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The Consolidated Lycanthropy Guide

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Nanshork:
IN PROGRESS

Lycanthropes are a pet passion of mine, even if they are usually not optimal.  I even made a Werebadger class for Oslecamo's monster class project.   While this guide is aimed more at PCs than NPCs (I look at things from an ECL standpoint, not a CR standpoint), this guide will be useful for anyone who wants to make a Lycanthrope regardless of what it is being used for.

If you've got some feedback, or questions, please let me know in the Discussion Thread.

TO DO:
 - Port over the best forms guide that 123blah made since he disappeared awhile ago.
 - Another resource to dig through.


Lycanthropy Basics

Lycanthropy Templates
There are three basic templates.
 1) The main Lycanthropy template, found in the SRD.  Turn into an animal or a hybrid, get some nifty bonuses.
 2) The Entomanothropy template, turn into a vermin instead of an animal
 3) The Blacktooth Lycanthropy template from Dragon 129, turn into an animal and get shitty bonuses for an outrageous LA.  Honestly I don't even think it is worth it for NPCs.


Things to Remember when making a Lycanthrope
Picking a base animal: The hit dice of the animal chosen are added to your hit dice total, that means that your ECL is equal to racial ECL + LA from the template + animal hit dice.  Minimizing animal hit dice is a plus, they have Cleric BAB and 2+Int skill points per level.  In addition, animal hit dice are NEVER your first hit dice.  This means that you can't replace them with a class level.

Also remember that when in animal/hybrid form you gain ability score adjustments based on the animal's ability scores.  The thing to remember is that ability scores are rarely as useful as character levels.  You also get the animal's feats as bonus feats.  Keep this in mind when picking an animal, bonus feats you'll actually use are the goal.  (Some people think that you have to take all feats of the animal as listed on the statblock.  I disagree, Dungeonscape shows that monster feat choices are not set in stone.  However, Bonus Feats obviously cannot be changed.)

Lastly, as of the MM errata: "A creature cannot use alternate form to take the form of a creature with a template."  So goodbye templated base animals.


Hybrid Form: Remember that by default hybrid form DOES NOT gain any of the special attacks from the base animal, and most of your combat will be in hybrid form so that you can keep your gear.  It does keep the base creature's special attacks however. In addition, the base lycanthropy template grants two claw and one bite attacks as natural attacks, regardless of what natural attacks are available to the animal form.  However, the hybrid form retains all the special qualities of both the base creature and the base animal.  Regeneration is a big one that comes to mind.

Also, hybrid form has the movement speeds of the base creature, and DOES NOT GAIN THE MOVEMENT SPEEDS OF THE BASE ANIMAL. Even if the animal can fly (which a lycanthrope can do as well in animal form), the hybrid form cannot fly.


Alternate Form Rules: The Alternate Form rules state that as long as the form you're turning into can wear/carry your gear, that gear changes size to match that of your new form.  This means that your hybrid form can keep using all your gear regardless of its size.

They also state: "The creature loses the natural weapons, natural armor, and movement modes of its original form, as well as any extraordinary special attacks of its original form not derived from class levels (such as the barbarian's rage class feature)."  The natural armor isn't a problem since the Lycanthropy template specifically overrides that, but the extraordinary special attacks section is something to remember.

Lastly: "Apply any changed physical ability score modifiers in all appropriate areas with one exception: the creature retains the hit points of its original form despite any change to its Constitution." On the plus, less math.  On the minus, less hp for the high con animals.

Nanshork:
Base Race

Lycanthropy and Entomanothropy have the same base race requirements: Humanoid or Giant no more than one size class smaller than the chosen animal/vermin.  This is a list of all base races up to ECL 15 that qualify.


