or Charisma. In return, he suffers a –2
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Ref Save +0
Will Save +2
+0
+3
+1 caster level
+1
+3
+1 caster level
+1
+4
Arcane pestilence, +1 caster level
+1
+4
+1 caster level
+2
+5
+1 caster level
+2
+5
Mind over body, +1 caster level
+2
+6
+1 caster level
+3
+6
+1 caster level
+3
+7
Lord of decay, +1 caster level
Special +1 caster level, strength of decay
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters You can also extend this class to any animal type that is normally considered benevolent or protective in your campaign world.
Hit Die: d8 Abbreviation: Kgg Requirements To become a knight of glade and glen, a character must fulfill all the following criteria:
Base Attack Bonus +5 Divine Spellcaster level 2+ Knowledge (nature): 4 ranks Alignment: Lawful good Race: Werebear Class Skills The knight of glade and glen's class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nature), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Knight of Glade and Glen (Werebear) Among the werebears, the knights of glade and glen are perhaps the most respected and feared defenders of the forest realm. Personally chosen by the gods of plants, animals, and earth, they bear a holy mark that allows them to compel respect from nature's children. As they grow in power, they learn to ignore the pitiful tools crafted and used against them by the forces of civilization. Arrows bounce from their hides, swords fail to draw their blood, and the stoutest armor buckles and cracks beneath their assaults. In battle, a knight of glade and glen is a ferocious foe. Drawing on his animal instincts and primal anger, he channels nature's fury into his body and grows in strength and potency. Knights of glade and glen are chosen in a special ceremony observed by werebear lodges. Each year, prospective candidates receive a benediction from the werebear shamans before venturing off alone into the wilderness with no weapons, armor, or supplies. After days of wandering, the chosen werebears find an overgrown, forgotten path through their domain. This trail invariably leads to the lair or location of some creature that seeks to ravage the natural environment. All the werebear seekers chosen from among the potential initiates meet as they follow this path. When they have all assembled, they finally converge upon their chosen enemy and must defeat him. If they are victorious, the survivors receive a vision from the gods that unlocks the first secrets of this prestige class. From that moment onward, these werebears serve as nature's handpicked defenders. This prestige class can apply to any lycanthrope that seeks to preserve nature from destruction. Its members must be good, limiting it to those animal races that yield noble lycanthropes.
Skill Points at Each Level: 4 + Int modifier.
Class Features All of the following are class features of the knight of glade and glen prestige class.
Weapon and Armor Proficiency: The knight gains no additional proficiencies with weapons, armor, or shields. Nature's Fury (Ex): As the chosen guardian of the forest, the knight of glade and glen fights with the raw power and fury of the natural world. Like a cornered animal or a ferocious beast, he can summon tremendous reserves of strength that temporarily boost his physical abilities to inhuman levels. The knight may rage once per day as per the barbarian class. Furthermore, when he rages he may enter hybrid or animal form as a free action. Drawing on his animal side's primal instincts, the knight taps into his great strength and power to overwhelm his foes. Wild Empathy (Ex): The knight can improve the attitude of an animal in a manner similar to using a Diplomacy check made to improve a person's attitude. He rolls 1d20 and adds his level in this prestige class and her Charisma modifier to determine the wild empathy check result. If the knight has levels in other classes that also grant wild empathy, their levels stack with this prestige class's levels when using this ability. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the knight and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A knight can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he suffers a –4 penalty on the check.
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Chapter Two: Lycanthrope Characters gain this benefit against natural weapons, spells, and other Lord of Tree and Timber (Ex): The knight is the sources of damage. He also loses this DR against stone or unquestioned champion of the forest. When he meets other wooden armaments, even those sculpted, chiseled, or carved creatures of nature, they have a natural tendency to heed his from raw materials. advice and treat him with respect. He gains a bonus to a variety of skill checks when dealing with certain types of creatures. Starting at 2nd level, he gains a +1 Base competence bonus to all Diplomacy and Attack Fort Ref Will Intimidate checks against elves, fey, and Level Bonus Save Save Save Special intelligent animals. He also gains a +1 1 +1 +2 +0 +0 Nature's fury, wild empathy competence bonus on Handle Animal checks. These bonuses increase by +1 at 2 +2 +3 +0 +0 Lord of tree and timber +1 each even-numbered level of this prestige 3 +3 +3 +1 +1 Healing hands class. 4 +4 +4 +1 +1 Lord of tree and timber +2 Healing Hands (Sp): At 3rd level, the 5 +5 +4 +1 +1 Nature's champion knight gains the ability to mend wounds with the touch of his hands. He can heal 6 +6 +5 +2 +2 Lord of tree and timber +3 damage equal to his class level times his 7 +7 +5 +2 +2 Smite the unliving Charisma bonus each day. He may spend all his healing at once, or he can choose to 8 +8 +6 +2 +2 Lord of tree and timber +4 spread it over several uses. For example, a 9 +9 +6 +3 +3 Scorn the forge 3rd-level knight with a Charisma of 15 can heal 6 points of damage. He could heal 4 Lord of tree and timber +5, shield of life 10 +10 +7 +3 +3 points with his first use of this ability, then heal 2 more points later that day.
Nature's Champion (Su): As the chosen defender of nature, the knight gains a variety of bonuses and advantages when fighting in natural terrain. Starting at 5th level, in any area other than dungeons, city streets, and other areas of worked stone manufacture, he gains a +2 morale bonus on all saves. In addition, he heals 1 point of damage per hour while in such areas, in addition to any natural healing he may receive. Nature's spirit and energy strengthen and sustain him against his foes. Smite the Unliving (Su): The knight of glade and glen is the sworn foe of constructs, undead, and other mockeries of life. From 7th level onwards, when fighting against these creatures, he gains a +2 bonus to damage and may score critical hits as normal even though his targets are normally immune to such effects. Fueled by nature's power, his weapons, claws, and fangs rend them to pieces. Scorn the Forge (Su): At 9th level, the knight becomes so closely linked to the natural world that artifacts of civilization and technology crumble before his attacks. Three times per day, he may channel nature's energy to gain one of two different effects. He may ignore a target's armor bonus to AC gained through armor worn and shields carried, though not from spells and other effects. Alternatively, he may roll double damage against any inanimate, manufactured object he attempts to break. He may gain this bonus damage when using the sunder action to break a foe's weapon, so long as the armament was manufactured.
Master of the Hunt (Werewolf) As the dark of night descends over the forest, the master of the hunt awakens from his slumber to stalk across the wilderness. Some of these master hunters never leave their lupine forms, while others bear spears, bows, and other tools of human trackers. Regardless of their preferred guise, these lycanthropes are always accompanied by one or more wolves. While the ignorant eye may mistake these animals for pets, in truth these wolves form a pack that includes the master of the hunt as its alpha. Hunting and fighting as a group, t h e s e wolves and their
Shield of Life (Su): At 10th level, the knight's connection to nature allows him to transcend many of the weapons and tools used by those who would despoil his lands. The knight gains DR 5 against all metal weapons and tools that were crafted, forged, or otherwise created from raw materials. He does not
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Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters lycanthrope leader pose a deadly threat to anyone foolish enough to venture into the woods after dark. The master of the hunt develops his race's natural link with wolves to an extraordinary degree. Rather than merely create an empathic bond to his pack mates, he hones a much more powerful telepathic link to them. The master's thoughts and desires become one with his wolves' aims, forging them into a group that acts as a single creature spread over the bodies of many animals. In battle and on the hunt, the wolves and their leader fight with uncanny coordination. They time their attacks to take advantage of a gap in an opponent's defenses and use tactics more suited to a human general than a simple pack of wolves. In many ways, the wolves become an extension of the master's will. This prestige class is poorly suited to other lycanthropes, primarily because they assume forms that are stronger and more dangerous than wolves. Furthermore, the wolf pack motif does not necessarily extend to many other animals. Still, you can easily adapt this class to any animal type that has CR 1. Smaller creatures might be too weak to use with this class's abilities, while stronger, more powerful ones cause it to become much too tough.
Hit Die: d10 Requirements To become a master of the hunt, a character must fulfill all the following criteria: Base Attack Bonus +5 Intimidate: 4 ranks Feats: Stealthy, Track Race: Werewolf Class Skills The master of the hunt's class skills (and the key ability for each) are Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the master of the hunt prestige class. Weapon and Armor Proficiency: A master of the hunt gains no additional proficiencies with weapons, armor, or shields. Wolf Pack (Su): At 1st level, the master of the hunt gains the services of a group of wolves who serve him with fanatical devotion. These beasts will fight to the death in his name and obey his orders without question. The master of the hunt can communicate with these creatures via telepathy to a range of 5 miles. In combat, the wolves use the master's initiative result as their own due to his psychic connection to them. The size of the master's pack depends on his level. He gains the services of a number of wolves equal to his total character level. Any wolves killed are replaced in one day, assuming the
master is in an area where wolves could plausibly be found. For instance, wolves might wander from a forest into a nearby desert to join the master, but would not somehow appear on a deserted island hundreds of miles from the nearest landmass. The master's natural link to wolves is much stronger than the one normally enjoyed by werewolves. He gains a +10 racial bonus to influence a wolf's attitude.
Swarming Attack (Su): By using his ability to telepathically coordinate his wolves' actions, the master of the hunt can help them evade attacks of opportunity and other threats. Beginning at 2nd level, when the master's wolves must make a saving throw, they may make the save as if they had the master's save bonus or their own, whichever is higher. In addition, if the master takes no other actions on his turn other than directing his wolves' efforts, the wolves do not provoke attacks of opportunity so long as they do nothing but move. Tactical Cunning (Su): As the master of the hunt learns to fight with his newly acquired pack, he unlocks the potential inherent within his ability to telepathically communicate with them. In combat, he intuitively lends tactical guidance and commands to his wolves. Beginning at 3rd level, the wolves of the master's pack gain a +1 competence bonus to hit and a +2 competence bonus to damage so long as they are within 60 ft. of the master of the hunt. Strength of the Pack (Ex): As the master of the hunt gains in strength and prominence, he attracts mightier wolves to his side. at 4th level, the wolves he attracts with his wolf pack ability each gain an additional hit die. Use the standard rules for advancing a creature to determine their enhanced abilities. Hunters in the Night (Su): At 5th level, the master and his wolves become adept at running down their quarry as a group. A single wolf or the master of the hunt can make Survival checks to track a foe with a +4 circumstance bonus per pack member that aids in the check. Normally, a successful assist results in a +2 bonus to a skill check. In addition, when pursuing their quarry the master and his wolves gain a +10 ft. bonus to speed. Driven by the scent of their target, they throw themselves into the chase with supernatural vigor. Overwhelming Attack (Su): When the master of the hunt and his wolf pack focus their attacks on a single foe, they can drag him down with the sheer weight of their numbers. Beginning at 6th level, on any round in which the master or his wolves make a grapple check against an opponent, they receive a +1 bonus per fellow pack member who also made a check or initiated a grapple against that foe. Pack Fighter (Ex): at 7th level and above, the master of the hunt and his wolf followers fight with unparalleled levels of coordination and tactical cunning. When flanking an opponent, they gain a +4 bonus to hit rather than +2. In addition, they inflict +1d6 additional damage when attacking a flanked creature. Treat this bonus damage as a sneak attack for determining which creatures are immune to it and all other rules issues. The master and his wolf allies gain these benefits only when he and his wolves combine to flank a creature. For example, if the master and a hobgoblin flanked a dwarf fighter,
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Chapter Two: Lycanthrope Characters the master would not gain these benefits. He would receive the standard +2 bonus to hit a flanked target. If he and one of his wolves flanked the dwarf, both of them would gain the benefits of this ability.
Eyes of the Pack (Su): Beginning at 8th level, when the master of the hunt must make a Spot or Listen check, he gains a +2 circumstance bonus to his check for each of his wolves that is within 30 ft. of his current position. Aided by his deep connection to his packmates, the master uses all of their senses to keep watch over his surroundings. Might of the Pack (Ex): With his many victories and the great power he has gathered, the master of the hunt attracts only the mightiest wolves to his side. At 9th level and above, any wolf he gains with his wolf pack special abilities gains two additional hit dice. Use the standard rules for advancing a creature's HD to determine the wolf's new statistics. This ability replaces (and does not stack with) the strength of the pack class ability. Tactical Supremacy (Su): At 10th level, the master of the hunt learns to combine his pack's abilities to the ultimate level. When fighting with his wolves, he grants them a +2 competence bonus to hit and a +4 competence bonus to damage. The wolves see through each others' eyes, allowing them to coordinate their attacks and battle with a human's cunning and a beast's ferocity. The wolves gain this ability as long as they are within 60 ft. of the master.
Level 1
Base Attack Fort Bonus Save +1 +2
Ref Save +0
Will Save +2
Special Wolf pack
fangs, and tears at him with his claws. Most humanoid warriors are used to fighting opponents equipped with a single blade, while animals and other beasts are confused by the master's strange method of fighting. Members of this prestige class train long and hard to combine their heritage's varied talents into a single, cohesive style. A swordsman may jab with his blade and follow up with a quick nip from his fangs. A werebear might grapple his foe with his claw, then finish him with the punch dagger he carries in his other paw. Most masters of fang and blade pick a single weapon that they use in conjunction with this fighting style, but a few dabble in a variety of different armaments.
2
+2
+3
+0
+3
Swarming attack
3
+3
+3
+1
+3
Tactical cunning
4
+4
+4
+1
+4
Strength of the pack
5
+5
+4
+1
+4
Hunters in the night
6
+6
+5
+2
+5
Overwhelming attack
Most masters arise in areas where lycanthropes can mingle freely and openly with each other. Under such circumstances, they can develop a unique fighting style that utilizes their natural abilities. Evil werecreatures, most notably wererats, gather in secretive cabals within human cities to spread this prestige class's teachings and train an elite corps of warriors. Only the werewolves rarely follow this prestige class, as few of them have the intelligence and foresight to master humanoid armaments. Still, the few werewolves that do pick up a master's skills are fierce opponents.
7
+7
+5
+2
+5
Pack fighter
Hit Die: d10
8
+8
+6
+2
+6
Eyes of the pack
Abbreviation: Mfb
9
+9
+6
+3
+6
Might of the pack
10
+10
+7
+3
+7
Tactical supremacy
Requirements To become a master of fang and blade, a character must fulfill all the following criteria: Base Attack Bonus +5
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Master of Fang and Blade (Any)
Feat: Multiattack, Weapon Focus (any natural weapon), Weapon Focus (any melee weapon)
The master of fang and blade studies a unique fighting style rarely encountered outside of lycanthrope settlements and enclaves. By training to fight while in hybrid form, a werecreature learns to weave his natural attacks and armed strikes into a single, indomitable fighting style. The werecreature slashes with his blade, snaps at a foe with his
Special: The ability to fight with natural weapons, such as claws or fangs, in addition to a normal weapon. For example, lycanthropes qualify for this prestige class because they can fight with weapons in addition to their claws while in hybrid form. An unarmed attack that normally draws an attack of opportunity, such as a human's fist, does not qualify as a
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters natural weapon, even if the character has the Improved Unarmed Strike feat or a similar ability.
Class Skills The master of fang and blade's class skills (and the key ability for each) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Profession (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the master of fang and blade prestige class. Weapon and Armor Proficiency: A master of fang and blade is proficient with all martial weapons. He gains no additional proficiencies with armor or shields. Lightning Claws (Ex): As the master of fang and blade masters his esoteric fighting style, he learns to incorporate his natural strikes into the strikes and jabs he makes with his weapon. When using the full-attack action, the master may opt to replace one of his natural attacks with a single attack using a held melee weapon. He uses his full base attack bonus with this strike. He does not suffer the standard penalties for fighting with a secondary attack for this blow. Improved Multiattack (Ex): At 5th level, the master of fang and blade learns to better combine his natural and armed attacks. For purposes of the multiattack feat only, he counts any armed attacks he makes as being made with natural weapons. The master selects one of his attacks as his primary strike. He makes this attack as normal with his full Strength bonus to damage. His other attacks suffer a –2 penalty to hit and use only half his Strength bonus unless the attack type is identical to his primary attack. For example, a creature with two claws and a bite can attack with either its single bite attack or both its claws as its primary weapons. In addition, when taking a full attack action, the master of fang and blade may make any additional attacks he would normally get due to a high base attack bonus. These extra attacks must be made with his primary attack only, and cannot be made if the primary attack is a weapon rather than a natural attack. For example, a werewolf master of fang and blade carries a longsword while in hybrid form. He has a base attack bonus of +14. Normally, if he made a full attack with his sword and his bite, he would strike with the sword at +14/+9/+4 and his bite at +9 (due to the –5 penalty for using a secondary attack). If he attacked with only his bite, he would receive only one attack at +14. With this ability, he attacks with his sword at +14/+9/+4 and his bite at +12. If he opted to use his bite as his primary attack, he would attack with it at +14/+9/+4 and his sword at +12. Suppose that the werewolf wanted to attack with its two claws and its bite. Normally, he would attack once with each claw at +14 and his bite at +12 if he had Multiattack. With this class ability, he could strike with one claw at +14/+9/+4, his second claw at +14, and his bite at +12. If he attacked with his bite as his primary weapon, he would fight with a +14/+9/+4 bite and both his claws at +12.
Bonus Feat: At 2nd, 4th, and 8th level, the master of fang and blade may choose a feat from the fighter's list of bonus feats or the new lycanthropic feats presented in this book. Surprise Attack (Ex): The master of fang and blade learns to nimbly shift his weapon from one hand to the next, confusing his enemy while shifting from one claw attack to another. His foe, forced to follow the weapon's movement, must stretch his defenses to their limit in order to cover himself. When using the full-round attack action, a 6th-level or higher master may opt to forgo his attacks with his weapon. In return, he may use his natural attacks with a +2 competence bonus to hit. The master must still hold his weapon and cannot use both his claws to attack at the same moment (and thus cannot rend). Supreme Multiattack (Ex): At 10th level, the master of fang and blade attains the highest degree of expertise possible in his chosen art. When using his Improved Multiattack ability, he may make additional attacks with each of his secondary attacks. For each secondary strike, he gains another attack with that weapon at a –5 penalty to hit. His primary attack remains unchanged unless he uses two identical attacks as his primary strike. In that case, he may use his second primary weapon – the one that does not normally gain any extra attacks – a second time with the –5 penalty to hit.
Level 1
Base Attack Fort Bonus Save +1 +2
Ref Save +0
Will Save +0
Special Lightning claws
2
+2
+3
+0
+0
Bonus feat
3
+3
+3
+1
+1
4
+4
+4
+1
+1
Bonus feat
5
+5
+4
+1
+1
Improved Multiattack
6
+6
+5
+2
+2
Surprise attack
7
+7
+5
+2
+2
8
+8
+6
+2
+2
9
+9
+6
+3
+3
10
+10
+7
+3
+3
Bonus feat Supreme Multiattack
Midnight Justicar (Weretiger) Weretigers commonly dwell among humans, elves, and other humanoid races that build cities, towns, and other centers of civilization. Aside from wererats, they are perhaps the lycanthropes best adapted to life in an urban environment. The weretigers' curiosity and intellect allows them to mingle with mundane races with few problems. However, the weretigers realize that their existence sometimes hangs by a thread. Any aggressive activity by lycanthropes, especially wererats, can alarm the folk they live among and lead to a ruthless crackdown on their kind. The weretigers are wise enough to realize that a panicked, edgy population might be
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Chapter Two: Lycanthrope Characters Abbreviation: Mdj Requirements To become a midnight justicar, a character must fulfill all the following criteria:
Base Attack Bonus +8 Hide: 11 ranks Move Silently: 11 ranks Feat: Spring Attack Race: Weretiger Class Skills The midnight justicar's class skills (and the key ability for each) are Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Move Silently (Dex), Open Lock (Dex), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the midnight justicar prestige class. Weapon and Armor Proficiency: A midnight justicar gains no additional proficiencies with weapons, armor, or shields. Superior Scent (Ex): Midnight justicars learn to identify other lycanthropes by scent. By merely passing within 60 ft. of a fellow werecreature, a justicar can identify its true nature and the animal form that it can assume.
unlikely to differentiate between a friendly werecreature and the shapechanging fiends who have preyed on their neighbors. To help ensure their security and to prevent rival lycanthropes from muscling in on their territory, the weretigers employ a shadowy group of enforcers known as the midnight justicars. A midnight justicar prowls the city at night, alert for wererats and other hidden threats that can disturb the weretigers' peace. He strikes from the darkness, leaping from the shadows to cut down his prey before slipping back into the night. By tapping into the lycanthropes' mystical connection to the moon, the justicar learns to magically bind and control shadows and other patches of darkness. Combined with his natural grace, speed, and strength, these magical abilities allow him to stalk and kill enemy lycanthropes without drawing any undue attention to his activities. Almost any group of urban lycanthropes might employ a similar class of shadow warriors to exterminate rivals without raising any alarms. While weretigers employ these skills to defend their territory, wererats might cultivate them to create an elite class of assassins who can eliminate troublesome enemies and rivals.
Hit Die: d6
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Cloak of Shadows (Sp): With their innate connection to the night and the moon, midnight justicars develop the magical ability to conceal themselves in a murky layer of liquid darkness. Beginning at 2nd level, they gain a +4 competence bonus to all Hide and Move Silently checks made under the night sky. In addition, once per day they can create a cloak of darkness that obscures them from observation. The justicar may cast blur as a sorcerer with a caster level equal to the justicar's total character level. The justicar ignores any spell failure chance due to armor he wears. Sneak Attack (Ex): A midnight justicar gains the ability to sneak attack as per the rogue class ability. Additional damage gained via this prestige class stacks with any existing sneak attack capabilities the justicar already possesses. The justicar gains +1d6 of sneak attack damage at 3rd, 6th, and 9th level. Pouncing Attack (Ex): Justicars strike with great strength, precision, and speed, allowing them to move next to an opponent, deliver a devastating attack, and slip away without exposing themselves to undue danger. When using their Spring Attack feat, justicars of 4th level or higher may nominate one opponent in addition to their target. This foe does not threaten any areas for purposes of determining attacks of opportunity against the justicar when he uses Spring Attack. Mantle of Shadow (Su): The midnight justicar attracts shadow to him like a magnet draws iron. When he walks
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters within areas of darkness, he fades in and out of sight as the inky blackness whirls around him. Once per round starting at 5th level, when in a shadowy environment, the justicar can force an opponent who attacks him to re-roll his miss chance due to concealment. If the justicar's foe has Blind-Fight, using this ability cancels that feat's ability to allow re-rolls on concealment checks.
Intuitive Tracker (Ex): Beginning at 7th level, the justicar's keen sense of smell allows him to identify and track a specific creature by scent alone. The justicar must come within 10 ft. of a creature in order to imprint its scent. When attempting to track his chosen target, the justicar gains a +4 competence bonus to his Survival check. In addition, he immediately senses his target's presence via scent when he comes within 100 ft. of the target. He learns the target's general direction and can locate a path to it with a successful Survival check. A midnight justicar can only choose one creature as this ability's target at a time. Acquiring a new target is a free action, though the justicar must move close enough to imprint the creature's scent.
Swooping Attack (Ex): At 9th level the midnight justicar moves with such speed, grace, and skill that his enemies move too slowly to strike at him. When using his Spring Attack feat, he may choose up to three opponents. These foes do not count as threatening any areas for purposes of provoking attacks of opportunity against the justicar due to the movement and attacks he makes as part of his Spring Attack feat. In addition, when using the Tumble skill to avoid attacks of opportunity, the justicar suffers only a +1 DC modifier per foe he attempts to avoid after the first, rather than the usual +2.
it, he consumes this ability's duration until he either stops using it or exhausts his daily allotment of rounds.
Lunar Adept (Any) A wide variety of philosophies, schools, and teachings attempt to explain the theory and practice behind arcane magic. As all of these various splinter groups can employ spells with equal talent and similar effects, and none have claimed a monopoly on the one true way of magic. Yet, while their skill remains roughly equal, the exact expression of their magic exhibits a wide range of variation. Fire mages develop supreme skill and mastery with their chosen element, while bards express their inner abilities through rhyme and song. Among these unique brands of magic exists a small, secretive sect of mages who attribute arcane power to the moon. Known as lunar adepts, these spellcasters manipulate the moon's energy to sharpen their spells and improve their magical abilities. Lunar adepts usually congregate in isolated areas where they can erect great towers to position themselves closer to their source of magic. Many of them sleep by day, venturing outside only under the cover of night. In urban areas, their nocturnal activities cast a suspicious, sinister aspect over them, though in truth these mages hail from the full gamut of alignments. Good lunar adepts see the moon as a watchful caretaker, a sentinel that peers into the night. Evil ones consider it the rightful ruler of the celestial realm, one that the sun wrongfully pushes from the sky at dawn. Neutral adepts usually avoid placing any
Crown of Shadow (Su): At 10th level, the midnight justicar masters his magical ability to find strength and support from the shadows that mask his movements and activities. He calls upon the darkness to shroud him from sight, allowing him to move unseen among his foes and strike at them without fear. For a total of 15 rounds per day, he may gain the benefits of greater invisibility as cast by a 20th-level wizard. The justicar can use this ability as often as he wishes. Each time he activates
Level 1
Base Attack Fort Bonus Save +0 +0
Ref Save +2
Will Save +0
Special Superior scent
2
+1
+0
+3
+0
Cloak of shadows
3
+2
+1
+3
+1
Sneak attack +1d6
4
+3
+1
+4
+1
Pouncing attack
5
+3
+1
+4
+1
Mantle of shadow
6
+4
+2
+5
+2
Sneak attack +1d6
7
+5
+2
+5
+2
Intuitive tracker
8
+6
+2
+6
+2
Swooping attack
9
+6
+3
+6
+3
Sneak attack +1d6
10
+7
+3
+7
+3
Crown of shadow
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Chapter Two: Lycanthrope Characters personal characteristics upon the moon, instead seeing it as a powerful astrological force that should be respected.
night. When he is shielded from the moon's light, he gains none of these benefits and suffers none of the drawbacks.
In your campaign, the lunar adept can be a useful prestige class for players who want to create a distinctive spellcaster. If you run many wilderness adventures, this class's abilities can frequently come into play. As a villain or NPC, the lunar adept should focus on squaring off against the characters under the most favorable conditions. He strikes at night when the moon is full and makes full use of his enhanced ability with divinations to spy on PCs. In either case, this class has very specialized abilities but is not necessarily crippled compared to other PCs, as its continuing arcane spell progression allows it to keep up with everyone else as they gain levels. Even during the day or when trapped indoors, the lunar adept can prove to be a useful character.
Veil of Night (Su): The moon protects its followers and aids them in their endeavors. When fighting outdoors at night, the 2nd-level moon adept enjoys good luck while his enemies suffer from ill fortune. Arrows slip from bows, trees sway in breezes just enough to deflect crossbow bolts, an orc slips on a mud patch as he swings his axe, and so forth. The lunar adept gains a +1 luck bonus to AC while outdoors at night. On the night of the new moon, he suffers a –1 luck penalty to AC rather than this bonus.
Hit Die: d4 Requirements To become a lunar adept, a character must fulfill all the following criteria: Arcane spell caster level 5+ Knowledge (arcana): 8 ranks Knowledge (astrology): 4 ranks Class Skills The lunar adept's class skills (and the key ability for each) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the lunar adept prestige class. Weapon and Armor Proficiency: The lunar adept gains no additional proficiencies with weapons, armor, or shields. Spellcasting Ability: The lunar adept gains spellcasting levels as he progresses through this prestige class. He stacks his levels from this class with the caster level he has in any arcane spellcasting class of his choice. He gains additional spells per day, a higher caster level, and higher level spells. He does not gain any of the other benefits normally associated with gaining levels in his other class. For example, a 10th-level wizard/5thlevel lunar adept would cast spells as a 15th-level wizard. However, his familiar would have abilities as per a 10th-level wizard's minion.
Child of the Moon (Su): The lunar adept draws his magical energy from the moon rather than other, more traditional sources. When casting a spell under the light of a full moon, he gains a +1 circumstance bonus to his effective caster level. When the moon is waxing, the duration of any of his spells increases by 1 round. When it is waning, it decreases by 1 round. On the night of the new moon, the adept suffers a –1 circumstance penalty to his effective caster level. All of these bonuses and penalties apply only of the adept is outside at
58
Written in the Stars (Su): The lunar adept grows adept at conversing with his celestial guide via spells and other magics. When employing divination spells under the moon's light, he can commune with the moon and tap into it to enhance his efforts. If a lunar adept of 3rd level or higher casts a divination spell outdoors at night, he gains a +1 circumstance bonus to the spell's save DC and a +1 circumstance bonus to his effective caster level. He loses these advantages on a night of the new moon. Pierce the Veil (Su): As the lunar adept progresses in the teachings of the moon's strange magical lore, he unlocks several mystical secrets that aid him in his daily endeavors. When outdoors on any night other than the new moon, the 4th-level lunar adept can see as if it were day. The moon's light gleams with the same power as the sun to his eyes. Even thick cloud cover does little to dim this ability, as it renders the night as bright as an overcast day. Lunar Master (Su): At 5th level, the lunar adept achieves the ultimate mastery of his order's strange form of magic. He gains the ability to cast light at will, thought the illumination this spell sheds is a pale, ghostly light similar to the moon. In addition, once per night the adept can apply a single metamagic feat he knows that does not increase a spell's level by more than one to a spell he casts under moonlight. This does not increase the level of the spell slot used to cast the spell. It does increase the casting time for sorcerers and other spontaneous casters as normal for metamagic feats. He must be outside at night to use this ability. It does not function on the night of the new moon.
Level
Base Attack Fort Bonus Save
Ref Save
Will Save
Special
1
+0
+0
+0
+2
Child of the moon, +1 caster level
2
+1
+0
+0
+3
Veil of night, +1 caster level
3
+1
+1
+1
+3
Written in the stars, +1 caster level
4
+2
+1
+1
+4
Pierce the veil, +1 caster level
5
+2
+1
+1
+4
Lunar master, +1 caster level
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters
Night Howler (Werewolf) Among the werewolf packs, the night howlers reign supreme as war chiefs, leaders, and alpha pack members. In the dead of the night, they stalk through the forest in search of prey worthy of their horrific attentions. The mightiest night howlers draw great packs of lesser werewolves to them, forging them into a deadly force through the sheer will of their personalities and the brutal punishments they levy for the slightest trace of dissension in the ranks. It is a testament to the power and respect these beasts command that they are able to forge the chaotic, self-interested werewolves into cohesive packs. Night howlers are the chosen of Hurar the Pursuer. Many of them are clerics or sorcerers blessed with the knowledge of necromantic magic. Among their numbers, a few known as the Moonfangs are said to have personally survived a night in which Hurar descended to the mortal world and stalked and killed every werewolf he encountered. In this manner, Hurar ensures that only the mightiest werewolves survive to propagate the species. A werewolf who survives this experience gains a gleaming, white pelt and soon displays the magical talents needed to enter this prestige class. Other night howlers observe ancient traditions and legends to enter this class, learning the basics of magical lore needed to combine the werewolves' ferocity with the fearsome effects of necromancy. The night howler is a poor fit for other lycanthrope types, as it plays on the wolf's stereotypical howl and its ability to trip foes with its bite attack. If you want to adapt this class for other races, add Improved Trip to the requirements and modify the descriptions of the special abilities to fit the lycanthrope's attack forms. In addition, this prestige class is best suited to evil creatures, as it exults in spreading terror and crushing foes with vicious, bloody attacks.
Hit Die: d10 Requirements To become a night howler, a character must fulfill all the following criteria: Base Attack Bonus +5 Spellcasting Ability: Must be able to prepare or spontaneously cast a 1st-level necromancy spell at least once per day. This spell may be either divine or arcane in nature. Survival: 8 ranks Feat: Blind-Fight
Race: Werewolf Special: Must have the ability to trip foes with its animal form's bite attack Class Skills The night howler's class skills (and the key ability for each) are Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the night howler prestige class. Weapon and Armor Proficiency: The night howler gains no additional proficiencies with weapons, armor, or shields.
Blood Hunter (Ex): The night howler excels in dragging down his enemies and ripping them limb from limb. When the battle fury overtakes him and he tastes his foe's blood, a terrible anger overcomes him. When the night howler uses his trip ability while in wolf form, he may immediately make a bite attack at his full attack bonus if his opponent falls prone. If the howler already has the Improved Trip feat, he gains a +4 competence bonus to hit with a bite attack made after a successful trip. Hunter in the Dark (Su): The dark of midnight is the night howler's natural environment. At 2nd level, his eyes further adapt to areas of pitch black. In addition to his natural low-light vision, the night howler gains darkvision with a range of 120 ft. His eyes glow with a red, feral radiance as the necromantic magic he dabbles in provides him with this ability. Crushing Bite (Ex): While in hybrid or animal form, the hunter in the dark learns to use its bite attack to worry and tear at its opponent's flesh. The hunter gains a +2 bonus to damage with its bite in either of those two shapes at 3rd level. Chilling Howl (Su): Once per day beginning at 4th level, the night howler can unleash a keening howl that sends a chill through all living creatures that hear it. By spending a full-round action while in wolf or hybrid form, the howler rears back and unleashes a wail fueled by necromantic magic. All creatures within 60 ft. of the howler must make Fortitude saves (DC 15 + the howler's Constitution modifier) or suffer a –2 penalty to Strength for 1 hour. The chilling howl unleashes waves of necromantic energy that sap the vitality of living creatures caught within it. Blood Seeker (Su): The night howler develops a ravenous thirst for the blood of living creatures. In battle, his darkvision
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Chapter Two: Lycanthrope Characters allows him to see the ebb and flow of blood as it courses through a creature's body. Using this magical vision, the howler rips into its foe's arteries and other vulnerable spots. At 5th level and above, whether in hybrid or animal form, the hybrid threatens a critical hit with its bit attack on a natural 19 or higher.
day starting at 9th level, as a full-round action, the howler gathers its inherent talent for necromancy and channels it into a roaring howl. All creatures within a 120 ft. spread of the howler must make Fortitude saves (DC 17 + the howler's Charisma modifier). Those that fail in this save are stunned for 1d4 rounds. This ability is a mind-affecting, fear-based effect.
Master of the Night (Su): The night howler uses his magical abilities to dampen light sources and render his enemies helpless. Three times per day beginning at 6th level, the howler may create an area of flickering shadow as per darkness cast by a sorcerer with a caster level equal to the howler's class level. The howler may use this ability in humanoid, hybrid, or wolf form.
Blood Gorger (Ex): The 10th-level night howler strikes with such ferocity that it can use its bite to throw a foe to the ground and latch on to its opponent with a vise-like grip. If the howler successfully trips an opponent, it may start a grapple as a free action. Once grappling, it may choose to deal its bite damage without making a grapple check. It may not grapple to inflict additional damage, but may use a check to pin a foe.
Blood Drinker (Su): When the night howler grasps a foe with its fangs, and tears open arteries and saps the vitality and health from its enemy. Three times per day beginning at 7th level, the howler may use its supernatural affinity for necromancy to weaken a foe. The howler must elect to use this ability before resolving its bite attack. On a successful hit, its target must make a Fortitude save (DC 16 + the howler's Constitution modifier) or suffer 2 points of temporary Strength damage. This ability score damage is in addition to any damage caused by the bite. Rending Bite (Ex): The night howler's ferocity and blood thirst drive it to commit horrid atrocities in battle. Starting at 8th level, when the howler hits with its bite attack while in animal form, it may choose to rend and tear its foe in place of its trip attack. The howler makes an opposed Strength check against its enemy with a +4 bonus. Its foe makes a standard Strength check. Creatures smaller than the howler suffer penalties as if they were the target of a trip attack. Larger creatures do not gain their standard bonus to resist a trip, as the howler simply tries to rend and tear their flesh rather than send them tumbling to the ground. If the howler succeeds in this check, it immediately deals its bite damage to its target again. The howler worries and tears at its foe, causing further injury as it widens the bite wound. Symphony of the Night (Su): With a single long, keening wail, the howler can strike such overwhelming terror into its foes that they are rooted in place and unable to move. Once per
Level 1
60
Base Attack Fort Bonus Save +1 +2
Ref Save +0
Will Save +0
Special Blood hunter
Pack Lord (Any) Striding among his fellows with powerful grace and unparalleled calm, the pack lord is the unquestioned leader of any lycanthrope group he joins. With his combination of a humanoid's canny knack for manipulation and personal relationships, along with his feral, animal side's raw power and instinctual feel for power, the pack lord is the unquestioned leader of his people. Many pack lords are born into their position, joining a long line of distinguished (or feared) leaders and/or tyrants. Among the werewolves, these fearsome creatures run at the head of the pack, cowing their followers into obedience not with violence but through the sheer power of their presence. Among werebears, these revered leaders set an example for others in the lodge to follow. They use their wisdom, sense of justice, and carefully tempered ideals to guide their people. Pack lords are easy to spot among ordinary lycanthropes. They walk with a sense of regal grace that many human monarchs can only dream of achieving. In many ways, they represent the civilized ideal of what a fusion of man and animal can become. In other cases, they are brutal, petty dictators who bend their followers into useful tools to gain what they want. In either case, the lords' methods differ but the source of their power remains the same. Just as some animals naturally defer to the powerful alpha beasts among them, so too do lycanthrope groups produce mighty leaders that demand and gain obedience with the raw strength of their indomitable personalities. Pack lords are typically born rather than made. They spring from long, illustrious lines of leaders and kings. You can adapt this prestige class to other races simply by changing the racial requirement and perhaps customizing a few of the class's abilities. The dwarf version of this class might be known as the lord of stone and steel, while an elf analog could be titled the arboreal overlord.
2
+2
+3
+0
+0
Hunter in the dark
3
+3
+3
+1
+1
Crushing bite
4
+4
+4
+1
+1
Chilling howl
5
+5
+4
+1
+1
Blood seeker
6
+6
+5
+2
+2
Master of the night
7
+7
+5
+2
+2
Blood drinker
8
+8
+6
+2
+2
Rending bite
Requirements To become a pack lord, a character must fulfill all the following criteria:
9
+9
+6
+3
+3
Symphony of the night
Base Attack Bonus +5 or divine or arcane spell caster level 5+
10
+10
+7
+3
+3
Blood gorger
Hit Die: d6
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters Diplomacy: 8 ranks Intimidate: 8 ranks Feat: Persuasive Race: Lycanthrope Class Skills The pack lord's class skills (and the key ability for each) are Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Listen (Wis), Perform (Cha), and Sense Motive (Wis). Skill Points at Each Level: 4 + Int modifier.
Class Features All of the following are class features of the pack lord prestige class. Weapon and Armor Proficiency: The pack lord gains no additional proficiencies with weapons, armor, or shields. Animal Magnetism (Ex): The pack lord represents a powerful fusion of raw, animal power and the restrained, careful consideration of a humanoid mind. The two combine to allow him to exert a powerful effect on others he meets. He gains a +2 competence bonus to all Charisma checks and Charismabased skill checks. In addition, he gains a +2 bonus to Will saves against mindinfluencing effects. Stately Manner (Ex): In all of his forms, the pack lord moves with a grace and panache that reveals his regal nature. Beginning at 2nd level, creatures that have no more than half as many hit dice as the lord must make a Will save (DC 10 + the lord's Charisma modifier) in order to attack him. Creatures make this save before taking their actions for the round. On a successful save, the creature does not have to check again for the rest of the encounter. Creatures that fail this save are allowed another one each round until they succeed. This is a mind-influencing effect. Baleful Eye (Ex): While a pack lord can use his personality to encourage and sway others, he can also use it to strike terror into his enemies' hearts. Three times per day beginning at 3rd level, he may use a standard action to stare into a foe's eyes in order to use the raw force of his personality to cow him into submission. The opponent must make a Will save (DC 16 + the pack lord's Charisma modifier) or become shaken. Shaken creatures suffer a –2 penalty to all attacks, saves, and checks. This effect lasts for 10 rounds. Feral Aspect (Ex): At 4th level, the pack lord takes on the most majestic or terrifying qualities of his base animal form,
allowing him to exert his influence over others without making any special effort to do so. Once per encounter, the pack lord may make a Diplomacy or Intimidate check to influence others as a free action. At 8th level, the pack lord may use this ability twice per encounter.
Alpha Status (Ex): At 5th level, the pack lord cultivates his talents in manipulating others to such a degree that he can lend aid and support to his companions and allies. His mere presence inspires greatness in his friends. All of the pack lord's allies within 30 ft. of him receive a +1 morale bonus on attacks and Will saves. Fearsome Glare (Ex): When locked in combat, the pack lord channels his overwhelming personality into a terrifying aspect. He growls and glares at his foe, casting doubt into his mind and making his attacks uncertain. Once per day beginning at 6th level, the lord may make an Intimidate check as a free action against a creature that he hits and damages with a melee attack. That opponent must make a Will save with a DC equal to the result of the Intimidate check. If the lord's opponent fails this save, he becomes shaken (suffering a –2 morale penalty to attacks, checks, and saves) and may take only a standard action on his next turn. This is a fear-based, mindinfluencing effect. Regal Manner (Ex): The pack lord's grace and power acquire an almost palpable aura at 7th level. Any creature that attempts to attack him must make a Will save with a DC of the lord's class level + 5 + the lord's Charisma modifier. If the pack lord takes any violent actions during an encounter, he loses the benefits of this ability for the duration of that encounter. However, he still gains the use of his stately manner class ability. Withering Glance (Ex): Once per day at 9th level and above, the pack lord may ready an action to overpower an opponent with the sheer force of his personality. On his chosen target's action, the lord makes a Diplomacy check. The target of this ability must make a Will save with a DC equal to the check's result. If this save fails, the creature loses its actions for the round. The pack lord must be able to see its target, and vice versa, for this ability to function. Lord of Beasts and Men (Ex): At 10th level, the pack lord's command of others reaches its ultimate state. He cannot enter a room without others naturally deferring to his status and power, while he handles social situations and negotiations with skill and grace. The pack lord gains a +4 competence
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Chapter Two: Lycanthrope Characters bonus to all Charisma checks and Charisma-based skill checks. This replaces (does not stack with) the animal magnetism class ability. In addition, the pack lord may compel service from other, lesser creatures. This ability functions as the spell command cast as a sorcerer at the pack lord's total character level (save DC 11 + the pack lord's Charisma modifier). The lord may use this ability at will. This ability functions only against creatures with fewer hit dice than the pack lord.
prominence in their communities, bossing other wereboars around and occasionally trampling a rival wereboar or encroaching stranger into the ground. The other lycanthrope races never produce members of this prestige class. Only the wereboars' culture, such as it is, produces these unique warriors. After all, few other groups place any premium or value in running head first into trees for entertainment.
Hit Die: d10 Requirements
Level 1
Base Attack Fort Bonus Save +0 +2
Ref Save +0
Will Save +2
Special Animal magnetism
2
+1
+3
+0
+3
Stately manner
3
+2
+3
+1
+3
Baleful eye
4
+3
+4
+1
+4
Feral aspect
5
+3
+4
+1
+4
Alpha status
6
+4
+5
+2
+5
Fearsome glare
7
+5
+5
+2
+5
Regal manner
8
+6
+6
+2
+6
Feral aspect
9
+6
+6
+3
+6
Withering glance
10
+7
+7
+3
+7
Lord of beasts and men
Relentless Charger (Wereboar)
To become a relentless charger, a character must fulfill all the following criteria:
Base Attack Bonus +5 Feats: Improved Bull Rush, Improved Overrun Race: Wereboar Class Skills The relentless charger's class skills (and the key ability for each) are Climb (Str), Intimidate (Cha), Jump (Str), and Swim (Str). Skill Points at Each Level: 2 + Int modifier.
Class Features All of the following are class features of the relentless charger prestige class.