ECL 1
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Other Small      Gnome    Player's Handbook    Str -2, Con +2    -    -      Goblin    Monster Manual    Str –2, Dex +2, Cha –2    -    Darkvision 60 ft      Halfling    Player's Handbook    Str -2, Dex +2   -    -      Kobold    Monster Manual    Str –4, Dex +2    -    +1 Natural Armor; Darkvision 60 ft      Vril    Drow of the Underdark    Con +2, Int -2, Cha -2    -    - Medium      Asherati    Sandstorm    -    -    +1 Natural Armor      Aventi    Stormwrack    -    -    Amphibious      Azurin    Magic of Incarnum    -    1 of your choice    Essentia pool      Bhukas    Sandstorm    Str –2, Dex +2    -    -      Changeling    Eberron Campaign Setting    -    -    Minor Shapechange      Darfallan    Stormwrack    Str +2, Dex –2    -    -      Dwarf    Player's Handbook    Con +2, Cha –2    -    Darkvision 60 ft      Elf, Aquatic    Monster Manual/Stormwrack    Dex +2, Int –2   -    Gills      Hadozee    Stormwrack    Dex +2, Cha -2    -    -      Half-Elf    Player's Handbook    -    -    -      Half-Orc    Player's Handbook    Str +2, Int –2, Cha –2    -    Darkvision 60 ft      Human    Player's Handbook     -    1 of your choice    -      Kenku    Monster Manual III    Dex +2, Str –2    -    -      Maenad    Expanded Psionic's Handbook    -    -    -      Mongrelfolk    Races of Destiny    Con +4, Int –2, Cha –4    -    Emulate Race      Neanderthal    Frostburn    Str +2, Dex –2, Con +2, Int -2    -    -      Orc    Monster Manual    Str +4, Int –2, Wis –2, Cha –2    -    Darkvision 60 ft; Light Sensitivity      Raptoran    Races of the Wild    -    -    -      Rilkan    Magic of Incarnum    Dex +2, Str -2    -    -      Shifter    Eberron Campaign Setting    Dex +2, Int –2, Cha –2    -    Shifting      Skarn    Magic of Incarnum    Str +2, Dex -2    -    -      Xeph    Expanded Psionics Handbook    Dex +2, Str -2    -    Burst


ECL 2
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Small      Goblin, Forestkith    Monster Manual III   Dex +2, Int –2    -    1HD/1LA; +1 Natural Armor      Lizardfolk, Poison Dusk    Monster Manual III    Dex +2, Con +2, Cha –2    -    1HD/1LA; +2 Natural Armor Medium      Catfolk    Races of the Wild    Dex +4, Cha +2    -    1HD/1LA; +1 Natural Armor      Duergar    Expanded Psionics Handbook    Con +2, Cha -4    -    1HD/1LA      Eneko    Secrets of Sarlona    Str +2, Con +2, Dex -2, Cha -2    Martial Weapon Proficiency (longbow)    1HD/1LA; Powerful Build      Half-Giant    Expanded Psionics Handbook    Str +2, Con +2, Dex-2    -    1HD/1LA; Powerful Build      Hobgoblin    Monster Manual    Dex +2, Con +2    -    1HD/1LA;      Merfolk    Monster Manual    Dex +2, Con +2, Cha +2    -    1HD/1LA; Amphibious

ECL 3
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Medium      Elf, Drow    Monster Manual   Int +2, Cha +2    -    1HD/2LA; Darkvision 60 ft      Githyanki    Monster Manual   Dex +2, Con +2, Wis –2    -    1HD/2LA;  SR      Githzerai    Monster Manual   Dex +6, Int –2, Wis +2    -    1HD/2LA; SR      Gnoll    Monster Manual   Str +4, Con +2, Int –2, Cha –2    -    2HD/1LA; +1 Natural Armor, Darkvision 60 ft      Lizardfolk    Monster Manual   Str +2, Con +2, Int –2    -    2HD/1LA; +5 Natural Armor      Skulk    Monster Manual   Dex +4, Wis –2, Cha –4    -    2HD/1LA Large      Half-Ogre    Races of Destiny   Str +6, Dex -2, Con +2, Int -2, Cha -2    -    1HD/2LA; +4 Natural Armor, Darkvision 60 ft
ECL 4
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Small      Gnome, Svirfneblin    Monster Manual   Str –2, Dex +2, Wis +2, Cha –4    -    1HD/3LA; Darkvision 60 ft, SR Medium      Bugbear    Monster Manual   Str +4, Dex +2, Con +2, Cha –2    -    3HD/1LA; +3 Natural Armor      Gnoll, Flind    Monster Manual III   Str +6, Dex +2, Con +4    -    2HD/2LA; +2 Natural Armor      Troglodyte    Monster Manual   Dex –2, Con +4, Int –2    Multiattack    2HD/2LA; Darkvision 60 ft
ECL 5
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Small      Dark Creeper    Fiend Folio   Str +2, Dex +6, Con +2, Wis +4    -    1HD/4LA; +1 Natural Armor, Blindsight, Sneak Attack Medium      Varag    Fiend Folio   Str +4, Dex +4, Con +2, Int –4    Run, Spring Attack    3HD/2LA; +3Natural Armor
ECL 6
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Large      Ogre    Monster Manual   Str +10, Dex –2, Con +4, Int –4, Cha –4    -    4HD/2LA; +5 Natural Armor, Darkvision 60 ft
ECL 8
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Medium      Dark Stalker    Fiend Folio   Str +4, Dex +6, Con +2, Int +2, Wis +4, Cha +6    -    3HD/5LA; +2 Natural Armor, Blindsight, Sneak Attack
ECL 9
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Large      Fensir    Fiend Folio   Str +8, Dex +2, Con +4, Int +2, Wis +2, Cha –4    Brew Potion    4HD/5LA
ECL 10
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Medium      Troll, Forest    Monster Manual III   Str +6, Dex +6, Con +10, Cha –4    Brew Potion    5HD/5LA; +5 Natural Armor, Fast Healing 5, Darkvision 60 ft
ECL 11
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Large      Ogre, Skullcrusher    Monster Manual III   Str +14, Con +6, Cha –2    Improved Grapple , Two-Weapon Fighting    8HD/3LA; +2 Natural Armor      Troll    Monster Manual   Str +12, Dex +4, Con +12, Int –4, Wis –2, Cha –4    -    6HD/5LA; +5 Natural Armor, Rend, Regeneration
ECL 12
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Large      Ogre Mage    Monster Manual   Str +10, Con +6, Int +4, Wis +4, Cha +6    -    5HD/7LA; +5 Natural Armor, Regeneration, SR,  Darkvision 60 ft
ECL 13
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Large      Troll, Wasteland    Sandstorm   Str +14, Con +14, Int -6, Cha -2    -    8HD/5LA; Regeneration, Rend,  Darkvision 60 ft
ECL 15
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities Large      Ettin    Monster Manual   Str +12, Dex –2, Con +4, Int –4    -    10HD/5LA; +7 Natural Armor, Superior Two-Weapon Fighting      Troll, Cave    Monster Manual III   Str +18, Dex +2, Con +16, Int –8, Wis +2, Cha –4    -    9HD/6LA; +11 Natural Armor, Improved Grab, Pounce, Rake, Rend, Fast Healing      Troll, Crystalline    Monster Manual III   Str +12, Dex +4, Con +12, Int –4, Wis –2, Cha –2    -    10HD/5LA; +7 Natural Armor, Rend, Regeneration