Weapon and Armor Proficiency: The relentless charger gains no additional proficiencies with weapons, armor, or shields. Overwhelming Charge (Ex): When lining up a bull rush or overrun attack in conjunction with a charge, the relentless
Among the wereboars, strength and toughness easily outweigh intellect in terms of social value. The crude, crass, and backward wereboars prefer to spend their days gorging themselves on moonshine and stuffing whatever edible morsels they can find into their maws. In battle, these brutes rely on overwhelming strength and a touch of reckless abandon to overcome their foes. Given that wereboars are near simpletons, they favor direct, simple tactics. Most of the time, a wereboar charges his opponent and tries to beat him into submission as quickly as possible. If that fails, he turns tail and runs. The most talented wereboar warriors turn the act of trampling an opponent into an art form. Bored by their long days of lazy squalor, some of them take to practicing their overwhelming charges on trees, boulders, and other large, inanimate objects. Though the jarring collisions knock many of them senseless, a few learn to leverage their considerable bulk and strength with incredible efficiency. With practice, a wereboar warrior can learn to knock even the strongest frost giant flat on his back. These lycanthropes are known as relentless chargers, living balls of destruction that exist solely to blast through their foes' ranks and level all in their path. The wereboars treat members of this prestige class with great respect and deference. Normally they rise to positions of
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Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters charger gains an additional +10 ft. of movement. The relentless charger gains this bonus only when making a charge to deliver an overrun or bull rush attack.
Overpower (Ex): The relentless charger hammers through his enemies, casting them aside like dolls as he tears into their ranks. When using the overrun or bull rush combat actions, a 2nd-level or higher relentless charger counts as one size category larger than he actually is. This change affects his size modifier to these attacks, the maximum creature size he can target, and all other areas in which size plays a role in either type of attack. Gore Attack (Ex): When making a bull rush attack, the 3rdlevel relentless charger slams his long, ferocious tusks into his opponent. If the charger is in hybrid or animal form when he attempts a bull rush, he may make a gore attack in conjunction with the bull rush. If the gore attack is successful, he deals his normal damage with a +2 bonus for every 5 ft. he pushes his opponent backward. Thunderous Impact (Ex): The relentless charger slams into his opponent when using the bull rush attack, knocking his target into the air at the cost of dropping his own guard against attacks. Beginning at 5th level, the charger may opt to incur attacks of opportunity as normal for making a bull rush attack, as if he did not have the Improved Bull Rush feat. In return, he automatically knocks his opponent an additional 5 ft. backward. In addition, the target of his bull rush must succeed at an opposed Strength check against the charger or be knocked prone. Trampling Boar (Ex): When the charger overwhelms his enemies, he grinds them into the ground with his feet or hooves, as appropriate to his current from. If a relentless charger of 6th level or higher knocks an opponent prone with an overrun attack, he deals 1d4 + half his Strength modifier in damage to his opponent. Unstoppable Charge (Ex): As per the charger's overwhelming charge ability, save that at 8th level, he now counts as two size categories larger for purposes of bull rush and overrun attacks. Trample (Ex): As a full-round action, the 9th-level or higher relentless charger can move up to twice its speed and literally run over any opponents of his size or smaller. The charger merely has to move over the opponents in its path in a straight line. Any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the charger moves over all the squares it occupies. If the charger moves over only some of a target’s space, the target can make an attack of opportunity against him at a –4 penalty. A charger that accidentally ends its movement in an illegal space returns to the last legal position he occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals 1d8 + 1.5 times the charger's Strength bonus in bludgeoning damage. Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to
take half damage from the trample attack.The save DC against a trample attack is 15 + the charger's Strength modifier.
Torrent of Fury (Ex): At 10th level, the relentless charger unlocks his inner strength and turns himself into a veritable wrecking ball of destruction. When using the bull rush attack, he gains a +4 bonus to his Strength score. This bonus lasts for one full round. In addition, he pushes his opponent backward twice the normal distance on a successful bull rush. Note that this increases the bonus damage he inflicts with his gore attack special ability.
Level 1
Base Attack Fort Bonus Save +1 +2
Ref Save +0
Will Save +0
Special Overwhelming charge
2
+2
+3
+0
+0
Overpower
3
+3
+3
+1
+1
Gore attack
4
+4
+4
+1
+1
5
+5
+4
+1
+1
Thunderous impact
6
+6
+5
+2
+2
Trampling boar
7
+7
+5
+2
+2
8
+8
+6
+2
+2
Unstoppable charge
9
+9
+6
+3
+3
Trample
10
+10
+7
+3
+3
Torrent of fury
Shadow Prowler (Wererat) Among the wererats, the shadow prowlers from a secretive, highly feared sect of thieves, assassins, and spies who draw upon an ancient pact with diabolic forces. Members of this cult combine a smattering of mystical knowledge with their ability to slip into temples, castles, and other fortresses of civilization undetected to prove their courage and potential. After a test that usually involves using magic and cunning to steal a valuable item, the shadow prowler is inducted into the sect's inner mysteries. In a ceremony that leaves a star-shaped scar on his left palm, the prowler marks his allegiance to the dukes of hell and swears to follow the dictates of the order. With his oath in place, the elders begin to instruct the new initiate in the magical secrets they have unearthed. Shadow prowlers use a variety of magical abilities to infiltrate human cities and other settlements to spy on their inhabitants. Their first secrets allow them to mingle with humans and hide within a cloak of shadows from their enemies. Chief among these foes are the midnight justicars, a group of weretiger enforcers who literally wage a game of cat and mouse against the shadow prowlers. Since the foundation of both orders, they have struggled to purge the world of each other. As prowlers prove themselves, they earn greater privileges and access to deeper secrets. They learn to bind and call swarms of rats, hasten their own ability to assume other shapes, and ultimately gain benefits from hell itself in the form of diabolic vermin and half-fiend servitors. In return, the shadow prowler clans pledge wealth, kidnap victims, and other grim
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Chapter Two: Lycanthrope Characters (Int), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), and Use Magic Device (Cha). Skill Points at Each Level: 4 + Int modifier.
Class Features All of the following are class features of the shadow prowler prestige class.
Weapon and Armor Proficiency: The shadow prowler gains no additional proficiencies with weapons, armor, or shields. Shadow Friend (Su): At 1st level, the shadow prowler's arcane training and lycanthropic heritage allow him to bend and mold the shadows to his wishes. When making Hide checks, he gains a +2 competence bonus as shadows move to cloak him from observation. Cloak of Illusion (Su): As the shadow prowler must openly walk among humanoid society, he develops magical countermeasures to foil any attempts to determine his true nature. Beginning at 2nd level, the shadow prowler may roll a Hide check whenever a divination spell is used to uncover information about him. The caster of the divination spell must make a caster level check with a DC equal to the prowler's Hide check in order to get any information on the prowler. Make this check each time a spell is used to observe the prowler, determine his true nature, read his alignment, or otherwise delve into his nature and background. commodities to their overlords. In many ways, the shadow prowlers represent a typical wererat devil cult. Other groups gather to worship a variety of potent, lawful evil beings, but the prowlers are the most common. In the rigid hierarchy of wererat kind, these groups become powerful political and military tools that have determined the course of many intricate political maneuvers. In many human cities, a wererat shadow prowler elder lurks within the forgotten sewer channels, uncovering the town's secrets and using his servitors to slowly extend his power.
Hit Die: d6 Abbreviation: Sdp Requirements To become a shadow prowler, a character must fulfill all the following criteria:
Base Attack Bonus +4 Arcane Caster Level 2+ Handle Animal: 4 ranks Hide in Shadows: 8 ranks Knowledge (arcana): 4 ranks Move Silently: 8 ranks Race: Wererat Class Skills The shadow prowler's class skills (and the key ability for each) are Concentration (Con), Disable Device (Int), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Knowledge (arcana)
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Sneak Attack (Ex): As thieves and infiltrators, shadow prowlers learn to target their enemies' sensitive, vulnerable areas. In addition to training in the art of stealth and the arcane secrets of their order, they learn how to deliver sneak attacks as per the rogue character class. A prowler inflicts 1d6 sneak attack damage at 3rd level and 2d6 at 7th level. If the prowler gained this ability from any other class, stack that damage with the damage this class grants him. Allied Claws (Su): Once per day starting at 4th level, the prowler may call 1d4+1 rat swarms to aid him. These creatures arrive one round after the prowler uses an action to call them. They obey his orders without question and remain in his service for a number of hours equal to 3 + the prowler's Charisma modifier. Spawn of the Warren (Su): A favored trick used by prowlers to escape capture, this ability allows them to assume the guise of dozens of normal rats as a standard action. The prowler may transform his body into a mass of rats that spill down on to the floor and scramble for cover. A total of 20 identical dire rats appear, all of which break for the nearest bolt holes. Randomly select one of the rats as the prowler. The rats do not fight unless cornered and attacked. Rather, they attempt to escape in a blind panic. The prowler may use this ability once per day beginning at 5th level. Unlike normal lycanthropic transformations, any equipment the prowler carried is transformed into animal form along with the prowler itself. The prowler may remain in its dire rat form for up to 10 minutes per class level, though it may dismiss the effect earlier if desired. Whispers in the Night (Su): As a prowler delves deeper into the mysteries of his strange cult, he learns to call rats to serve
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters him for long periods of time. These envoys search through the city, obeying his orders and bringing him news of events. In addition, he can temporarily cast his mind into the vast network of rats he creates. This ability, gained at 6thlevel, allows the prowler to make Gather Information checks in half the normal time with a +20 competence bonus. In addition, he can cast the equivalent of scrying as a sorcerer with a caster level equal to his total caster level + his level in this prestige class.
Infernal Emissary (Su): The prowler's mystic studies and research into his cult's mysteries allows him to unlock new powers and abilities. At 8th level, by reaffirming a pact with dark gods, demons, and devils, he gains lordship over a swarm of infernal rats. When using his allied claws ability, double the number of swarms summoned. In addition, any or all of those swarms may be given the infernal template if the prowler wishes. Lightning Change (Su): At 9th level, the prowler learns to unlock his inner lycanthropic heritage and enhance it with the dark magics that his studies and training have unleashed within him. When using his alternate form ability (see the wererat class for more information) he can change form as a free action once per round. In addition, he may opt to incorporate the items he carries into his new shape. Rather than fall to the floor, they become one with his body. When he later changes to humanoid or hybrid form, his equipment appears in his hands and/or on his person as it was arranged when he transformed.
Wolf Slayer In areas infested with werewolves and other lycanthropes, the wolf slayer hunts in the night to defend the bastions of civilization. By studying the different werecreature species, he learns to take advantage of their weaknesses and turn their talents into liabilities on the battlefield. He learns to strike when a creature changes its shape, piercing vital organs and joints as his foe's body shifts and changes. With the merest glance at a humanoid, he can tell whether he looks upon a lycanthrope in disguise or simple peasant. With his abilities to uncover lycanthropes and his specialized talent in hunting them down, he makes a fearsome enemy to any werebeast. While this class is called the wolf slayer, it can be easily renamed to fit the different lycanthrope species that infest an area. A member of this class who operates in an urban area might be known as a rat stalker, while an evil one who hunts werebears could be known as a forest scourge. This class's abilities are generic enough to function against many shapechangers and all lycanthropes. As an option for player characters, this class is a bit too limited in scope. Unless your game features lycanthropes as a major, continuing menace, chances are that a player won't find much use for its abilities. When a lycanthrope does appear, the wolf slayer can easily dispatch even the mightiest warrior among them. Perhaps the best way to use this class is
Master of Vermin (Su): At 10th level, the infernal network of rodents that the prowler has assembled becomes deeply linked to him. When he uses his whispers in the night ability to cast scry, double his effective caster level and increase the save DC against the spell by +2. In addition, he gains the services of a demonic servant. This follower is a wererat with the half-fiend template and up to eight levels in character classes chosen by the prowler. Sent by the lords of hell, this lieutenant is utterly loyal and willing to die for his master. If he does perish, the prowler gains a new lieutenant in 1d10 days. The lieutenant has equipment as appropriate for a character of his total level.
Level 1
Base Attack Fort Bonus Save +0 +0
Ref Save +2
Will Save +2
Special Shadow friend
2
+1
+0
+3
+3
Cloak of illusion
3
+2
+1
+3
+3
Sneak attack +1d6
4
+3
+1
+4
+4
Allied claws
5
+3
+1
+4
+4
Spawn of the warren
6
+4
+2
+5
+5
Whispers in the night
7
+5
+2
+5
+5
Sneak attack +2d6
8
+6
+2
+6
+6
Infernal emissary
9
+6
+3
+6
+6
Lightning change
10
+7
+3
+7
+7
Master of vermin
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Chapter Two: Lycanthrope Characters as a recurring villain or rival for any lycanthrope PCs within the party. A werebear druid may have to face the foul villain that destroyed his lodge, while a weretiger might hunt down the treacherous spy that slew one of his siblings. A lycanthrope PC might push one of the evil organizations or villains in your campaign to recruit a wolf slayer as a bodyguard or assassin. Remember that the players cannot possibly memorize every prestige class in print. Throwing a wolf slayer at them can confuse the party and inject some additional mystery and danger into an otherwise typical encounter.
Hit Die: d8 Requirements To become a wolf slayer, a character must fulfill all the following criteria: Base Attack Bonus +5 Survival: 8 ranks Favored Enemy: Humanoid (shapechanger) Special: Stalk and kill a werewolf in the wilderness without aid from anyone else other than any animal companions that follow you. Class Skills The wolf slayer's class skills (and the key ability for each) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier.
Class Features All of the following are class features of the wolf slayer prestige class. Weapon and Armor Proficiency: The wolf slayer gains no additional proficiencies with weapons, armor, or shields. Discerning Sight (Ex): Wolf slayers develop an innate ability to pick out creatures that have adopted a different form through magical or mundane means. They have studied creatures in their natural habitat to such an extent that they can discern the adopted mannerisms and motions of a shapechanger or a person who sports a disguise. They can notice a shapechanger, regardless of its form, or a creature whose shape has been changed via magic with a successful Spot check (DC 20). In addition, the wolf slayer gains a +4 competence bonus on all Spot checks opposed by a Disguise check. Wolf Stalker (Ex): As the wolf slayer's fighting abilities and experience with lycanthropes expands, he further hones his skill in defeating them in battle. At 2nd, 5th, and 8th levels, his favored enemy bonus against humanoids (shapechangers) increases by +2. This bonus applies to damage and all the skill
66
checks that the favored enemy bonus normally applies to.
Lycanthropic Immunity (Ex): At 3rd level, the wolf slayer develops complete immunity to lycanthropy. As part of his training, he exposes himself to werewolf blood, saliva, and other infectious agents in small doses. Over time, his body builds up an immunity to the diseases inflicted by the beasts he hunts. Vulnerable Strike (Ex): His many battles against werecreatures allow the wolf slayer to take advantage of their weaknesses. When a werecreature changes forms, the slayer can attack its most vulnerable spots with pinpoint accuracy. Beginning at 4th level, if a slayer attacks a werecreature after it changes shape but before its next action, he gains +1d6 damage to his attack. Treat this damage as a sneak attack for determining how it functions with respect to critical hits, magical items, and other effects. The slayer gains this damage with melee strikes and missile attacks made at a range of 30 ft. or less. Scent of the Beast (Ex): At 6th level, the slayer's training and experience in fighting werecreatures allow him to develop a nearly supernatural ability to detect them. He is considered to have the scent special ability, but only against werecreatures, regardless of their current form. Canny Wrestler (Ex): A wolf slayer must commonly move into close combat with a creature that is taller and stronger than he is, requiring him to make up for his relatively small girth with skill and cunning. Beginning at 7th level, when grappling, the slayer gains a +4 competence bonus to grapple and Escape Artist checks against creatures that have a higher Strength score and/or larger size. The slayer uses his opponent's bulk and power against him with misdirection, throws, and limb locks. Precision Strike (Ex): By studying an opponent, the 9thlevel wolf slayer can pick out soft, vulnerable areas in his target's armor or hide. As a full-round action, he makes a single strike at his best base attack bonus, but this strike
Level 1
Base Attack Fort Bonus Save +1 +2
Ref Save +0
Will Save +0
Special Discerning sight
2
+2
+3
+0
+0
Wolf stalker +2
3
+3
+3
+1
+1
Lycanthropic immunity
4
+4
+4
+1
+1
Vulnerable strike
5
+5
+4
+1
+1
Wolf stalker +2
6
+6
+5
+2
+2
Scent of the beast
7
+7
+5
+2
+2
Canny wrestler
8
+8
+6
+2
+2
Wolf stalker +2
9
+9
+6
+3
+3
Precision strike
10
+10
+7
+3
+3
Hindering strike
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters ignores either his target's armor or natural bonus to AC (the slayer may choose which bonus to ignore). The slayer finds gaps in plate mail, soft areas around a beast's joints, and other spots that make ideal targets.
Hindering Strike (Ex): At 10th level, the wolf slayer masters the tactics and maneuvers needed to easily dispatch lycanthropes. If he uses a full attack action to make a single strike against a lycanthrope, he can force the creature to revert to its humanoid form if he successfully hits and inflicts damage. The werecreature must make a Fortitude save (DC 20 + the slayer's Strength modifier) or be forced to use his next action to transform into humanoid shape. The intense pain caused by the slayer's strike clouds the lycanthrope's mind and forces it to reflexively turn into a humanoid.
Lycanthrope Feats Feats represent tricks, talents, and other minor abilities that adventurers learn to enhance their skills and abilities. Lycanthropes, with the various abilities they have in each of their forms, have developed an array of unique talents. Some of the feats presented here work best when used in animal shape, while others are tailored to hybrid form. Be sure to consider your character's preferred form before picking out feats for him. Most of the feats presented here are marked with the lycanthrope keyword. These feats are available only to werecreature characters and NPCs. They draw on and improve typical lycanthropic traits and are thus unsuitable to other characters. Feats that do not have this keyword can be taken by any character. Since werecreatures often have radically different ability scores in their animal and humanoid forms, your character might qualify for a feat while in animal guise but not in humanoid form. You can take any feat if one of your forms meets its prerequisites. However, you can only utilize that feat while in forms that meet the feat's qualifications. For example, a werebear with a 10 Strength in humanoid form but a 24 in bear form could use Power Attack as an animal but not as a humanoid. If his humanoid form's Strength increased to 13, possibly due to a magic item, he could then use Power Attack in that shape as well. As an optional rule, you can take feats that none of your forms can use with the understanding that as you gain levels in the werecreature classes you will eventually qualify to use it. Banking a feat in this manner allows you to build the character you want without worry about timing your access to feats with your ability scores. In addition to the primary feats listed here, the end of this section includes expanded rules for the Control Shape skill and a selection of feats that utilize it. These feats are listed separately for ease of reference. Both feat sections are listed together in a single reference table to make selecting them easier.
Alter Features [Lycanthrope] When changing forms, you can opt to alter your appearance. You can change your facial structure, alter the color of your hair, or change the pattern of your fur. You cannot make massive changes to your appearance, but you can attempt to mimic others and disguise yourself.
Prerequisite: Disguise skill. Benefit: You gain a +4 bonus to all Disguise checks in any form.
Armored Shapechange (light) [Lycanthrope] You have learned to change shapes without ruining your armor. As you alter in a new form, you release straps, untie laces, and shed your armor as part of your transformation. Benefit: When you change into a form that is larger than your current one, you can remove any light armor you wear as a free action. You can only take your armor off in this manner if you change shape. You cannot remove it this quickly under other conditions.
Armored Shapechange (medium) [Lycanthrope] Your experience in wearing heavier armor and many hours of practice have taught you how to change shape without wrecking your armor. Prerequisite: Armored Shapechange (light) Benefit: As per Armored Shapechange (light), save that you can remove medium armor as a free action while changing shape.
Blade Grasper [Lycanthrope] When an opponent hits you with a weapon, your damage reduction causes the wound to heal around the blade. With a quick twist of your body, you wrench the sword or axe free of his hands. Prerequisite: DR 10/silver Benefit: Once per round, when you are hit with a non-silver slashing or piercing weapon that fails to inflict damage due to your DR, you may make a Strength check opposed by your opponent's attack roll. If you succeed, your opponent drops his weapon in your square. Otherwise, he maintains control of his blade.
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Chapter Two: Lycanthrope Characters occupied by a creature that is at least one size category larger than you are. This provokes an attack of opportunity from your opponent. However, whenever you occupy the same space as your foe he loses his Dexterity bonus to AC against your attacks. Each round you remain within your foe's square, you provoke an attack of opportunity from him.
Ferocious Grapple [General] When engaged in close quarters fighting, you know how to bring your claws and fangs to bear upon an opponent with deadly results.
Prerequisite: Improved Grapple Benefit: While grappling an opponent, you may attack him as normal with your natural weapons. This benefit does not extend to unarmed strikes in humanoid form unless you have the Improved Unarmed Strike feat. Normal: Normally, you may attack with natural weapons at a –4 penalty to hit.
Form Mastery (animal) [Lycanthrope] You have spent much of your time in animal form and have grown more accustomed to it than your other shapes. You fight better in your animal form and can assume it faster than normal.
Crushing Squeeze [General] With your great size and strength, you can grind opponents to death while you grapple them. Prerequisite: Size Large or larger, Str 20+, Improved Grapple, base attack bonus +6. Benefit: When you grapple an opponent, you may choose to crush him in a bear hug. Your foe must be your size or smaller. Make an opposed grapple check. If you succeed, your opponent is pinned and you may choose to automatically inflict damage against him without making a grapple check. In essence, your grapple checks to inflict damage automatically succeed. However, instead of dealing unarmed damage, you inflict damage equal to your Strength bonus. A foe so grappled is considered to be pinned.
Darting Strike [Lycanthrope] While in animal form, you can slip into an enemy's space and attack him from below. Since you move on all fours, you can easily maneuver beneath larger creatures. Prerequisite: Dex 13+.
Prerequisite: You may not choose this feat if you have previously gained Form Mastery (hybrid) or Form Mastery (humanoid). Benefit: You suffer a –1 competence penalty to all attacks, saves, and checks while in hybrid or humanoid form, but gain a +1 competence bonus to attacks, saves, and checks while in animal form. In addition, you can change into animal form from humanoid or hybrid form as a standard action.
Form Mastery (humanoid) [Lycanthrope] You feel most comfortable as a humanoid, with both your hybrid and animal forms proving difficult for you to adapt to. Some of the traits and abilities you would enjoy as a lycanthrope bleed through to your humanoid form, as you channel your feral instincts to your humanoid psyche. Prerequisite: You may not choose this feat if you have previously gained Form Mastery (hybrid) or Form Mastery (animal). Benefit: While in humanoid form, you gain a +2 bonus to any ability score that increases when you switch into hybrid or animal shape. When in either of those two other forms, you suffer a –2 penalty to all attacks and checks. In addition, you reduce your speed in hybrid and animal forms by 10 ft., as you have difficulty adjusting to your new body.
Benefit: While in animal form, you can move into the area
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Chapter Two: Lycanthrope Characters
Form Mastery (hybrid) [Lycanthrope] Caught between your humanoid and bestial sides, you prefer to remain in hybrid form for much of the time. Prerequisite: You may not choose this feat if you have previously gained Form Mastery (animal) or Form Mastery (humanoid). Benefit: When you switch from humanoid to hybrid form, you do not lose any of your equipment even if your size changes. When fighting with your natural weapons as secondary attacks while using a sword or other weapon as your primary attack, reduce the penalty the secondary attacks suffer by 1. When in humanoid form, you suffer a –2 penalty to Strength and Dexterity as you must struggle to cope with a weak, frail form. In animal guise, you reduce your speed by 10 ft. and suffer a –1 competence penalty to attacks, checks, and saves.
Lycanthropic Shield [Lycanthrope] Drawing on your natural immunity to non-silvered weapons, you use your body to catch and deflect light blows. Since many attacks cannot injure you, you use your arm like a shield. This makes it easier to hit you, but your foes are less likely to inflict a serious injury against you. Prerequisite: DR 5/silver.
Benefit: You can choose to inflict a –2 penalty to your opponent's damage at the cost of granting him a +2 circumstance bonus to hit you. You force your opponent to strike non-vital parts of your body, such as shielding your throat with your arm or twisting to catch an arrow on your shoulder rather than your chest.
Overwhelm [General] With your great bulk and strength, you can force your opponents backward in melee. You lean into them and overwhelm them with raw force. Prerequisite: Size Large or larger, Str 20+. Benefit: When making a full attack against a creature smaller than you, you can attempt a Strength check in place of the 5ft. step you would normally be allowed. Any one creature that you attacked and hit that round must oppose this check with its own Strength check. If your check succeeds, you move into your opponent's space and he must move into one of the three squares behind him relative to you. If your check fails or there are no free squares for your opponent to retreat into, your opponent maintains his space and may make an attack of opportunity against you.
Power Slam [General] You strike your foes with such tremendous force that you send them tumbling to the ground. Prerequisite: Bull Rush, Power Attack, Str 20+. Benefit: As a full-round action, you focus on making a single, devastating blow against an opponent. Make a single attack at your highest base attack bonus as normal. If you hit, your target must beat you in an opposed Strength check. If he fails, you knock him prone in his current square.
Turn the Tables [Lycanthrope] You use your natural immunity to non-silvered weapons to your advantage in battle. When a foe strikes at you, you pull him off balance by grabbing at his weapon and forcing it deeper into your body. So long as your lycanthropic nature prevents you from incurring an injury, you can throw your opponent off-balance. Prerequisite: DR 10/silver. Benefit: Once per round, you gain an attack of opportunity against an opponent who hits you with a weapon in melee and fails to deal enough damage to defeat your DR. You do not gain this attack against creatures that use silver weapons, unarmed strikes, natural weapons, spells, or ranged attacks. Control Shape and Lycanthropes In the core rules, the Control Shape skill is used only by afflicted werecreatures to harness the strange new abilities they gain through lycanthropy. These rules expand on this skill and present
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Chapter Two: Lycanthrope Characters a series of new feats that work with it in much the same way that the Track feat extends the Survival skill. You may have noticed that the werecreature classes all gain Control Shape as a class skill even though natural lycanthropes normally have no use for it. Under these rules, all werecreatures can use Control Shape to gain new special abilities.
Control Shape (Wis) Any character that 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, but it can develop its talent with it in order to establish a greater degree of control over its changes. For example, a lycanthrope can use this skill to change forms faster, make a partial transformation from one form to another, and otherwise increase the breadth of utility in its alternate form ability.
Check (Involuntary Change): An afflicted character must make a DC 25 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 onequarter, and again after each additional one-quarter of his normal maximum hit points lost. 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): No. 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
Special: An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction). Check (Controlled Change): Any character with levels in any of the lycanthrope classes given in this book can use Control Shape to make minor adjustments to his body form. A werebear in human shape might try to increase his Strength to match his bear form's physical might. A wererat sorcerer who wants to use spells while in the guise of a rat might attempt to alter his form to temporarily produce humanoid hands and vocal cords. The DCs for these checks are outlined in the individual feat descriptions given below. Each of the Control Shape feats works much like the Track feat, offering a new, useful way to use the Control Shape feat.
Retry (Controlled Change): Normally, on a failed check to make a controlled change a character can try again as soon as he wishes. Aside from wasting an action on an unsuccessful skill check, he usually suffers no drawbacks. A few of the feats list other penalties that a lycanthrope incurs when he fails a Control Shape check. Special: Only lycanthropes that possess the Control Shape feats given in this section may attempt skill checks to gain the feats' benefits. The Control Shape Feats These feats all require that a character have one or more ranks in Control Shape in order to use them. You can take these feats without restriction, but they are useless in most cases unless you have several ranks in that skill. Since you can use Control Shape untrained, there's always a chance that you might get lucky. Note that all of these feats are flagged with the lycanthrope tag. Only werecreatures can take them, and any class that grants access to bonus lycanthrope feats allows you to take these feats.
Control Shape DC
Return to humanoid form (full moon*)
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
* For game purposes, the full moon lasts three days every month.
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
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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.
Bestial Caster [Lycanthrope] While in your animal form, you cause subtle changes to your forelimbs and vocal cords that allow you to complete somatic and verbal spell components. Prerequisite: Arcane or divine spellcaster. Benefit: As a move-equivalent action while in animal form, you may attempt a Control Shape check (DC 20) to allow you to use spells with somatic and verbal components while in your animal form. If this check succeeds, you may use a standard action during that same round to cast a spell. You cannot use spells that require full-round actions to cast. You return to
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters normal at the start of your next action. Until then, you cannot use your natural weapons to make attacks. You count as unarmed for purposes of attacks of opportunity and other strikes you may make and inflict damage as per your humanoid form's unarmed strike. If your Control Shape check fails, you may take your standard action as normal. You cannot cast a spell but you do not suffer the drawbacks of losing the use of your natural weapons. The spell is not ruined, as you do not attempt to cast it until after your skill check resolves. You cannot use this ability to gain hands or speak, as the changes you make are subtle and tailored to allow the completion of a spell. In addition, you must have any necessary material components on hand.
Bestial Hide [Lycanthrope] You partially transform into your animal or hybrid form, allowing you to temporarily gain the benefits of that form's superior natural armor class. Benefit: You may make a Control Shape check as a free action to improve your natural armor bonus while in humanoid form. The DC of this check is 15 + 1 per point of natural AC bonus you want to gain. You may gain a maximum total natural AC bonus equal to your hybrid or animal's bonus. You maintain this benefit for 10 minutes. Due to the stress this partial change places on your system, you may use this feat only once per hour.
Claws of the Beast [Lycanthrope] You partially change into your hybrid form, sprouting fangs and claws that you can use to fight your enemies. Benefit: As a free action while in humanoid form, you may make a Change Shape check (DC 10) to gain the use of your hybrid form's natural attacks. You inflict damage as per your hybrid form and otherwise treat your unarmed attacks as natural weapons. When fighting with them, you count as making armed attacks. You make full-attacks with them as per your hybrid form. You can return to your normal form as a free action that does not require a Change Shape check.
Feral Agility [Lycanthrope] You call upon your animal form's speed and grace, allowing you to move with inhuman agility while in humanoid form. Prerequisite: Dex 13+ while in humanoid form. Benefit: As a free action, you may make a Control Shape check to increase your Dexterity while in humanoid form. You may increase your stat to a maximum of your animal or hybrid's modified ability. The DC of the Control Shape check equals 15 + 2 per point of Dexterity you wish to gain. This increase lasts for five minutes. You may use this feat once per hour, as the strain it places on your humanoid form is too great to use it more often.
Feral Endurance [Lycanthrope] While your humanoid form is weak and frail, you can call upon your animal nature to increase its durability for short periods of time. Prerequisite: Con 13+ in humanoid form. Benefit: As a free action, you may make a Control Shape check to increase your Constitution while in humanoid form. You may increase your stat to a maximum of your animal or hybrid's modified ability. The DC of the Control Shape check equals 15 + 2 per point of Constitution you wish to gain. This increase lasts for five minutes. You may use this feat once per hour, as the strain it places on your humanoid form is too great to use it more often.
Feral Rage [Lycanthrope] You channel your anger and energy into your animal nature, allowing you to more easily awaken the beast within you while you are in the midst of battle frenzy. Prerequisite: Ability to rage. Benefit: You gain a +6 bonus to all Control Shape checks you make while raging. Normally, changing forms requires too much focus to use while in a berserk fury. When you rage you blend your humanoid, hybrid, and animal natures into one, allowing you to more easily cross the boundaries between the three.
Feral Strength [Lycanthrope] You tap into your animal form, gaining increased physical power while keeping your humanoid guise. Prerequisite: Str 13+ in humanoid form. Benefit: As a free action, you may make a Control Shape check to increase your Strength while in humanoid form. You may increase your stat to a maximum of your animal or hybrid's modified ability. The DC of the Control Shape check equals 15 + 2 per point of Strength you wish to gain. This increase lasts for one minute. You may use this feat once per hour, as the strain it places on your humanoid form is too great to use it more often.
Material Transformation [Lycanthrope] You master not only the physical process behind your lycanthropic transformations, but also the magical forces that propel them. When you shift forms, you can incorporate items you carry into your new shapes.
Prerequisite: Int 10+. Benefit: When you change forms, you can opt to incorporate items you carry, armor you wear, and weapons you wield into your new form. Rather than drop these goods or destroy armor
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Chapter Two: Lycanthrope Characters you wear, you make them part of your new form. You lose all benefits of any items that you could not normally continue to use when shifting forms. When you return to a form that can utilize a piece of equipment, it appears once again on your body. In order to activate this feat, you must make a Control Shape check (DC 15) as a free action while switching forms. Remember, if you are not involved in combat or otherwise under stress you can take 10 on this and most other skill checks.
Rapid Transformation [Lycanthrope]
The strain this rapid change places on your body allows you to use it only once every five rounds.
By focusing your will on controlling your form, you slip from one shape to another much faster than normal. While other werecreatures take a few seconds to go from one shape to another, your changes take place much faster.
Special: You may use a standard action to make this attack or you can make it as part of a normal full-attack action. In the latter case, you suffer a –5 penalty to this attack.
Prerequisite: Control Shape 4+ ranks. Benefit: You may make a Control Shape check to quicken the speed of your changes from one form to another. Declare that you wish to use this feat and make a Control Shape check. The outcome of your check determines how quickly you change form. If you fail to change your shape any faster than normal, you morph into your alternate form as a full-round action. Due to the strain this rapid change places on your body, you may use this feat only once per minute. Furthermore, after changing your shape using this feat, you cannot assume a different form for 10 rounds.
Transformation Speed
DC
Move-equivalent action
25
Free action
35
Reduce Size [Lycanthrope] You can decrease your size by one category by exercising your control over the process of changing your shape. Prerequisite: Control Shape 4+ ranks. Benefit: When using your alternate form ability to change shape, you can make a Control Shape check (DC 20) to reduce the size of your new form by one category. You suffer a –4 penalty to Strength in this form, but otherwise gain the usual benefits and drawbacks of your new size. If you fail the Control Shape check, you can decide to transform into your form's normal size or remain in your current shape. You must spend the action to change forms in either case.
Swiping Attack [Lycanthrope] You sprout temporary fangs or claws, allowing you to rake your opponent and possibly catch him off guard. Benefit: While in humanoid form, you may make an unarmed attack with a free hand or a bite. After declaring your attack, you
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may make a Control Shape check (DC 25) to sprout fangs or claws to deliver a savage blow against your opponent. If this check fails, you make a standard unarmed attack that provokes an attack of opportunity unless you have the Improved Unarmed Strike feat. If the Control Shape check succeeds, your attack surprises your opponent. You deal damage with your bite or claw (as appropriate) as per your hybrid form. In addition, your opponent must make a Sense Motive check (DC equal to the result of your Control Shape check) or he loses his Dexterity bonus to AC against this attack.
Lycanthropes and Magic While werecreatures are generally seen as feral monsters that have little to do with learning and knowledge, they hold many magical talents that they have shepherded through the ages. Lycanthropes have developed a variety of spells that aim to aid them in their endeavors, from simple charms that make them lethal hunters to complex, powerful spells that allow them to maintain possession of their weapons and armor when changing forms. This section lists a variety of magical spells developed and used by werecreatures, along with notes and rules for how they employ magic. Since many lycanthropes spend a fair portion of their time in a non-humanoid form, they have learned to adapt traditional spellcasting methods to their unique forms.
Spellcasting and Animal Forms Normally, a lycanthrope can use magic only while in humanoid or hybrid form. In both of these shapes, they have hands to manipulate material components and complete somatic ones. In addition, they can clearly and correctly speak the verbal portions of a spell. Animal form is a different story. Without hands or vocal cords capable of producing speech, lycanthropes in animal form cannot cast most spells. Most of the time, lycanthropic casters prepare or cast spells with the still spell and silent spell metamagic feats. A few of the spells designed by lycanthropes were specifically crafted for use in animal form. These spells use a new component, bestial, marked with a B in the spell descriptions. The bestial component consists of growls, motions, and other actions that an animal can complete. Anyone seeing a lycanthrope in animal form cast a bestial spell will recognize that the animal is not acting normally, and a Spellcraft check (DC 15-spell level) will reveal that the animal is actually casting a spell. Using a bestial spell requires no special training or knowledge. The work needed to add it to a caster's list
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters represents all the training he needs, just as a wizard who adds magic missile to his books or a cleric who gains raise dead is assumed to master those spells' specific components. Bestial spells never require material components. Spells that list only a bestial component can only be cast in animal form. If a spell's component list ends with /B, then the spell can be cast using either all the components listed to the left of the slash, or only the bestial component, as appropriate to the caster's form at the time of casting.
Lycanthrope Spellcasters Werecreature spellcasters make effective characters because of their ability to assume animal and hybrid forms. In those shapes, their ability to use spells is limited but they gain superior Strength, Constitution, and AC. Thus, a werewolf sorcerer could use spells in humanoid form and then shift into animal shape once his foes draw near. In that guise, he could either flee using the wolf's good speed or continue to fight with his fearsome bite. In hybrid form, lycanthropes enjoy the best of both worlds. They can rain spells upon their enemies while fending off any who draw too near with their claws. One thing to keep in mind is that even in their animal and hybrid forms, lycanthropes still suffer from the spellcasting classes' poor hit points and fighting ability. Still, a lycanthrope wizard or sorcerer can defend himself in battle much more effectively than his humanoid counterpart. If you want your lycanthrope spellcaster to spend most of an encounter in animal form, you should focus on using spells that improve your fighting ability or your allies' skills. Spells such as mage armor, bull's strength, cat's grace, and similar magic all improve your abilities regardless of your form. While fighting as an animal, especially at lower levels in the werecreature classes, your AC is your biggest weakness. Since you are unable to wear armor, any magic that boosts your AC proves its worth many times over. Even at low levels, a spell such as shield can spell the difference between an easy victory and a difficult battle. A lycanthrope can spend a few rounds casting spells, especially if he has warning of the battle to come, before changing shape. This advice applies equally to both NPC and player character lycanthropes. Druids present an interesting issue to game masters who want to use lycanthropes as allies or villains. Since a druid must be at least partly neutral, most of the stock lycanthrope races can never qualify for it as presented. Werewolves, wererats, and werebears can never qualify for this class, as they are listed as always chaotic evil, lawful evil, and lawful good respectively. You can safely assume that, just like PC lycanthropes, the druids among them are exceptional individuals who buck the trend presented in the core rules.
Battle Spines Transmutation
Level: Drd 2, Rgr 2 Components: B Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level You cause long, jagged bone spines to erupt from your body. Your natural attacks deal more damage than normal, as these razor sharp protrusions tear into your opponent. Furthermore, when grappling these spines skewer your enemies. When fighting with natural weapons, you inflict an additional 1d4 points of damage per attack. On a critical hit, do not multiply this damage. Apply it only once. When grappling, you deal 2d4 bonus damage if you elect to inflict damage upon your opponent with a successful grapple check or attack him with a natural weapon. As with the normal version of this bonus, do not multiply it on a critical hit or any other effect that multiplies damage.
Bestial Fangs Transmutation
Level: Drd 1, Rgr 1 Components: V Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level (D) You sprout long, vicious fangs and sharp, cruel claws. You count as being armed with natural weapons when fighting with these attacks, and may strike twice with your claws at your full base attack bonus and once with your bite at a –5 penalty. You do not gain the benefits of extra attacks due to a high base attack bonus while fighting in this manner. Your claws gain your full Strength bonus to damage, but your bite gains only half of it. Any spells that modified your unarmed attacks, such as magic fang, apply to your newly grown claws and fangs. While under this spell's effects, you cannot use spells with verbal components or carry weapons or shields due to your natural weapons.
Blindsight Transmutation
New Spells
Level: Rgr 5, Sor/Wiz 4
The magic spells presented here were developed by lycanthrope casters, though they are in many cases equally useful to normal humanoids. Spells usable only by lycanthrope casters are marked as such in the spell's stat block, under the school designation.
Components: V, S, M Casting Time: 1 action Range: Touch
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Chapter Two: Lycanthrope Characters Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell grants a creature incredible sensitivity to vibrations, a sharper sense of smell, acute hearing, or echolocation. He gains blindsight with a range of 60 ft. Within this range, invisibility, darkness, and most kinds of concealment are irrelevant to the spell's recipient, though it must have line of effect to a creature or object to discern that creature or object. The recipient usually does not need to make Spot or Listen checks to notice creatures within range of this spell.
Material Focus: A bat's eye.
Calm the Inner Beast Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 2 Components: V, S, F Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes This spell severs a lycanthrope's magical ability to change shape, forcing him to adopt a form of your choice on his next action. Once in that form, the lycanthrope cannot easily change into a different shape until this spell's duration ends. Each time the lycanthrope attempts a change, he must spend a standard action as normal and make another Will save to resist this spell; if the save fails, the action is lost and the lycanthrope does not change shape. If the target does manage to change shape, he must make another Will save before his action each round or be forced to return to the shape you originally chose when casting this spell. The lycanthrope does not need to make a save if he remains in the shape you picked.
Focus: A miniature whip that is snapped at the target creature.
Crushing Weight Evocation
Level: Drd 1, Rgr 1 Components: V/B Casting Time: 1 action Range: See spell description Target: Creature grappled Duration: 1 round/level Saving Throw: None Spell Resistance: Yes
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When grappling a creature that you have pinned, you may attempt to cast this spell to leave the creature rooted in place. You create a powerful force that holds the target in place and attempts to prevent it from escaping. Each time the creature attempts to break your pin or your grapple, you may make a grapple check to keep the creature trapped, even if you no are no longer grappling it. In essence, this spell allows you to leave a creature that you have grappled unattended. The force generated by the spell works to keep the creature in place. Treat the spell in all ways as if you were physically grappling the target. However, the spell may not be used to damage the target or do anything other than maintin an existing grapple or pin. This spell ends as soon as the affected creature breaks the pin and subsequently defeats you (or, more accurately, the spell) in a grapple check to escape.
Dire Form Transmutation
Level: Drd 3 Components: B Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You grow larger and more powerful, taking on a form similar to the dire version of the animal whose form you currently mimic. You gain the following benefits from this spell: Your size increases by one increment, changing your size modifier to attacks and AC while granting you a +5 ft. bonus to reach. In addition, you gain a +4 enhancement bonus to Strength.
Feral Alacrity Transmutation [Lycanthrope Only]
Level: Drd 2, Rgr 3 Components: V, S/B Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You tap into your inner animal nature and leave yourself suspended on the edge of all three of your forms. When you use your alternate form ability, you change shape in the blink of an eye. Once per round, you may change your shape as a free action. Otherwise, use the rules for changing shapes as normal. You can change shape more than once in a round if
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters you use this spell to shift your form as a free action, then use a standard action to change shape again. You cannot gain the benefits of more than one of these spells at the same time. Casting it a second time has no special effect.
poisons that your bite attack can deliver. Use the normal save DCs and effects listed for any such diseases or poisons.
Material Component: An incisor taken from a rat, wolf, or other mammalian predator or vermin.
Hail of Fangs Conjuration (Creation) [Lycanthrope Only]
Howl of the Beast
Level: Sor/Wiz 3
Enchantment (Compulsion) [Lycanthrope Only, MindAffecting]
Components: V, S, M
Level: Brd 3, Sor/Wiz 3
Casting Time: 1 action
Components: V/B
Range: 30 ft.-cone
Casting Time: 1 action
Target: All creatures within a 30-ft. cone
Range: 50 ft.
Duration: Instantaneous
Area: All enemies within 50-ft.-radius burst centered on you
Saving Throw: Reflex half
Duration: 1 round/level
Spell Resistance: Yes
Saving Throw: Will negates
You unleash a vicious breath weapon that takes the form of a driving storm of razor sharp fangs. These teeth cut into your foes, slicing their flesh and tearing them to pieces. Creatures within this spell's area of effect suffer 1d6 damage per two caster levels, with a maximum of 10d6 damage. In addition, creatures that take damage from this spell must make saves to avoid suffering the effects lycanthropy or any other diseases or
Spell Resistance: Yes You unleash a horrible, keening wail that scythes through your opponents' souls and leaves them unable to effectively defend themselves. Enemies who fail their Will saves are unable to approach you and are considered shaken. They suffer a –2 morale penalty to attacks, checks, and saves. While your foes cannot move any closer to you, they are free to attack you with spells and ranged weapons. Any opponents who are in your threatened area when you cast this spell must move out of this area on their next actions. If you move so that a foe is within your threatened area, that opponent is allowed another Will save. If he succeeds, he may remain in that area on his next action. Regardless of this save's result, he remains shaken. Enemies who succeeded in their initial save against this spell do not need to make additional saves when you threaten them.
Hunter's Ears Transmutation
Level: Drd 2, Rgr 1 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell sharpens and clarifies a creature's hearing, making it able to pick up the slightest sound. It grants a +5 competence bonus on all Listen checks.
Material Component: A small piece of wax.
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Chapter Two: Lycanthrope Characters Hunter's Eyes
Saving Throw: Will negates (harmless)
Transmutation
Spell Resistance: Yes (harmless)
Level: Drd 2, Rgr 1
You create a shifting pocket of dimensional space around your body. When you change shape, such as with a lycanthrope's alternate form ability or via a spell or magic item, any equipment you carry that would not transform with you shifts into the space created by the spell. You can opt to retain any of your equipment in your possession, and it suffers the effects of the transformation as normal. For example, a werebear under the effects of this spell changes into its animal form. Her armor, weapons, and other gear disappear as she changes. She could opt to prevent her armor from slipping into the dimensional space, but if she grew larger due to the change it would be ruined.
Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This simple but useful spell grants a creature clearer vision and the ability to pick out details at a greater distance. It bestows a +5 competence bonus to all Spot checks for its duration.
Material Component: A small scrap of cloth.
Longfang's Shifting Shield Abjuration
Level: Sor/Wiz 2 Components: V, S, M
When you change back to the form that originally had this equipment, it automatically appears on you as you originally carried it. When this spell's duration expires (or if an opponent dispels it) your gear clatters to the ground at your feet as the space you created collapses and returns it to the material world.
Material Component: A small scrap of cloth folded over into a pocket or small bag.
Magic Fang, Supreme
Casting Time: 1 action
Transmutation
Range: Personal
Level: Drd 5, Rgr 5
Target: You
Components: V, S
Duration: 1 minute/level
Casting Time: 1 action
Using your magic, you alter the magical protections that ward you against physical blows delivered by weapons crafted from certain materials. If you have damage reduction from any source, such as a spell or an inherent supernatural ability, you may alter its weakness to a different material or aura for the duration of this spell. You may change it to one of the following qualities: adamantine, chaotic, cold iron, evil, good, lawful, magic, or silver. The amount of damage your DR prevents does not change, only the type of attacks it remains vulnerable to. You may not alter your vulnerability again until this spell expires. If you have more than one form of DR, this spell replaces them with a single DR rating with a numerical rating equal to your highest single DR, and vulnerability to the single attack type of your choice as listed above.
Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell functions as per greater magic fang, save that in addition to the +1 enhancement bonus per four caster levels, you may bestow weapon traits such as flaming or chaotic onto a natural attack. You gain a +1 bonus per four caster levels to spend on these abilities. For example, a 16th-level caster would bestow a +4 enhancement bonus to a natural attack along with +4 worth of magic weapon traits.
Longfang's Mystic Pockets Conjuration (Summoning)
Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 minute Range: Personal Target: You Duration: 1 hour/level (D)
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Monstrous Fangs Transmutation
Level: Drd 3 Components: B Casting Time: 1 action Range: Personal Target: You Duration: 1 round/level
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters Your fangs and claws grow unnaturally long. They scythe through your opponents with ease, leaving them torn to pieces. Your natural attacks deal extra damage, as detailed in the monstrous fangs table. If you change from animal form to hybrid or humanoid form for whatever reason, this spell immediately ends.
Base Damage
Monstrous Fangs
1d3
1d4
1d4
1d6
1d6
1d8
1d8
2d6
2d6
2d8
2d8
2d12
Moon Bridge
You create a shimmering, swirling globe of dull light and darkness that wraps around a creature's eyes. If the target relies on normal sight or darkvision, or otherwise needs its eyes to perceive targets, it suffers a 20% miss chance due to concealment on all melee and ranged attacks. The target can attack any opponent as normal, but the spell disrupts its vision. It sees the world as if under the effects of a strobe light. Images flash and darken before its eyes. Creatures with blindsight and similar abilities ignore this spell's effects, as they rely on other senses to perceive their foes.
Mule's Toughness Transmutation
Level: Drd 1, Rgr 1 Components: V, S Casting Time: 1 round
Conjuration (Creation)
Range: Touch
Level: Drd 2, Sor/Wiz 2
Target: Creature touched
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Saving Throw: Will negates (harmless)
Range: Medium (100 ft. + 10 ft./level)
Spell Resistance: Yes (harmless)
Effects: An archway 10-ft. wide and 5 ft. long/caster level
You grant this spell's target supernatural resilience and toughness. For the spell's duration, the target gains the benefits of the Endurance feat.
Duration: 1 round/level You conjure up coherent moonlight to form an arch that is a total of 5 ft. long per caster level and 10 ft. wide. This bridge shimmers and glows under direct moonlight but is otherwise invisible. You must place the arch so that one end touches the ground within range and the other end is anchored on a solid object. You can form the arch so that it has a gentle slope or a sharp, sheer face as long as both ends touch solid objects. If you try to form a bridge that lacks anchors on both ends, the spell fails. The arch can support any amount of weight, but any creature that forcibly tries to move through the arch itself can push through it by spending an additional 5-ft. (1 square) of movement. The archway does not block attacks or spells and cannot be targeted with them, nor does it block line of sight or line of effect. Missiles, spells, and other effects pass through the bridge's ephemeral material.
Moon Veil Illusion (Shadow)
Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 2 rounds +1 round/2 levels Saving Throw: Will negates Spell Resistance: Yes
Mystic Fang Transmutation
Level: Drd 2, Rgr 2 Components: V, S/B Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You grant a single natural attack of your choice, such as a slam, claw, or bite, a characteristic that allows it to defeat a creature's damage reduction. Possible traits include silver, adamantine, and cold iron. You can grant a natural attack an alignment trait, but the target of this ability must have an alignment that matches the descriptor you wish to grant to the attack. For example, a neutral animal's attacks could not be given a good or evil aura. You can instead opt to grant the attack a descriptor such as fire or cold. The affected attack delivers damage of the chosen type. When you cast this spell, you must choose one material, alignment, or energy type to bestow. You do not grant the target one of each. A creature may be affected by this spell more than once, as long as each casting bestows a different quality.
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Chapter Two: Lycanthrope Characters Overpowering Force Evocation [Force]
Level: Sor/Wiz 2 Components: V, S Casting Time: 1 action
Spell Resistance: Yes (harmless) You confer a mystic force upon this spell's target that increases his weight and power so that he can send opponents tumbling to the ground. When the creature attempts to trip a foe, he gains a +5 enhancement bonus to Strength checks. His increased weight and sturdiness allows him to pull down an opponent with greater ease.
Range: Medium (100 ft. + 10 ft./level) Target: One creature
Ward the Inner Beast
Duration: 1 round/level
Enchantment (Compulsion) [Mind-Affecting]
Saving Throw: None
Level: Brd 1, Drd 0, Rgr 1, Sor/Wiz 1
Spell Resistance: No
Components: V, S
You create a writhing bundle of force similar to a tentacle and send it hurtling towards an opponent. Each round, this spell attempts to grapple its target using your base attack bonus and Strength. Its initial touch attack does not draw an attack of opportunity. Once it grapples an opponent, it attempts to pin him. After pinning an opponent, it deals unarmed damage as appropriate to your unarmed attack. The spell continues to make grapple checks until it is dispelled or its duration expires. Regardless of your size, the force created by this spell counts as a Medium creature.
Plague Touch Transmutation
Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S
Casting Time: 1 action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Valued by those who fight werecreatures or must treat their victims, this spell delays the onset of lycanthropy and helps creatures fight off its effects. A creature under its effects does not need to make Control Shape checks to avoid changing into animal form;he is considered to automatically succeeding at such checks. If forced to make a Fortitude save to resist lycanthropic infection or if he must make any save to throw off the infection, such as after consuming belladonna, the target gains a +5 circumstance bonus to his save.
Casting Time: 1 action
Woodsman's Charm
Range: Personal Target: You
Transmutation
Duration: 1 round/level
Level: Clr 2, Drd 2, Rgr 1, Sor/Wiz 2
A favorite incantation of wererats and other creatures that have the inherent ability to spread disease, this insidious spell makes all diseases that you carry much more difficult to resist. Any diseases you can spread to others have the DC required to resist them increased by 4. This bonus applies to mundane and magical diseases, including mummy rot and lycanthropy.
Components: V, S
Toppling Weight Alteration
Level: Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, F Casting Time: 1 action Range: Touch
Casting Time: 1 action Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell confers a basic knowledge of wilderness survival, allowing its recipient to manage in a forest, desert, or similar environment with the skill and experience of a competent ranger. The target counts Survival as a trained skill and gains a +4 competence bonus when using it. In addition, he gains the benefits of the Track feat.
Target: Creature touched Duration: 1 round/level Saving Throw: Will negates (harmless)
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Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters
Lycanthrope Magic Items While many werecreatures live in the wilderness and pay little mind to crafting fine goods, an equal number dwell in the cities of men or form their own small settlements. While werewolves and feral wererats sometimes function at near Stone Age levels of technology, werebears, weretigers, and many other creatures make extensive use of weapons, armor, wondrous magic items, and other gear. Some werebeasts work as artisans and craftsmen among other races, while others form small settlements and keeps of their own. Werebear lodges organize themselves into small forts built into the wilderness. While they respect the wilds, they also see the value in trading for metal ores and forging tools, armor, and weapons. By the same token, lycanthrope spellcasters craft magic items to aid their allies and protect themselves from their enemies. While werecreatures rarely produce potent magical items, the treasures they do produce are noted for the durability and utility. Many of them draw from the lycanthropes' culture or tactics. The few wereboars capable of crafting enchanted items usually prefer ones that create simple but physically powerful effects. Wererats employ wondrous items that improve their stealth, while werewolves seek to build items that make them even more fearsome and terrifying than normal. The new magical items presented in this section represent the treasures normally produced by lycanthrope spellcasters. While these items may have once been the sole province of the werecreatures, they long ago filtered into the general study and application of magical theory. Many races, from elves and dwarves to orcs and goblins, now craft these items and ones similar to them for their own uses.
Using Magic Items Lycanthrope NPCs and characters face a unique challenge when it comes to enchanted items. Since these characters can change shape, they must take care to avoid items that might be destroyed when they shift from humanoid to animal or hybrid form. This section addresses this rules issue. It presents the basic types of items, such as cloaks and rings, and gives you guidelines for handling those types of gear for lycanthropes. For example, a necklace might strain and snap when a werebear shifts from humanoid to bear form, but a ring could re-size itself to fit its master's larger shape. Most of the time, items are designed for use by humanoid characters. Shifting from humanoid to hybrid form has no effect on how a magic item works, but changing into animal shape can destroy items or render them useless.
Weapons: In most cases, a lycanthrope can carry weapons in both its humanoid and hybrid form. When it changes into its animal shape, it simply drops the weapon in its current space. If the lycanthrope's size category changes between its humanoid and hybrid forms, remember to apply the penalty for wielding a weapon of the incorrect size.
Armor: Armor is troublesome for most lycanthropes to wear, as when they change shape it can be twisted and torn into a useless pile of wreckage. If a lycanthrope grows larger then any armor and clothes he wore when he made his transformation are destroyed unless he spends a full-round action that draws an attack of opportunity to loosen his armor's straps and buckles. This option applies only to light armor. Medium and heavy armor must be completely removed before a lycanthrope increases his size. Otherwise, it is destroyed. If a lycanthrope's size decreases, he must spend a move-equivalent action to throw off the armor as it sags around his diminished form. If the lycanthrope's size stays the same, he can keep the armor on if he changes into his hybrid form, or allow it to fall off without any ill effects if he shifts to his animal shape. Headbands, Hats, Helms, and Phylacteries: In most cases, animals lack the proper size and shape to effectively employ these magic items. Hats fall off, headbands slip from a creature's head, and helmets clatters to the ground. Phylacteries fall to the ground in the same manner as a headband. As the character changes form, the strap holding it in place loses its grip. Eye Lenses and Goggles: Much like headgear, these items are poorly adapted for use by animals. As a lycanthrope's head shifts and changes into its animal forms, both of these items fall to the ground in its space. An animal's facial structure cannot accommodate these items, but neither are they destroyed as the lycanthrope assumes its new form. Amulets, Medallions, Necklaces, and Periapts: These items must be fastened around a user's neck. When a lycanthrope changes into animal form, these items remain in place as long as his size remains the same. These items magically resize themselves to suit his new form, but they cannot change quickly enough for a creature that increases in size. Note that some items, such as a necklace of fireballs, require a character to physically interact with them in order to activate them. Some animal forms might be unable to use an item, depending on how it functions. The necklace of fireballs requires a character to throw its spheres, an action that a bear or wolf is unable to complete. As a rule of thumb, if an item specifically mentions a specific, physical action its user must complete to use it an animal cannot normally employ it. Brooches and Scarabs: These items are either pins or are used to clasp a cloak in place. These items are useless to a lycanthrope in animal form unless the articles of clothing they are attached to remain in place in that shape. Vests, Vestments, Shirts, and Robes: These items cannot remain in place when a character assumes his animal form. They fall to the ground in the space he currently occupies. If the character assumes a smaller form, he must use a moveequivalent action to escape this gear as it falls on him. If he grows larger, the item must make a saving throw against DC 15 or be destroyed. These items either fall from his body as he changes or are ripped to shreds and ruined. Belts: Belts never remain on a lycanthrope in animal form.
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Chapter Two: Lycanthrope Characters Luckily, they are easy to unlatch. A werecreature need only undo the buckle as a free action while he transforms. A belt simply falls to the ground in the lycanthrope's square. If the lycanthrope cannot unbuckle the belt or chooses not to, it is automatically destroyed if he shifts into a larger form while wearing one.
Cloaks, Capes, and Mantles: As with most articles of clothing, these items cannot remain in place when a lycanthrope changes into his animal form. Luckily, they are relatively light and do not constrain a creature's movement if it assumes a smaller shape. If the creature grows larger, the cloak, cape, or mantle's clasp pops open and the garment falls to the ground. Bracers and Bracelets: These items can resize themselves to accommodate a user's size, making them useful to a lycanthrope regardless of his form as long as he does not increase in size category. In that case, the bracer or bracelet cannot change its size quickly enough. They must make saving throws (DC 15) or be ruined. Otherwise when changing into an animal, a werecreature's bracelets remain in place on his forelimbs. He continues to gain the benefits they offer, though he may not be able to fully use them if they require physical manipulations that he cannot complete in animal form. Gloves and Gauntlets: As animals lack hands, these items always fall to the ground undamaged when a lycanthrope assumes its animal shape. As his fingers and hands transform into paws, a pair of gloves or gauntlets slips from his body. Even if the lycanthrope's size increases, these items will not remain in place long enough to suffer any damage. Rings: As with many magical items, rings resize themselves to suit a creature's size. However, unless a lycanthrope's animal form has recognizable fingers, any rings he wears clatter to the ground. As a lycanthrope's fingers shorten and compact into paws, the rings he wears fall from his body whether he grows larger, smaller, or remains the same size. Boots and Shoes: In much the same manner that gloves, rings, and other articles of clothing fall off of a lycanthrope, so too do any shoes he currently wears slide from his paws as he transforms into his animal form. Boots are a slightly different story, as they are large enough to remain in place as a lycanthrope transforms. In that case, the boots must make a saving throw (DC 10) or be ripped and destroyed. Otherwise, they fall off without any ill effect. Other Items: For most other items, consider whether they would change shape to accommodate characters of different sizes. If the answer is yes, then the item should alter its form as a lycanthrope changes shape. In addition, most items cannot remain in place on an animal unless they are securely attached to a character. In most cases, an item would fall off of a humanoid as he transformed into a beast. The easiest way to think of this is to consider whether an item would remain on an animal if it ran, jumped, and otherwise attempted to go through the full range of motions and actions it would undertake in combat or similar trying
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circumstances. While a hat or cloak might stay on a wolf that moved slowly and carefully, such an item would quickly fall off if it broke into a trot or run. Try to avoid arbitrarily deciding that an item would break due to a transformation, especially when dealing with PC lycanthropes. It isn't much fun for a hard-earned, expensive item to break when a character simply tries to use his class or race abilities. On the other hand, there are a few cases where this heavy-handed judgment makes sense. If you warn a player well ahead of time that his character might lose an item, then it is up to him to make sure his PC takes care of it. Armor in particular falls into this category, as one of the drawbacks of being a lycanthrope is that many useful magic items prove worthless in animal form. By the same token, don't go too easy on the players. A werebear that can wear full plate in animal form has a major advantage over the other characters. Avoid violating the guidelines given above, as the restrictions they place on items help keep werecreatures in line with the other PC races and classes.
Magic Item Qualities Magic item qualities are minor effects or abilities that can be added to any enchanted equipment other than potions. They represent common wards, enhancements, and abilities that are useful across a wide range of equipment. Adding a quality to an item increases its cost by the listed amount. A creator must meet both the base item's listed requirements and those given for the quality. You can add a quality to an existing item. Treat the quality as a wondrous item with a price equal to its cost modifier to determine the cost of materials needed to add it and the time necessary to complete it. A magic item undergoing such modifications cannot be used during the time needed to add the quality to it.
Morphing: Many creatures, most notably lycanthropes, have the ability to assume a variety of forms. While some types of transformation include a creature's equipment and other possessions, many do not. For lycanthropes, many valued items are useless and impossible to carry while they are in their animal forms. The morphing ability was created to combat this problem. A magical item with this quality changes when its user alters his form. It becomes part of his body remains in his possession until he changes his shape again or he dies. While a magical item is part of a creature's form, it loses all its properties and cannot be directly attacked or affected by any means. Strong transmutation; CL 15th; Craft Wondrous Item, polymorph any object, secret chest; Price 2,000 gp; Weight.
Weapons and Armor Many of the unique armors and weapons produced and used by lycanthropes feature natural materials taken from fallen enemies. Werewolves in particular are known for their savage ingenuity in producing enchanted items from skulls, bones, skins, and fur.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters Hunter's Arrow: At first glance, this arrow appears to be little more than a simple, primitive item. Hand-carved from a wooden branch and tipped with a wolf's tooth, it lacks fletching and seems unable to fly straight. However, when used in battle its true abilities become apparent. Werewolf hunters produce these items to slow down enemies, particularly those on horseback, so that the pack can run them down and slay them. A hunter's arrow operates as a +1 arrow, except that in addition to taking normal damage, a target must make a Fortitude save (DC 14) or suffer a –10 ft. circumstance penalty to all movement modes. A creature's speed cannot be reduced to less than 5 ft. for any type of movement due to this effect. Faint transmutation; CL 5th; Craft Magic Arms and Armor, slow; Price 300 gp; Weight 1 lb.
Rat Swarm Bullet: This leaden sling bullet is carved with mystic symbols and a simple, angular picture of a clawed, fanged rat. When grasped, the bullet seems to move ever so slightly, and if closely observed it occasionally shudders and squeaks as if a small rat is trapped within it. When fired from a sling, the bullet's true magic becomes apparent. If it strikes an opponent, it deals normal damage and explodes into a shower of squealing, vicious rats. Treat these rats as a swarm that has already entered the target's square in order to attack him. In addition to damage from the bullet, the swarm immediately attacks its target and continues to do so until it is slain or the target falls. Once the target is defeated, the swarm disperses. A rat swarm bullet counts as a +3 weapon. Moderate conjuration; CL 9th; Craft Magic Arms and Armor, summon monster V; Price 500 gp; Weight 1 lb.
Ripper Blades: This set of matched daggers is decorated with a tiger motif. A prowling feline is inscribed along the length of each blade, while the pommels are set with gleaming gems. Individually, these daggers count as +1 weapons. However, when used together, the ripper blades function with their true magical potential. A character who fights with a ripper blade in each hand gains the ability to deal additional damage if he hits the same target with both daggers as part of a full attack action. Once the second dagger hits, the user may immediately rend his target for 2d4 damage plus double the damage bonus he gains with the dagger in his primary hand. As the two daggers sink into their target, their wielder can tear into the target's flesh, ripping through bone, muscle, and sinew. Faint transmutation; CL 5th; Craft Magic Arms and Armor, haste, keen edge; Price 12,000 gp; Weight 2 lbs.
Shot-Put of the Boar: While wereboars rarely master even the simplest forms of arcane magic, some among them become clerics and druids dedicated to their gods. With their divine spells, they craft simple, robust magical items that even the brutish wereboars can master. The shot-put of the boar is perhaps the most common of the weapons they create. Little more than a crudely forged, vaguely spherical lump of metal, only the sigils and runes carved on the shot-put betray its magical nature. When thrown, the shot-put slams into its
target with a ferocious impact, inflicting 2d8 damage and forcing the target to make a Strength check (DC 15) or be knocked prone. The shot-put has a +1 enhancement bonus to attacks and damage. It counts as a two-handed, thrown weapon with a 10 ft. range increment. Only characters with a Strength of 13 or higher can wield this item. The shot-put is useless in melee. It can be picked up and reused after being thrown. Moderate transmutation; CL 6th; Craft Magic Arms and Armor, bull's strength; Price 8,300 gp; Weight 8 lbs.
Spiked Gauntlets of Ursine Might: These brutal, black iron gauntlets are studded with sharp spikes and decorated with a thick fringe of bear fur. The palms and the undersides of the fingers are crafted from cured bear hide. A favored weapon of brawlers and wrestlers, the spiked gauntlets of ursine might transform even the meekest warrior into a ferocious closequarters combatant. When worn, the gauntlets function as +2 magic weapons. The wearer inflicts damage with the gauntlets rather than his normal unarmed strike when he opts to injure an opponent while grappling. If he hits an opponent in melee with the gauntlets, he gains the benefits of the improved grab special ability. He may opt to initiate a grapple as a free action that does not provoke an attack of opportunity. Otherwise, the rules listed for improved grab apply to him as normal. Moderate transmutation; CL 6th; Craft Magic Arms and Armor, bull's strength; Price 32,305 gp; Weight 2 lb.
Wolf Spear: This longspear features an oaken shaft and a long, barbed head crafted from black iron. The snarling head of a wolf, crafted from the same blackened iron as the head, decorates the spear's butt. This weapon counts as a +1 longspear that can be thrown with a range increment of 20 ft. It can be used as a bludgeoning weapon that deals the longspear's normal damage by bashing opponents with the iron wolf head. Once per day, the spear can be thrown with a range increment of 100 ft. If this attack successfully hits, it deals double damage (quadruple on a confirmed critical) due to its tremendous speed and power as it surges through the air. When used in this manner, the spear unleashing a loud, piercing wolf's howl. Moderate transmutation; CL 6th; Craft Magic Arms and Armor, fly; Price 8,305 gp; Weight 2 lb.
Wondrous Magic Items Many of the items crafted and used by werecreatures are useful to them in all three of their forms. Collars, implanted fangs, and ioun stones represent some of the more common items they favor.
Amulet of Inner Tranquility: Valued by woodsmen, adventurers, and others who must sometimes confront lycanthropes, the amulet allows a victim of lycanthropy to resist the infection's symptoms long enough to find a spellcaster skilled in curing the disease. The amulet consists of a silver chain that holds a smooth, polished obsidian sphere.
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Chapter Two: Lycanthrope Characters The sphere represents the night of the new moon, while the silver links symbolize the weapons commonly used to slay werecreatures. While worn, the amulet grants its user a +10 enhancement bonus on saves against contracting lycanthropy. If the wearer becomes infected, the amulet allows him to better resist the primal urge to assume animal form. He gains a +15 competence bonus on all Control Shape checks. Even if he fails one or more checks, his alignment never permanently changes to match the lycanthrope's ethos. However, he still behaves as per the creature's alignment while in animal form. If the amulet's wearer ever willingly changes shape, he loses all the benefits it offers. Faint conjuration; CL 5th; Craft Wondrous Item, calm emotions, remove disease; Price 1,000 gp; Weight –.
Boar Tusk Mask: This magic item shows obvious signs of poor workmanship. Carved from wood, it depicts a snarling boar face though its details are poorly rendered. The eyes are poorly aligned, one or both of the wooden tusks that protrude from it are broken, and the paint used to decorate it is splattered and smeared. To a collector or dealer in art objects, it would fetch no more than a few coppers. However, when worn in battle this item's true properties become apparent. If a character charges while wearing the boar tusk mask, it generates a field of magical force in front of him that allows him to batter through his enemies. The wearer gains the Improved Bull Rush feat. When he charges an opponent, his foe must make a Strength check (DC 10) or be knocked prone whether the mask's user made an attack or bull rush with the charge. Resolve this check after the user makes his charge attack. The target gains a +4 circumstance bonus to its Strength check for each size category it is larger than the attacker. Four-legged creatures and those that are exceptionally well-balanced gain an additional +4 circumstance bonus to this check. Faint transmutation; CL 5th; Craft Wondrous Item, bull's strength, hold person; Price 2,500 gp; Weight 1 lb.
Wolf Skull: This ancient, yellowed skull is crafted so that a creature can wear it like a mask. A strap made from sinew and tendons holds it in place, while bone fragments have been removed from its base and rear to allow it fit on the head of a Medium or Small humanoid. When worn, the skull bestows the ability to transform into a wolf/humanoid hybrid or a wolf as per a werewolf. The creature using this object transform as per all the rules for a lycanthrope changing shape. Most of the items he wears fall to the ground or break as his shape alters, while he gains physical power and stamina. Apply the werewolf template from the core rules as normal, though the user does not gain the ability to spread lycanthropy to his opponents. Otherwise, treat him as a full-blooded lycanthrope. He does not need to make Control Shape checks, and his alignment remains unchanged. Moderate transmutation; CL 13th; Craft Wondrous Item, polymorph; Price 25,000 gp; Weight 2 lbs.
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Lycanthrope Artifacts Many of the mighty artifacts employed by lycanthropes were granted to them by the gods, diabolic or angelic allies, and similar planar sources. Few lycanthropes spellcasters achieve the skill and talent needed to produce such potent items.
The Blood Cauldron: This feared artifact was once used by the Wolf King, a legendary chieftain of the northern werewolves, to spread terror and death across the land. Crafted from iron ore in the depths of Hell, the blood cauldron is 6 feet wide, deep black, and covered with indecipherable runes and the leering faces of devils, twisted humanoids, and howling wolves. A dozen good-aligned Medium humanoids must be freshly killed and their bodies carefully drained of blood in order to fill the cauldron to its capacity. Once it is filled, this item can confer its benefits upon up to 50 Medium creatures before it must be refilled. When filled with blood and set above a roaring fire, the cauldron's magic activates. Any living creature that steps into the boiling blood and bathes within it gains supernatural immunity to most physical attacks. It gains DR 20/adamantine and SR 20 for two weeks, and its skin or fur acquires a bright red color. Anyone using this item automatically suffers an alignment shift to evil, though their alignment with respect to law and chaos remains unchanged. While the Wolf King was eventually defeated, the cauldron's location remains a mystery. According to legend, the trickster wererat Locrith the Swift slipped into the werewolves' lair and replaced the humanoid blood in the cauldron with blood taken from animals. The Wolf King and his guards bathed within it before a major battle, only to die in a hail of silvered arrows as they confidently marched before a massed regiment of longbowmen. If the portents and readings offered by mystics are correct, the wererats swore vengeance against the Wolf King for his attacks on cities they had carefully nurtured as comfortable, secure lairs. The cauldron undoubtedly now lies in the paws of the rat folk, though what they plan to do with it none can say. Aside from the occasional report of cloaked thieves who prove impervious to the stoutest sword or spear, little news concerning the cauldron has surfaced. Strong transmutation; CL 20th; Weight 200 lbs.
The Moonstone: The bards and storytellers speak of a great time of terror in the city of Thrax. According to the legends, centuries ago the full moon loomed large in the sky above the city and never dipped below the horizon. Instead, it stood like a sentinel guarding against the dawn's approach. For day after day, the stars continued to shine and the moon remained lodged in place. The seemingly endless night drove many folk to leave the city in terror, for only a day's ride in any direction, the daily dance between the sun and moon continued as it always had. As the city's population dwindled, crime soared. While the thieves' guild claimed that most of its members had long since left for more hospitable climes, the royal governor and many of the richest merchants were left with ransacked treasure vaults and thoroughly pillaged homes. Wizards, priests, and druids flocked to the city to investigate this
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters strange, ceaseless night, while charlatans in equal numbers offered outrageously priced amulets and other trinkets to ward away the terrors of the dark. In time, the heroic wizard-paladin Thorvec the Ironfisted uncovered the source of Thrax's troubles. The wererats beneath the city had discovered a powerful artifact known as the moonstone. A chunk of the moon that fell to the world in eons past, this mighty object held the power to cast a spell of eternal night over a limited area of the land. What appeared to be the full moon above the city was the moonstone. Its powerful magic greatly exaggerated its appearance and cast an illusion over the city. While the wizard and his allies put the wererats to the sword, a sorcerer among the lycanthropes used his magic to soar into the air, snatch the moonstone, and teleport to an unknown location. Since then, the moonstone has passed from history. This artifact is a gray, pockmarked stone roughly the size of a halfling's head. When thrown into the sky, it soars into the air and activates its powerful magic. The area within a 32-mile radius of the stone becomes cloaked in an endless, full moon night. To all observers, even those who employ magic, the moon seems to hang in the sky surrounded by stars. The weather continues as normal, though clouds never obscure the moon. Anyone who can fly 1,000 ft. in the air can see that the "moon" is in fact a spectral image surrounding the moonstone. While the stone remains in the air, all lycanthropes gain a +2 morale bonus to all attacks, skill and ability checks, and saves. In addition, afflicted lycanthropes must resist involuntary changes as per the standard night of the full moon. Dislodging the moonstone is as simple a process as plucking it from the sky. Strong illusion; CL 20th; Weight 20 lbs.
Lycanthropes in the Campaign This section is intended to help you place lycanthropes in your campaign. It includes advice on how they relate to other cultures, and the mechanical ramifications of using lycanthrope PCs.
Lycanthropes and Society With their ability to blend into the population of cities and kingdoms run by other races, lycanthropes provoke a wide array of reactions and attitudes from humans, dwarves, orcs, and other creatures. Some creatures may view them as an insidious, hidden threat that must be stomped out as quickly as possible. Others view lycanthropy not as a curse, but as a powerful, beneficial blessing. Of course, regional, historical, and social variations can provide exceptions to the general trends outlined below. Use them as a starting point, not as a cast iron template for how werecreatures must fit into your world.
One of the ways you can look at a society and its relationship with lycanthropes is to consider its alignment. A lawful society is likely to see werecreatures as a dangerous, hidden threat. These governments place a premium on stability, predictability, and order. A simple peasant who can transform into a massive, powerful beast represents a threat to all three of those goals. Control is key to a lawful monarch or government. The less it knows about its citizens, the less control it can exert over them. While benevolent leaders might want to extend their influence into daily life in order to better protect their citizens and serve their needs, they would still feel uneasy at best about unidentified lycanthropes. After all, even a werebear could pose a threat if his goals run counter to the greater good. Evil leaders try to exert control to better subjugate and exploit their vassals. A tyrant is likely to see lycanthropes as a threat, since they can move among the population in disguise and are liable to have the combat abilities and magical talents needed to defeat his troops. On the other hand, a lawful evil monarch might consider werecreatures as valuable allies. With their ability to hide among the peasants and commoners, they make ideal spies. Their combat skills and magical abilities make them useful in warfare, and they can slip into enemy lands and report back on any arms buildups or other suspicious maneuvers. Whether good or evil, a lawful realm is liable to require lycanthropes to register their status or otherwise openly proclaim their true nature. They might have to register with the town guard, who in turn stock up on silvered weapons to deal with any werecreature issues. Spreading lycanthropy could be a crime punishable by death, as the ever-controlling government strives to do whatever it can to maintain an iron grip over its citizens. A rampant lycanthropy outbreak can turn an easily subjugated village into a nest of vicious, dangerous monsters. Lawful evil realms probably seek to recruit wererats, tigers, and boars, while hunting werewolves and werebears. Since the bears are likely to oppose an evil monarch on moral grounds, they make ready enemies for such governments. Werewolves, as chaotic creatures, are difficult to control and most likely seen as a threat. In some cases a lawful evil realm might employ them as shock troops and scouts, but they are unlikely to welcome them as citizens. Lycanthropes that refuse to serve or who offer any hint of betrayal are executed or imprisoned. Lawful good leaders work to root out and kill wererats and werewolves. Werebears are probably welcomed unless their ecological concerns clash with the ruler's plans. Even in that case, chances are that the bears are treated more like unwanted neighbors than outlaws. Weretigers and wereboars may have to declare their nature or suffer a fine, but as long as they keep to themselves and obey the law they are free to do as they wish. Infecting an unwilling subject with lycanthropy is probably a crime punishable by death, as the resulting change in alignment could be viewed as the virtual "death" of the victim's old personality as the beast takes over.
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Chapter Two: Lycanthrope Characters Chaotic realms are likely to allow lycanthropes to do as they wish, so long as the security and health of the realm as a whole remains unthreatened. In these lands lycanthropes are liable to keep to themselves, though evil ones may take advantage of the government's disorganized, informal nature to spread havoc in secret. A band of werewolves might pose as a camp of loggers or hunters. By night, they strike at caravans and poorly guarded settlements. They could even fake an attack on their own settlement, helping to deflect suspicion. A canny werewolf might volunteer to take part in any effort to root out the force behind the spate of attacks, working from within to sabotage any efforts to uncover his crimes. Since chaotic realms place a much higher value on personal freedom, privacy, and informal chains of command, a lycanthrope can hide within them with relative ease. Werecreatures only rarely need to worry about inquisitions, secret police, a highly coordinated town guard, or other agencies that could uncover the patterns of their crimes or behavior. A chaotic evil realm cares little for its citizens' health and wellbeing, instead viewing the populace as disposable resources best put to some useful end. Werecreatures in this environment often have the opportunity to seize power for themselves. In a wild territory ruled by humanoid tribes, the wolves can use their supernatural abilities to seize power over their orc, goblin, and kobold neighbors. In these areas, brutality and strength are all that are needed to claim control. Werewolves, wererats, and wereboars might see an advantage in claiming humanoid servants. In this case, the lycanthropes would take care to avoid infecting any of their subjects. While lycanthropic orcs might be more useful in battle, they could also prove much more difficult to control. The curse could be used as a motivating tool, with the most trustworthy and successful followers granted it as a sign of their favor. Lycanthropy can also serve to destabilize and splinter enemy tribes or humanoid clans that haven't yet come into the werecreatures' fold. A powerful chieftain might fall from power when his weaker rivals become lycanthropes. A werewolf might secretly contact ambitious but weak humanoids and offer them his curse in exchange for their allegiance. In this manner, a powerful wolf lord could come to lead an entire legion of orcs, trolls, and other monsters. In chaotic good lands, lycanthropes are tolerated so long as they respect the health, well-being, and freedom of others. Werecreatures have the freedom to live as they wish, and wereboars and weretigers can exist comfortably among the land's other citizens. Lycanthropes do not need to worry about society condemning them as a group or taking special measures against them so long as they remain civil and respect others' rights and properties. In some ways, these lax attitudes can become a problem for lycanthropes. A lawful nation is liable to enact special controls over their behavior, but by the same token, the rule of law protects them from other citizens. In a chaotic good land, a few rampant lycanthropes can lead to the banishment, arrest, or harassment of the rest. A werewolf incursion might cause suspicion to grow against weretigers and wereboars. Merchants might refuse to sell goods to them, while neighbors could commit petty crimes against them
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without fear of prosecution. With law enforcement based more on an informal network and personal judgment rather than a set of rigid laws, unpopular werecreatures can quickly become pariahs. As long as lycanthropes can preserve their good names and maintain trust with the authorities, they can flourish in chaotic good realms.
Humanoid Races and Lycanthropy While it is easy to think of werecreatures as a set of creatures separate from humans, dwarves, orcs, trolls, and other humanoids, in many ways they share as much with their humanoid roots as they do with their animal ones. While alignment is a good measure for how society reacts to werecreatures, the stereotypical humanoid cultures could also exhibit idiosyncratic traditions and attitudes towards these creatures. If a player in your game group wants to run a lycanthrope character, you can add more detail to your campaign by depicting the different ways in which humanoid races regard werecreatures. The notes and ideas given below are advice and ideas for fitting lycanthropes into your campaign. They draw from the stereotypical views of the various fantasy races, and as such may not be completely compatible with your campaign world. Use them as inspiration or ideas, not necessarily canonical declarations of how different groups view werecreatures.
Dwarves: Dour, grim, and dedicated to their craft, dwarves are liable to see werecreatures as aberrations spawned in the dark, treacherous shadows of an elf-infested forest. From their mountain homes, the dwarves consider anything that smacks of nature as suspicious. They surround themselves with stone and metal, the fruits of technology and labor rather than of the forests and grasslands of the natural world. As such, they are suspicious of anything that is overly connected to what they consider to be a grim, alien land. Furthermore, dwarves place a heavy emphasis on trust, openness, and family. Their mountain halls are small and cramped, shaping their society into one that puts a premium on forthright discourse. Animosities and mistrust cannot fester within a dwarf clan's stronghold, as such divisions can cause permanent rifts within its social fabric. Thus, the dwarves relate to each other with direct, blunt discourse that other societies find rude at best and crass at worst. A lycanthrope, with its many forms and strange abilities, is liable to make an already suspicious dwarf even more alert than normal. To the dwarves, a creature that can take the form of an animal is probably a treacherous beast that relies on deception and cunning to steal its victims' treasures. After all, if it had no ill intentions, it wouldn't need to hide its true nature behind a humanoid or animal mask. Most dwarven lycanthropes are outcasts from their clans. Their dual nature as both dwarf and beast alienates them from their people. As most dwarves have little experience with the natural world, they are also unable to relate to their animal brethren. Thus, they tend to embrace the duality of their nature with a stronger conviction and greater level of comfort
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Two: Lycanthrope Characters than other creatures. A dwarf lycanthrope prefers to spend his time in hybrid form, reflecting his mixed nature. He might seek other dwarves who are similarly cast out by their kin and induct them into his nascent tribe, but he has no qualms about admitting creatures from other humanoid races. Dwarf lycanthropes tend to display the natural tendencies of their lycanthropic form to extreme levels. Dwarven werewolves conduct raids and attacks with bloodthirsty abandon, resting only to heal wounds and seek new targets. Werebear dwarves are tenacious in their struggles to protect nature, gladly surrendering their lives for the cause of their newly-adopted folk. Of all the lycanthropes, dwarves are the most likely to found new clans, villages, and even towns for their people. Their tradition of finding strength in a unified clan pushes them to unite their newfound kin.
Elves: Always seeking new experiences and open to the wonders of the natural world, elves are the most likely humanoids to treat lycanthropes as close allies and valued friends. They see in them not contradiction or deception, but rather a creature that embodies both civilization and the natural world. The elves can relate to this, as they typically dwell in great forests and other verdant realms. While they build cities and towns, they take care to unify their creations with nature rather than use them to control or replace it. For these reasons, the elves are the most likely to welcome good and neutral werecreatures into their cities. They find weretigers charming companions and werebears valued allies. While most older elves see wereboars as crude, simple barbarians, younger wood elves with a penchant for violence, excitement, and hard drinking strike up easy friendships with them. On the other hand, the elves hate werewolves with a cold passion. They see these predators as wasteful, hateful beings of pure destruction. Elven nations hunt down these creatures at the first sign of their presence in much that same way that a farmer might cull his cattle of the sick and dying. To the elves, the evil strains of lycanthropy are dreaded, rotting sicknesses that can turn pleasant, bountiful forests into bleak wildernesses. The elves know that if they allow the infection to fester, it can warp the woods into a cruel mockery of nature's perfection. Elven lycanthropes are rarely welcomed in their people's strongholds with the same level of brotherhood and amity reserved for kinfolk, but they rarely face expulsion or any other form of punishment. Instead, they are recognized as something other than full-blooded elves in much the same way that half-elves are tolerated but never fully accepted. An elf weretiger can expect his relatives and friends to maintain their connection to him, but over time they may grow to exclude him from many of the important, personal events in their lives. An elf werebear's assistance might be happily accepted in the face of a goblin invasion, but he would be allowed into war meetings only if he was a highly respected commander before his affliction. This distance between lycanthropic elves and their people pushes many of them to wander the land. Some may settle for a time with others of their kind, most notably in the case of werebears, but most travel from place to place in
search of new experiences and challenges. Only old age or dire need can keep them from following their wanderlust and chasing their goals. When it comes time to settle, most seek quiet solitude in the wilderness.
Gnomes: The mischievous, crafty gnomes treat lycanthropy as a puzzling, alien affliction. With their tendency towards invention and engineering, they look upon afflicted werecreatures as the unfortunate victims of a disease that challenges them to cure it. While normally cheerful, pleasant, and given to jokes, the thought that a simple disease could permanently rob a creature of its free will and warp its moral compass repulses gnomes to their core. However, they only allow this disgust to color their view towards lycanthropes when dealing with obviously evil ones. An afflicted gnome can expect to face a battery of cures that range from the effective to the ridiculous. A gnome who falls into the disease's clutches can expect help and care from his neighbors, friends, and relatives. While gnomes have the same sort of tight family bonds as dwarves, their mischievous nature grants them a much more accepting attitude that serves to diffuse any latent fear or paranoia. On the other hand, gnomes find natural lycanthropes endlessly fascinating. Their ability to change shapes strikes gnomes as a powerful, and rather useful, magical effect. Given the gnomes' natural curiosity, they are intrigued by a creature that can experience the world in multiple forms. Many weretigers have settled into a long, comfortable retirements among gnomes who welcome them into their communities with open arms. Werebears are seen as trusted allies and stalwart companions against the forces of darkness that would ravage the natural world. Wereboars, while a bit too oafish to make good neighbors, represent a perfect mix of hedonism and enthusiasm for the occasional woodlands feast. Gnomes treat wererats and werewolves in much the same manner as elves. When they encounter them, they hunt them mercilessly to stave off infection before it can spread. Some werewolf packs consider gnome youngsters a delicacy, a fatal mistake that few of them live to regret. "Silvering the spikes" is a common gnome euphemism for making all-out preparations for anything. It has its origins in the grim, determined, and vengeful war parties that usually stayed up all night silvering their weapons before marching forth to slaughter a werewolf pack. A gnome lycanthrope approaches his condition with the same wide-eyed curiosity he would apply to anything else. He tests out his new senses, changes shape as often as possible, and tries to approach the world from the point of view of his animal, humanoid, and hybrid form. A gnome wereboar might walk through a cave in all three of his shapes to get a better sense of it. He uses his shapechanging ability to add to his pranks and trick others. He might even spend time in animal shape when dealing with strangers to get a good sense of their true motives and purpose. After all, most people forget to mind what they say in front of a simple animal.
Half-Elves and Half-Orcs: Neither of these groups forms
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Chapter Two: Lycanthrope Characters societies of their own. Instead, they carve out niches within human society, with half-elves sometimes dwelling among their elven kin. In either case, both half-elves and half-orcs live as outsiders. Though they enjoy some level of acceptance, they are rarely welcomed into the fold. Thus, in some ways these folk have empathy for a lycanthrope's plight. Weretigers find it easiest to form friendships with half-breeds, as they face the same sort of grudging acceptance from society as a whole. Even lycanthropes that keep their true natures a secret find half-orcs and half-elves easy to get along with. Wereboars respect and enjoy the tough but simple half-orcs, while weretigers and werebears can relate to a half-elf's natural intelligence and connection to nature. Of all the civilized folk, half-breeds are the most likely to willingly accept lycanthropic infection. While it might cause a change in their ethos and personality, some of these outsiders find comfort in taking a place in a group that can wholly accept them.
Halflings: The nomadic, enterprising halflings rarely turn away anyone or anything that can aid them in their endeavors. As they are always wary of the big folk, they see werecreatures as simply another menace they must contend with. After all, evil and cruel humans rarely make their intentions obvious before acting upon them. Werecreatures operate in the same way, though their transformation is obviously much more dramatic. Of all the civilized groups, halflings are the most likely to accept a lycanthrope at face value. As long as a werecreature does nothing to trouble them or interfere with their business, they're content to leave him alone. In some cases, halflings gladly accept weretigers and werebears as companions. With their great strength and ferocity, these creatures can help defend a caravan or settlement from giants, orcs, and other threats. This arrangement works in both directions, as many lycanthropes are glad to find a stable, welcoming community. Like most civilized races, halflings fear werewolves and wererats. When they encounter them, they usually prefer to move on to greener pastures rather than stand and fight. Wererats in particular evoke dread in halflings, as they have been known to slip into settlements to kidnap and infect young halflings to raise as their own children. With the premium the ratfolk place on stealth and subtlety, halfling recruits rank as the most valuable they can find. Halfling lycanthropes usually remain with their people unless they slide into evil or violence. Halfling wereboars live as enforcers and guards among their people, accepting food and strong drink as pay for their service. When a bullying human or orc troubles the group, the wereboar uses his hybrid form to put him to flight. Halflings rarely survive as werewolves in the wild, as they invariably end up at the bottom of the pack's social order. On the other hand, their small size and natural stealth make them the ideal wererats. Many warrens of those creatures consist almost entirely of halfling ratfolk.
Lycanthropes in Your Campaign Before allowing a player to run a lycanthropes character in your campaign, you should consider the mechanical
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challenges behind such a development. Werecreatures offer a few special abilities normally off-limits to PCs. While powerful, they also face an array of restrictions that require special attention in play. A lycanthrope's damage reduction is perhaps its biggest advantage compared to other characters. While their phenomenal Strength scores in animal or hybrid form give lycanthropes an advantage over other characters, DR requires special attention to prevent it from overshadowing the other PCs' abilities. The key to remember is that most adventures and monsters are designed with the assumption that DR is hard to come by for player characters. Obviously, lycanthropes throw a monkey wrench into that belief. The first and most important thing to remember is that when a player designs a character, he wants to use and explore the abilities offered by the race and class he selects. While it might seem easy to simply equip every last orc and kobold with silvered weapons, that solution simply nullifies what should be one of a lycanthrope's major abilities. Silvered weapons are appropriate in some circumstances, especially when the PCs face recurring villains or enemies who have taken the time to examine the party's abilities. If the players have to stifle a yawn when silvered weapons show up, you might be overdoing it. Try to make such weapons' appearance special. Restrict it to villains, important battles, and other situations where they would make sense. If an NPC knows that one of the characters is a werecreature, then he should seek out weapons to defeat him. But random orcs, hired bandits, and other monsters that are not important or featured parts of an adventure should not usually have them. On the other hand, a lycanthrope character can become too tough if his enemies are unable to hurt him. If you look over the list of creatures in the core rules, you should note that around the level the playable, non-evil werecreatures gain damage reduction, there are many CR-appropriate monsters that inflict plenty of damage. Ogres, minotaurs, and other giants or strong humanoids can dish out lots of punishment. Spellcasters and monsters with magical attacks can easily bypass a werecreature's DR, especially with spells such as lightning bolt or magic missile that inflict damage even on a successful save. Lycanthropes receive only a d8 hit die, leaving them with fewer hit points than fighters and barbarians. Attacks that bypass their DR can quickly sap their few hit points. If DR does become a problem in your campaign, or if you would rather not cope with it, require that all lycanthrope PCs count as afflicted rather than natural, thus reducing their DR For all the werecreature classes, remove their DR 5/silver ability. When they acquire DR 10/silver, they actually gain DR 5/silver. Be sure to tell the players about this change before they create characters. Generally speaking, a lycanthrope of the same level as a fighter or barbarian can attack more often and deal a fair amount of damage, though his base attack bonus is inferior. Furthermore, at higher levels the lycanthrope misses out on extra attacks.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Three: Lycanthropy Generally speaking, though, the werecreature's Strength bonus more than compensates. The key to this ability is that it operates only while the lycanthrope is in hybrid or animal form. In those shapes, most magical and mundane items are useless. A bear cannot use a ring of protection, nor can a weretiger hybrid wear a suit of chainmail. While the werecreatures' high Strength scores allow them to deal a lot of damage, their poor AC and hit points make them relatively easy to overwhelm. Werecreature PCs must focus on delivering attacks while minimizing an opponent's ability to respond. They thrive against weaker foes that they can trip or grapple, but heavily armored opponents who can withstand their attacks can quickly wear them down.
Lycanthropy If you purchased this book, chances are that you either plan to play a lycanthrope character or want to use them as important villains and enemies in your campaign. In either case the introduction of lycanthropy into your game can cause some unforeseen headaches, particularly for low-level parties that lack access to the common cures for this disease. This section addresses lycanthropy in depth. It offers a variety of alternative explanations for its effects, cures, and advice on how werecreatures can fit into your campaign world. It builds from the logical assumption that if you want to include lycanthropes as a prominent feature in your campaign, you need to consider the impact of lycanthropy on the characters and the world as a whole.
Potential Problems and Pitfalls Before proceeding to the rest of this section, it is important to consider why lycanthropy can become an issue in a campaign. Simply put, between their damage reduction and powerful natural attacks, lycanthropes are a cut above the typical orc or goblin bandit. A band of werewolves could easily overwhelm a small village without facing a single opponent who carried a weapon that could injure them. If the party faces a werecreature, a single bite could lead to weeks of trouble. The party's fighter might end up locked in a cage while everyone else seeks out a cleric who can cure his condition. In the first case, lycanthropy conjures up questions about the campaign world's stability and cohesiveness. In the second case, it can sap the fun from a game as an afflicted player must worry about losing his character over a single, failed DC 15 Fortitude save. From a game design perspective, lycanthropy offers a unique problem. In terms of the threat a werecreature poses in a single encounter, the disease is irrelevant. During the 10 or 15 round battle with such a monster, it has no effect on the outcome. The damage a werecreature delivers with its bite is more important. However, in the aftermath of the struggle lycanthropy can play havoc with your game. If a character is afflicted and the common cures fail to aid him, the rest of the party must continue on while the diseased PC faces permanent
removal from the game, and/or an unwanted alignment change. That's not much fun for anyone involved. The rest of the party is short a PC, while the player of the affected character has little to do in the game. At higher levels this issue fades away as the party's cleric can use his spells to cure the illness. However, at low levels it becomes a tremendous problem. In terms of your campaign world, the ease of spreading lycanthropy combined with the difficulty in curing it begs the question of why werecreatures aren't a prominent, important group. A wererat overlord could bid his followers to nip and bite random peasants until he has an army of lycanthropes at his disposal. Werewolf packs could swell in ranks after each raid on a human or elf village. An army of good could ask a werebear to grand its soldiers lycanthropy, allowing them to easily smash to invading orc army. Many of the answers to these questions depend on how you use lycanthropes and on their place in your campaign world. Most of the time, such questions are irrelevant to your game. It doesn't matter if werewolves could overrun the northern kingdom because you don't plan on using them as villains. Besides, the characters are too busy in the eastern realms battling the lich king. On the other hand, if you want to use lycanthropes as powerful villains and a major threat to civilization, you might want to consider these issues. Not only can lycanthropy pose problems for the PCs, but it also forces you to consider some campaign issues that you need to resolve. With those two issues in mind, the rest of this section addresses some alternate rules and background ideas you can use to make lycanthropy easier to work into your campaign. If you have no plans to make lycanthropes an important part of your campaign, the details and options given here probably add unnecessary baggage to your game. However, if you want to make lycanthropes key villains or major antagonists, these options can make your campaign run more smoothly.
The Origin and Nature of Lycanthropy Most game settings depict lycanthropy as a strange combination of a magical curse and a disease. According to the core rules, spells such as cure disease and break enchantment can purge it from an infected creature. This section gives you some ideas on presenting lycanthropy from both of those angles. The core rules make no judgment on what drives lycanthropy and how it was created. Instead, if such information is important to your game you need to create your own material. This section is here to help you with that task.
A Magical Disease: Lycanthropy is in essence a magical infection. If you consider that bacteria and viruses spread disease, it isn't much of a stretch to imagine microbes that are spawned or propagated by magical means. In a world of dragons and manticores, a magical virus represents a logical development. Perhaps lycanthropy represents the first and last of the magical diseases. In the ancient days, the gods created a variety of creatures and beings. One deity, a lord of pestilence
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Chapter Three: Lycanthropy and decay, crafted a powerful microbe that killed anything it infected. The other gods banded together in a great alliance to prevent this sickness from destroying all of creation. Even the evil deities joined the cause, as their orc, giant, troll, and other followers faced extinction. After imprisoning the wayward god, they turned their attention to the sickness. As an artifact of a god, they could not destroy it. Instead, the gods altered its basic nature. Rather than kill its victims, it strengthened them and rendered them immune to many common weapons. Only in this manner could they nullify its baneful effects. To keep the balance between the many animals and intelligent creatures that fell to the sickness, the infected creatures could assume both forms. The force of the moon would ensure that these new creatures would never scorn one side of their heritage for the other Finally, since the gods of both good and evil contributed to the struggle, the surviving infected creatures were divided into the camps of good, evil, and neutrality. To ensure a continuing balance between them, each lycanthrope strain was dedicated to a different alignment. If you opt to use this idea in your campaign, you can work it into the background as part of the myths and creation stories presented earlier in this book. Perhaps the stories passed down
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from one generation of lycanthrope to the next are false. Their new gods, in a bid to strengthen their claims to godhood, passed down these legends to their new followers to cement their worship. So much time has passed since the werecreatures' genesis that none can say what is truth and what is fiction.
The Curse of Lycanthropy: The werewolf creation legend given earlier in this book serves as a good example of lycanthropy as a curse. For some ancient transgression against the natural order, animals were forced to take the guise of men or vice versa. In this case, the lycanthropes can spread their curse to others via their bite. Perhaps the curse was originally created by a good-aligned deity, but in the process of forging it an evil, mischievous demigod altered its traits. Rather than punish a villainous group that would eventually die off, the curse spawned whole new races dedicated to evil. The reverse could also be true in the case of werebears, with an evil god's plans for destruction subtly turned into a force for life and good. This explanation covers why lycanthropy appears as a magical disease, as the curse was created with magic but warped and twisted to resemble an illness. Lycanthropy allows you to introduce the idea that lycanthropes are victims of their own state. Perhaps
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Chapter Three: Lycanthropy werewolves and wererats can be redeemed, or the gods may be at fault for their condition. It is also a handy explanation for any players that want to run werewolf or wererat PCs. While those races are normally evil, perhaps a few members among their ranks can rise above their heritage and throw off the weight of their curse.
A Means of Reproduction: Under this scenario, lycanthropes are unable to breed via normal means. As a strange fusion of humanoid and animal, they can neither mate and create offspring with others of their kind nor with members of the species they can mimic. Perhaps lycanthropes are not truly wolves, humans, tigers, or dwarves. Instead, they occupy a strange middle ground between sentient creatures and animals. As such, the only way they can reproduce is by infecting other creatures with lycanthropy. Under this scenario, a magical process alters a creature and turns it into a lycanthrope. This explains why spells such as break enchantment can snuff out the infection. However, in biological terms it is spread much like an infection. A werecreature's bite leaves behind traces of a poison or similar substance that infects a victim and allows the magical transformation to occur. The appealing feature of this explanation is that it leaves intact any of the myths, legends, or background information that you want to use for your game world's lycanthropes. It introduces interesting possibilities for PCs to be chosen as inheritors to a heroic lycanthrope's position, or long-running villains to reappear as lycanthropes that have been chosen to succeed a dying pack leader. Influence of the Moon: The moon plays a significant role in afflicted lycanthropes, as it determines when they must unwillingly change into their animal form. The moon could play a role in any of the explanations offered above. It might be a timer of sorts used to dictate when lycanthropes must embrace their bestial heritage even if they would rather ignore it. The moon could hold an evil god imprisoned. When it is full, he can still exert control over the ancient curse or disease he fashioned to spawn the lycanthropes. To some lycanthropes, the moon itself could be a deity who heralds their important religious rites and holidays. Depending on the type of campaign you run, it might even be a workable solution that lycanthropes originally hail from the moon. Perhaps it holds a gateway to a world where the lycanthropes are the dominant species. On the world the static races of men and animals are seen as strange, freaks of nature. You can extend the moon's influence in a variety of ways. Perhaps during a lunar eclipse, lycanthropes are unable to use their alternate form ability. One night a year, the moon might grow a deep red. On these blood moons, all lycanthropes gain the ability to rage and must make Will saves (DC 15) to avoid entering into this state when injured in combat. Werebears and other good-aligned lycanthropes might try to avoid contact with other creatures, while werewolves set out on unholy crusades of raiding, bloodletting, and murder. More information on the moon and its relationship with lycanthropes is given later in this chapter under Lycanthropes and the Moon.
The Spread of Lycanthropy Once you've considered the nature of lycanthropy, you need to think about how and why it spreads. If you think about a werecreature's place in the world, it seems logical to assume that there should be plenty of them running around. After all, a single bite can transform a normal person into a slavering werebeast. Furthermore, lycanthropy can cause problems for PCs and for your campaign's progress. As discussed above, a character that contracts the disease at a low level can be forced out of the game with a few unlucky rolls. Yet, given their CR, werecreatures are a good set of opponents for 3rd to 8th-level characters. The only sure-fire cure for the disease is available from a 12th-level caster, a resource that you might not feel comfortable making readily available to the party. This section considers how and why lycanthropy spreads. As with many of the details given in this section, the less realism you need in your campaign, the less you need to worry about how this material works. Some game masters pay little attention to the details behind their worlds, while others like to delve into their world's background.
The Chosen: Perhaps not every lycanthrope's bite spreads the disease. Rather, werecreatures only choose to infect opponents or victims who would make good additions to their ranks. A werewolf might avoid infecting a powerful figure, since such a person could challenge him for leadership of the pack or hunting rights in an area. On the other hand, weak or easily bullied commoners would make ideal followers as long they remain manageable in numbers. Wererats would use similar lines of thought in spreading their curse, as overcrowding could become a major issue when they want to remain hidden from the city above. At times, these creatures might use their disease to subvert and control powerful figures, but most of the time they would rather avoid spawning a powerful competitor. Good lycanthropes might see their condition as an honor or a responsibility. They confer it only upon those creatures that are worthy of their mantle. These powerful allies would benefit from the additional abilities granted to them via lycanthropy, while their new allegiance makes them more likely to help the werebears (and other good werecreatures) achieve their aims. Neutral ones could infect others based on whims or personal needs. A weretiger might fall in love with a human woman and infect her to bring her closer into the fold. By the same token, a weretigress artist might infect a promising young talent to "adopt" his prodigious talent into her people's culture. In any case, under this state a lycanthrope can turn his ability to infect others off or on as he wishes. In this manner, the werecreatures control their own numbers without limiting their combat abilities. Assume that a lycanthrope can use a free action to decide if it wants its bite to afflict a creature with lycanthrope.
Death is Only the Beginning: Under this variant, a lycanthrope's bite still afflicts a victim with lycanthropy. However, a creature can only develop the disease if the bite
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Chapter Three: Lycanthropy attack reduces it to fewer than zero hit points. At that moment when life and death hang in the balance, a creature's spirit is weak enough for the lycanthropic curse to overwhelm it. With this variation in place, you retain the fear inherent in facing a lycanthrope. The characters must worry about contracting the disease and converting into a cross between a humanoid and an animal. However, since not every bite causes the disease you do not have to worry about exposing the party to too much danger. This variant also dispels concerns of lycanthropes running around, mass infecting populations, and raising an army of followers. Few people are willing to let a creature bite them nearly to death, and the bad luck of a few fumbled rolls can cause a significant number of these recruits to die. It also adds the element of danger and fear into lycanthrope encounters without overdoing it. If every werecreature bite can cause lycanthropy, the disease is just another annoying obstacle to cope with. If it arises only after a difficult encounter, you magnify the already considerable danger that a werecreature poses.
Curing Lycanthropy There are several standard methods to cure lycanthropy. This section covers the cures given in the core rules and presents alternative rules for each of them. Belladonna, also known as wolfsbane, is perhaps the most well-known cure. (More information on belladonna can be found on page XX*.) A sprig of this herb can purge the illness from an infected character. An afflicted character that consumes belladonna within one hour of contracting the disease can make a Fortitude save (DC 20) to throw off the illness. If a healer administers the herb, use the character’s save bonus or the healer’s Heal check 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). The problem with this cure is that it offers only a saving throw against an even higher DC than given for resisting the disease in the first place. If the party has a character with a high bonus in the Heal skill, than most of the time this cure works without any problems. However, if the party lacks such a PC then they could be in for trouble. Even worse, belladonna is toxic (Fortitude save DC 13, 1d6 Str/2d6 Str) making it possible that a cured character might be rendered immobile. If you want to use lycanthropes as regular villains or common monsters, these complications can serve to slow down your campaign. After each fight with a lycanthrope, the party might have to return to town, administer this herb, and then wait several days for their comrade's Strength to return via natural processes or magic. In either case, the PCs end up sitting around waiting for their infected friend to return to normal. As an optional rule, you might remove belladonna's toxic properties and reduce the Fortitude save required to remove
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the disease. This option works best if werecreatures are common foes in your campaign. Otherwise, it can make lycanthropy too trivial an ordeal for some DM's tastes. If you want the characters to be afraid of contracting the disease, leave the rules as given. If you would rather that they fight lots of werecreatures and progress through the adventure, the optional rules keep the action flowing. A remove disease or heal spell cast by a cleric of 12th level or higher also cures lycanthropy, provided the character receives the spell within three days of the lycanthrope’s attack. This option is a relatively painless way to remove lycanthropy, but it comes at the cost of requiring access to a relatively highlevel caster. For low-level PCs, this might not be an option. Removing the level restriction opens up this option to parties as low as 5th-level, allowing you to use lycanthropes in large numbers without worrying out infecting them all. As it stands, it may seem a little strange that a 9th-level cleric can raise the dead but he cannot cure lycanthropy, a disease carried by a CR 2 creature. If you want to keep this restriction in place, consider allowing the characters access to a highlevel cleric who sponsors their efforts and offers them help without asking for donations. You can use this as a convenient
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Chapter Three: Lycanthropy excuse for the cleric to ask the PCs to complete a quest for him, as they must defeat some evil creature or thwart a menace in return for his aid. The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed at a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated. As it stands, this method of curing a character is a reasonable solution. The Will save might be a bit high for your tastes, especially since it could lead to the ridiculous scene of a PC caster repeatedly hitting his comrade with break enchantment until it takes hold. However, a party with access to either of those spells should have the cash and casting resources to use remove disease. You might want to remove the save DC to help speed up the recovery process, but it can also serve to add tension. You may also consider not letting the caster know whether the spell succeeds or not, so the party must wonder if the lycanthrope has truly been cured. All of the cures covered above are the standard methods offered in the core rules. To help vary things, you might want to present other methods of removing lycanthropy from an inflicted character. You can use these solutions in addition to or in place of the standard ones.
Death of a Werewolf: Under this option, killing the werecreature that inflicted a character breaks the curse of lycanthropy. A beast has a magical link to the werebeasts it sires. If an infected character helps kill the beast that cursed him, the link breaks and the PC no longer suffers from lycanthropy. A character can retain the curse if he so wishes, but if he wants his freedom it fades away. This version of a cure works very well for low-level parties if you use the core rules' methods without changing them. If a PC falls victim to lycanthropy, his best option for a cure lies in tracking down and slaying his enemy. You can use this to drive some very intense adventures and battles, as the party dogs a werewolf's steps and tries to corner him. Perhaps the villain slips away using clever tactics, upping the ante as the PCs must again and again match wits with him. With each passing day, the afflicted PC faces a growing doom. Not only do the PCs gain the experience and treasure from defeating a werewolf, the players can enjoy a thrilling, intense series of adventures. Villains are much more effective if the PCs have a personal reason to hate them. Unique Cures: There are a multitude of different, specific methods you can present to the party to cure lycanthropy. Some may revolve around sites, others might involve objects or artifacts, and still more could require the completion of tasks or quests. Each of those three basic methods allows you to craft an adventure that sets the party along the path of curing lycanthropy. As discussed above, placing a clear, important burden on an adventure's success is a good way to increase the drama and tension in your game. Previously dull or routine encounters take on a far more important air when a PC's life is on the line.
The best part about this cure is that it takes something that could be very dramatic and removes the mechanics from it. Contracting lycanthropy can be a daunting obstacle for a PC. Reducing it to saving throws and hunting down high-level spellcasters can make the players feel powerless. By giving them a goal and allowing them to chase after it, you forge a strong link between the work the PCs accomplish and the important goals it yields. If the players feel that their characters can accomplish great and important deeds, your game takes on a legendary, compelling tone.
Sites: A blessed spring might cure lycanthropy in anyone who bathes within it. Within a deep forest glen, the spirit of the wolf totem appears and purges the curse from anyone who bows before it. Anyone who journeys deep enough into the dark heart of the world – perhaps four or five dungeon levels down – severs his tie to the moon and breaks the disease's hold. In each of these cases, the characters must make a long and perhaps dangerous journey to the place they seek. The sacred spring might be found within a monastery that many years ago fell to an invading army of orcs. The wolf totem might dwell in a forest infested with werewolves. Traveling into the earth is never a safe bet, even in areas thought to be relatively free of monsters. Items: Similar to a site, an item probably requires a PC to seek it out and win it over from a powerful enemy. On the other hand, a potentially friendly NPC might possess it and require a service in return for its use. In many ways, this cure is analogous to requiring the party to find a 12th-level cleric to cast cure disease. However it doesn't require a high level caster – an attractive option if the game is set in a tiny town, or if you would rather not use high-level NPCs to bail the characters out of trouble. Task/Quest: In a lot of ways, finding an item or journeying to a place is a quest for the PCs. In addition to those options, an infected character might be able to rid himself of lycanthropy by defeating a specific demon, desecrating the altar of an evil werecreature deity, or journeying to another plane. These solutions require a character to complete a specific set of actions that usually have some sort of symbolic link the lycanthropy. Desecrating the altar severs a character's tie to his curse, while entering a specific plane breaks the moon's hold over a PC. Curing Characters with Lycanthrope Levels: One issue that you may need to consider is what happens when a character with levels in a werecreature class seeks a cure for his condition. This situation is possible only with characters who were afflicted with lycanthropy. The simplest and most logical solution is to rule that any PC who takes levels in the appropriate lycanthrope class has embraced his new nature and can no longer be rid of it. Otherwise, you should have the character shed any benefits he may have gained from that level and permanently lose those levels from his total. Place his experience point total at the midpoint between his new, adjusted level and the next higher one.
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Chapter Three: Lycanthropy
Lycanthropy's Symptoms and Effects In addition to altering and modifying the cures and methods by which lycanthropy spreads, you can also change its symptoms and effects to better fit your campaign world. A disease that causes involuntary changes might be a handy tool to use with NPCs and other unsuspecting werecreatures, but it could prove troublesome for characters. On the other hand, a campaign where an otherwise heroic PC – such as a paladin – unwittingly commits horrific crimes can lead to a lot of fun adventures. The core rules feature the following guidelines for lycanthropy: When a character contracts lycanthropy, 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. The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition. At this point, the basic rules allow for a PC (or an NPC) to slip into animal form and revel in his newly uncovered bestial side. Evil lycanthropes, particularly werewolves, engage in wholesale murder and slaughter. In this form, a character stalks the area in search of intelligent creatures to slay. Chances are that the werewolf is canny enough to avoid killing its humanoid form's companions. After all, such an action is sure to raise alarms and pinpoint the culprit. Instead, a werewolf ranges a few miles from its companions or seeks out isolated victims whose death is likely to go unnoticed. Lycanthropes maintain their intelligence in animal form. You can assume that a werewolf acts with a PC or NPC's Intelligence score and uses its capacity to plan actions. Furthermore, allow the werebeast a Wisdom check (DC 15) to draw upon the victim's memories to aid it in seeking out humanoids to terrorize. A character might awake to the news that his parents had to fend off a terrible, slavering beast the night before, or that some horrid monster used the secret passages into the baron's castle to launch a raid. Wererats, while evil, are much more subtle than werewolves. A PC transformed into one of these beasts might launch robberies and hide the stolen goods in a secret place. While the core rules assume that a lycanthrope enters its animal form to wreak havoc, a giant rat isn't very likely to strike terror into the region unless the PC is very high level and has plenty of hit points. Instead, allow the PC to assume his hybrid form and use it to commit robberies, ambush travelers, and work with a local thieves' guild. Worst of all (from a PC's point of view), the hybrid form might walk around wearing his weapons and armor. While most wererats are probably too smart to give
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away their true identity, it is much easier for a rat to slip out of a jail cell than a human. The character's emerging wererat side could ruin his reputation and continue its illicit activities. It might even contact other wererats in the area and use the PC's memories (if it succeeds at a DC 15 Wisdom check) to aid them in their endeavors. Weretigers are likely to explore their surroundings and hunt wild animals. Since these lycanthropes hold no special malice against civilized folk, they might even seek the nearest gate out of town to frolic in the nearby wilderness. An afflicted PC might wake up miles outside of town, bereft of equipment and surrounding by hostile wilderness. On the other hand, the varied sights and sounds of the city might prove too much for a weretiger to ignore. The tiger could sneak into a wizard's tower to explore, only to set off a magical trap that captures it. The PC may end up in an evil mage's clutches, requiring the rest of the party to band together to save him. A wereboar likely heads off in search of whatever fun happens to cross its path. It might clomp into an inn, slurp up any unattended puddles of ale, and spend the rest of the night practicing its charge maneuver on a handy stone wall. The PC might wake up with a massive headache. Alternatively, if the boar passes out from overindulgence, a merchant could drag it into a pen and lock it up to sell it for meat. There's nothing quite so humorous as a character that wakes up in a pile of mud, surrounding by a mob of pigs. On the other hand, a good-aligned animal such as a werebear might watch over sleeping PCs or wander the night in search of wrongs to set right. It could also embark on a quest to kill a werewolf or similar monster, if it can call upon the PC's memories (Will save DC 15) and identify any particularly dangerous threats in the area. The characters could hear stories of a powerful animal that smashed down the corrupt sheriff's door and crushed him to death. While the peasants might be happy in the short term, in a few days the evil baron's men will undoubtedly sweep in to exact revenge for their loss. The werebear might seem like a blessing, but as a rigidly lawful good creature it may sometimes choose a forceful, direct option rather than a subtle, quiet plan that has better prospects for success in the long term. Regardless of the form he takes, the character is subject to involuntary transformation under the full moon and whenever he is damaged in combat after his first transformation. He or she feels overwhelming rage building up, and must succeed on a Control Shape check (DC 25) to resist changing into animal form. These changes take place only during the night, and they end as soon as the sun rises, even if the character is in an area that the sun cannot reach. A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Three: Lycanthropy Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.
The Beast: One of the interesting things you can explore with a werecreature is the divide between a PC and the psyche that emerges in animal form. Perhaps the disease doesn't so much curse or infect a character as spawn a new, nascent personality within him. As the character copes with his condition, this personality might take on more detailed traits and complexities. It could adopt a name, gain levels, and even grow to speak to the PC when he is in control of his body. The opposite could also happen, as the character must go along for the ride in animal from, forced to watch as his lycanthropic personality runs rampant. For experienced roleplayers, this offers the opportunity for some excellent character interaction and development. As a rule of thumb, this option is best used with players who enjoy getting into character and developing a personality for a PC. For example, a player who adopts an accent, uses distinctive personality traits and mannerisms, and makes decisions that might be less than optimal, all in an effort to properly portray his PC, is a very good candidate for this treatment. You might even turn over control of the lycanthropic side to the player, especially if you can trust him to accurately portray both sides of his character. There are pitfalls to this method. First and foremost, always respect a player's control over his character. Lycanthropy gives you the chance to dictate what a character does, despite the player's desires. There are a few guidelines you should follow to avoid angering your players and treating their characters like puppets. Avoid going into detailed descriptions of what a lycanthrope does while it is in control of a PC. Unless the other characters can see what is going on, there is no need to use a heavy handed reminder that the player is no longer in control of his character. Never use lycanthropy as an excuse to humiliate a PC. If the party's paladin is infected, he shouldn't wake up in a brothel, naked in a pile of mud, or drunk and incoherent. Approach the infected character's player beforehand and talk to him about your general plans for the infection. Sometimes, a player might think it's fun for his character to endure humiliation or embarrassing moments. Other players build up their characters in specific ways and feel uncomfortable allowing a DM to alter his appearance and reputation in such a fundamental way. A good way to approach these sorts of situations is to think of what would you do if you wanted to include the player, as opposed to the character, in a plan that could see him end up face-first in a puddle of mud or otherwise horribly embarrassed. You'd never want to push a friend to do something like that unless he was perfectly willing to do it and had a clear picture of the consequences. Think of it as asking someone to take a pie in the face as part of a
comedy skit. It can be funny for everyone, as long as the guy receiving the pie is in on the joke. Don't be afraid to sit down with a player, outline some general ideas of what you want to do with lycanthropy as an infection, and work with him to build a situation that's fun for everyone.
Memories: Another topic to consider is how much a character remembers after a lycanthopic transformation ends. The core rules, as described above, allow a DC 15 Wisdom check for a PC to remember everything that happened. On one hand, this can allow a character the chance to realize his fate and work to correct it. On the other, if you want to use lycanthropy as a growing mystery, a single check can ruin everything. Once a PC knows he is a werecreature, he can immediately set about working to cure himself. At high levels, this is a trivial matter. At low ones, it is either very difficult or easy depending on the rules variations you choose to use. The greater the role you want an infection to play, the longer it should take for a character to realize what's going on. To stretch out the time it takes for a PC to realize he has the disease, you can use these optional rules that require a character to go through several layers of discovery before his condition dawns upon him. This method allows you to introduce hints slowly over time, rather than relying on a single saving throw that determines if the character knows everything or nothing. Each time a PC undergoes an involuntary transformation, he may make a Wisdom check (DC 15) with a +2 competence bonus per previous change. If he succeeds in this check, he learns information depending on the total result of his check. Consult the lycanthropy awareness table for more information.
Lycanthropy Awareness Table Wisdom Check Total
Result
15 – 19
Vague Recall: The character remembers bits and pieces of what happened to him while he was transformed, but nothing specific beyond vague, blurry images.
20 – 24
Partial Recall: The character can see the faces of anyone he attacked or extensively interacted with while in his other shape, along with one or two details of any places he visited.
25+
Total Recall: The character has complete memory of anything that happened, as if he himself had committed the deeds of his own free will.
Alignment Changes: The blanket rules that cause a character's alignment to permanently change might seem a bit harsh to some Game masters. These guidelines can be particularly troublesome for low-level parties, as they lack the resources to cure lycanthropy on their own. There are good
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Chapter Three: Lycanthropy reasons both for and against changing this rule, and in the end it comes down to your game mastering style and the tone you want to give to lycanthropy. The base rules as given above require a Will save (DC 15 + the number of times a character has turned into an animal) to avoid a permanent alignment change. By the same token, any character who willingly undergoes a change automatically assumes the lycanthrope race's listed, standard alignment. On one hand, this might seem like a harsh punishment. Lycanthropes have relatively low CRs, and the ability to essentially take a character out of the game is relatively powerful. Even if a character is forced into a non-evil alignment, this rule pushes a player to change his PC in ways that he might not want to. To many players, this is a fate worse than losing a beloved character. As was discussed earlier in this section, players grow attached to their PCs and hate any attempt to force fundamental changes to them. They might resent these rules and feel cheated by them. However, some groups are willing to roll with the punches the game delivers. Losing a character is part of the risk of playing RPGs, and death is not the only way in which a character can fall. Forcing a PC into an NPC role is an excellent way to create a new villain. Who knows the heroes' strengths and weaknesses better than someone who shared in their adventures? If the player doesn't mind the alterations to his character, you can change a trusted friend into a terrible enemy. This foe can strike where the characters are most vulnerable, targeting their loved ones and their friends, and working to oppose the goals they hold most dear. The alignment change does not need to be permanent. Perhaps a powerful spell such as wish can restore a character to his original state. Otherwise, some of the optional cures for lycanthropy can double as methods by which a party of adventurers can return a corrupted character to normal. Another thing to keep in mind is that the alignment change works in both directions. Just as a hero can fall to evil when he becomes a werewolf, so too can a foul villain turn to the path of good after an encounter with a werebear. There are many ways you can use this to fuel adventures in your campaign. Perhaps a local werebear ranger, long renowned as a powerful defender of the forest, falls in battle with a marauding bandit. A few weeks later, reports filter in of a new werebear who has appeared in the forest. When the characters go to meet him, they discover that this new guardian is the bandit. While they may want to avenge their fallen ally, the bandit's alignment change and new outlook compels him to fill his old enemy's place. In this situation, you can use the prospect of a cure as a tool to make the PCs' lives more interesting. Perhaps the bandit's friends want to return him to normal. If the characters trust the new werebear too much, they may live to regret it when he returns to the path of evil. Wererats and other clever lycanthropes might use their curse to subvert and recruit powerful leaders and merchants. The mayor might cut funding to the mercenaries who patrol the
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sewers after he is transformed into a wererat and recruited to their cause. Many science fiction movies use the concept of a hidden invasion to portray the slow downfall of society. Over time, an alien menace converts more and more people to its cause, either brainwashing them or physically transforming or replacing their bodies. Using a similar strategy, lycanthropes can infiltrate and subvert a town or city. This method works very well as the background for a campaign. While the PCs deal with other matters, the folk in town are slowly but surely brought into the lycanthropes' camp. Once the characters uncover the horrid conspiracy, they must act quickly before the foul beasts' plan can come to fruition. The characters might have to fight and kill old friends who have been turned into monsters. If you use the optional cures given in this book, the party might have to kill the head werecreature, uncover an artifact, or make some other great quest to turn their friends back to normal. All the while, they can never be sure that the friendly innkeeper or the local blacksmith is trustworthy. With the lycanthropes' spies and converts everywhere, the characters can never be truly safe. If these scenarios do not seem worth the risk of alienating a player, you can rule that the alignment change takes place only when a character enters his hybrid or animal form. These rules work particularly well with the ideas given for creating a second, bestial personality that controls the PC's dark half. In this situation, a character can remain in control as long as he avoids situations that force him to change his shape. Every injury in combat and every full moon can send him into a transformation. While the PC is relatively safe by day, each night is an ordeal that he must do his best to endure. Using these guidelines, you can portray a character as plagued by his terrible curse without allowing it to destroy his PC simply due to a failed saving throw.
The Moon and Lycanthropes The moon has a tremendous effect on lycanthropes. As anyone who has seen any movie with a werewolf in it can tell you, a full moon brings out the beast in a werecreature. Most of the time, though, the moon fades into these creatures' background. After all, aside from afflicted lycanthropes the moon has little effect on them. This section introduces optional rules that you can use to add more flavor and detail to lycanthropes. It gives you a simple system of keeping track of the moon and introduces several special, magical effects that the moon can have on lycanthropes. For example, on the night of the blood moon the werewolves stalk across the land in search of quarry worthy of their attention. On the evening of the black moon, lycanthropes weaken and lose some of their abilities as the moon fades from the night sky. On some campaign worlds, several moons pass amidst the stars. Rules and guidelines cover such campaign settings and show you how to resolve werecreature abilities in lands where the moon is unknown or takes on a different form than normal.
Slaves Of The Moon: The Essential Guide To Lycanthropes
Chapter Three: Lycanthropy
The Phases of the Moon In a world of magic and strange monsters, the heavenly satellites that grace the night sky can undergo strange and frightening changes. This section presents a few different phases of the moon to complement the standard waxing and waning. Due to magical effects, the decree of gods, or meddling by wizards, the moon can exert its influence on werecreatures in a number of ways. The conditions given below are meant as examples you can use to add flavor to your campaign and draw a deeper connection between lycanthropes and different magical states that can affect the moon. Use some or all of them to grant the werecreatures you use special bonuses or drawbacks. One of the fun things you can do with these phases of the moon is to use them to set up a dangerous situation involving lycanthropes. For example, the characters might be engaged in a long-running struggle against a clan of wererats. With the night of the cloaked moon approaching, they know that they can expect a raid from the rats. The tension that builds as a night approaches can help add excitement and pressure to your campaign. Don't be afraid to alert the characters of an approaching event, as the anticipation can be just as frightening and trying as the event itself. When adding these lunar events to your campaign, consider how they fit into your world's mythology and religions. Perhaps they are natural events fueled by the ever-present ebb and flow of magic within the world. Otherwise, they could be caused by a divine figure linked to the moon, an artifact buried beneath the lunar surface, or an ancient curse that continues to exert its influence over the world. Lycanthropes might base holidays or religious ceremonies on these nights. For example, the night of the blood moon could signal the end of the werewolves' most important holy days. After several nights of feasting and celebration, they embark on an unholy crusade to set the tone for the coming year's raids and attacks.
The Blood Moon: On this night, the moon hangs large and red in the sky. The sages whisper that it comes to pass on the eve of a great massacre, though whether this belief arose after or before the werewolves' great rampages none can say. What is indisputable is that on this night the savage lupines gain tremendous strength and power, with an aggressive drive that matches their newfound abilities. For the length of the night, all werewolves gain a +4 bonus to Strength and Constitution. In addition, they may rage once during the night as a 1st-level barbarian. A werewolf with barbarian levels gains an additional use of the rage ability. The Cloaked Moon: On the night of the new moon, lycanthropes sometimes gain a mystical connection to the darkness and shadows that cover the land. Once every five years, the moon plunges into darkness and extends its murky disguise to include the lycanthropes that dwell across the world. On these nights, werewolves, weretigers, and other werecreatures gain a +4 competence bonus to all Hide and Move Silently checks. Shadows and darkness seem to follow them wherever they walk, concealing them from observers and muffling the few sounds they make.
The Moon Bridge: This mighty lunar event takes place only once every century. If it occurred with greater frequency, the civilized folk of the world would have been forced to hunt down and defeat the evil lycanthropes for fear of their eventual destruction. On the night of the moon bridge, the werewolves gather in isolated forest clearings to wait for the full moon's glow. When it reaches them in all its radiance, it forms a gleaming, shimmering pathway that allows them to take part in the great hunt. Werewolves from across the world, from horizon to horizon, sweep across these moon bridges to find and hunt down great numbers of civilized, intelligent beings. Riding their moon bridges, they sweep down upon cities, towns, and villages, attacking good, evil, and neutral folk with equal abandon. As the night progresses, the wolves follow the bridges around the world. Eventually, the bridges extend back to their home territories, where the werewolves alight and finally rest after 24 hours of continuous fighting and pillaging. Luckily, the nature of the moon bridge forces the wolves to never tarry long in one place, but this is small comfort to the many people who lose loved ones and friends to their depredations. Legend holds it that the werewolves' fearsome god, Hurar the Pursuer, visits this evil upon the world to test his followers and to remind the folk of even the largest cities that the werewolves maintain an eternal vigil at the edge of civilization. The smallest mistake, the shortest lapse in defenses, and the werewolves will descend upon the countryside in the full fury of war. On this night, characters can expect to face werewolves who descend from the heavens on gleaming, magical bridges of moonlight. Even the most heavily defended cities face desperate trouble, as wolves leap down upon isolated homes, inns, taverns, and other poorly defended areas. After a halfhour or so of vicious, hard fighting, the surviving wolves return to the bridges and depart for fresh hunting grounds. Invariably, a few of the wolves' victims become afflicted lycanthropes, thus spreading the werecreatures' curse across the world.
The Night of Void: On this darkest of nights, the moon and stars fade from the night sky. An absolute gloom covers the land. Legend tells that on this night the dead walk and dark, forgotten corners of the world fill with souls of the damned, demonic beasts, and other terrors. For lycanthropes, this night is perhaps their most trying hour. All lycanthropes lose their alternate forms and damage reduction. With their ties to the heavens temporarily severed, they spend the night cloistered in the safety of their dens, cities, and caves. The Peering Moon: The moon hovers in the night sky, casting its light upon everything that comes to pass beneath it. On the night of the peering moon, werecreature mystics can extend their magical reach to tie into the moon's position above the world. When casting a spell from the divination school, a werecreature gains a +5 bonus to its effective caster level. In addition, the save DC to resist such a spell increases by 5. On this night, some sages claim that they can see the faint outline of a humanoid face etched into the moon and
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Chapter Three: Lycanthropy looking down upon the world. Lycanthrope spellcasters describe how their spells seem to swim into the moon's light and expand back down upon the world, soaking the lands below in the power of their magic. Werebear clerics and wizards use this night to track down their most hated enemies, collecting visions to drive their lodge mates in the coming years. Werewolves and wererats use it to find and investigate promising targets for raids and robberies, respectively.
The Silver Moon: On some nights, the moon glows with a light seen only by those with the arcane ability to perceive it. Known as silver moons, these nights see an increase in the ebb and flow of arcane magic in the world. Anyone who uses detect magic during the night can sense a faint nimbus of alteration magic around the moon. Most spells function as normal. However, the lycanthropes' connection to the moon causes their magic to change in subtle ways. When a werecreature casts an arcane spell on a night of the silver moon, increase his effective caster level by one. In addition, save DCs versus such spells are increased by one. The silver moon's mystic aura reaches out to strengthen and improve magic employed by lycanthropes. Some sages believe that this phenomenon is a manifestation of a powerful artifact buried on the moon. Over the course of the year, it builds up arcane energy until it releases it during a single night.
Multiple Moons In a campaign world with multiple moons, think about the various moons and the legends, stories, and myths attached to them. Perhaps one moon is seen as a malevolent influence, while another is a source of arcane magic. The moons might symbolize gods, or they could be the actual, physical form of deities. When looking at lycanthropes' relationship to the moons, you should outline the satellites' reputed natures and match them to the different lycanthrope species. For example, a dark moon normally linked to dark magic and necromantic practices might be linked to wererats, werewolves, and other evil lycanthropes. When this moon is full, those creatures assume their animal forms. Afflicted humanoids suffer the ill effects of lycanthropy as per a normal full moon. In contrast, the weretigers share a link with a golden moon that serves as the home of their goddess. As that moon waxes and wanes, so too do their fortunes. The black moon has no effect on them, though they know it signals the activities of their werewolf and rat enemies. Lycanthropes can also feel the effects of different configurations and interactions between the moons. Perhaps an afflicted lycanthrope is forced into his form when all five moons that appear in a world's sky are full. In this case, infected characters have quite a bit of time before they are forced to undergo a change. You can use this to give the party more time to cure anyone with lycanthropy, as it offers a convenient and logical way in which to stretch out the process of finding a way to break the curse.
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Belladonna and its Properties While perhaps the easiest tool for the prevention of lycanthropy, belladonna is a dangerous poison that can harm a patient while it cures him of his curse. Belladonna, also known as wolfsbane, is a flowering plant widely known for its toxic nature. It has red, bell-shaped flowers and green leaves that grow along its stem. It bears black, sweet berries that are poisonous if eaten. Belladonna requires a Fortitude save (DC 13) to resist its effects. Its initial damage is 1d6 Strength, while its secondary damage is an additional 2d6 Strength. The link between lycanthropes and belladonna is unclear. Many herbalists believe that the plant's ability to sap a creature's physical strength has some sort of mystic connection to the curse of lycanthropy. Since a werecreature taps into a primal, bestial part of its personality for strength and ferocity, belladonna can sever that tie through its weakening effect. While the herb saps a creature's physical power, it also has an effect on its psychic health. Just as its muscles grow slack and weak, so too do the vicious, animal aspects of its personality diminish. Belladonna weakens these aspects to the point where the curse of lycanthropy withers and expires. Belladonna earned its common name of wolfsbane for its effectiveness against werewolves and other lycanthropes as a poison or a weapon. In the wild, werewolf packs take pains to avoid patches of the herb. Even werebears find it repellent. While they allow it grow within their domains, they never personally tend to it. Werebears endure it only because as caretakers of the forest they must preserve all of nature, not just the portions they find appealing. Wolfsbane can be prepared as a poison for use against lycanthropes. Other creatures are only affected by it if they ingest it, but the juice of its berries is a useful weapon poison. When used in this manner, it has a Fortitude save DC of 15 and causes 1d6 Strength damage. Its secondary damage is 2d6 Strength. This poison affects only lycanthropes. Other creatures struck with a weapon smeared with wolfsbane are unaffected by it. The belladonna plant is also useful in warding off lycanthropes. In areas suffering from a werewolf infestation, many peasants gather the plant and set it on their doors and windows. A lycanthrope must make a Fortitude save (DC 10) to move within 10 ft. of a sprig of freshly cut wolfsbane. A werecreature needs to make this save if it wants to move closer to the herb. If a creature carries belladonna up to a werecreature, it does not need to save nor does it have to move away from it. In combat, a lycanthrope can make this save each round. Once it succeeds, it does not need to save again for the rest of the encounter. A dose of wolfsbane poison costs 150 gp, while a plain sprig of belladonna costs 10 gp. A character can find a belladonna plant in a forested area with a DC 20 Survival check.
Slaves Of The Moon: The Essential Guide To Lycanthropes