Templates that turn creatures into Giants or Humanoids
(click to show/hide) Race    Source    Ability Scores    Bonus Feats    Special Qualities      Half-Troll    Fiend Folio   Str +6, Dex +2, Con +6, Int –2, Cha –2    -    4LA; +4 Natural Armor, Fast Healing

Nanshork:
The Animal Within

A list of all animals sorted by size category and HD.  Includes an aside about animal feats.

(click to show/hide)

Diminutive
(click to show/hide)
•   Less than 1 HD
o   Bat (MM1): Dex +4; Alertness; Blindsense

Tiny
(click to show/hide)
•   Less than 1 HD
o   Cat (MM1): Dex +4; Weapon Finesse (b), Stealthy
o   Lizard (MM1): Dex +4; Weapon Finesse (b), Stealthy
o   Otter (Sto): Dex +4, Con +2; Weapon Finesse
o   Pengiun (Frb): 1 NA; Weapon Finesse (b), Alertness
o   Rat (MM1): Dex +4; Weapon Finesse (b), Stealthy
o   Raven (MM1): Dex +4; Weapon Finesse (b), Alertness
o   Snake, Tiny Viper (MM1): Dex +6; 2 NA; Weapon Finesse (b), Imp Init; Poison
o   Weasel (MM1): Dex +4; Weapon Finesse (b), Agile; Attach

•   1 HD
o   Chordevoc (RoW): Dex +8, Con +2; 2 NA; Weapon Finesse (b), Flyby Attack
o   Hawk (MM1): Dex +6; 2 NA; Weapon Finesse (b), Alertness
o   Huitzil (DrM): Dex +4; 3 NA; Weapon Finesse (b), Hover
o   Lizard, Horned (Snd): Dex +2, Con +2; 3 NA; Alertness
o   Monkey (MM1): Dex +4; Weapon Finesse (b), Agile
o   Owl (MM1): Dex +6; 2 NA; Weapon Finesse (b), Alertness

•   4 HD
o   Swarm, Murder of Crows (ToM): Str -8, Dex +4; Alertness, Improved Initiative; Blinding, Distraction, half-damage from slashing and piercing, swarm traits

Small
(click to show/hide)
•   1 HD
o   Albatross (Sto): Dex +2, Con +4; 1 NA; Endurance (b), Weapon Finesse
o   Badger (MM1): Dex +6, Con +4; 1 NA; Track (b), Weapon Finesse (b), Agile; Rage
o   Carcass Eater (LM): Dex +6, Con +6; 1 NA; Track (b), Weapon Finesse; Frenzy
o   Dire Rat (MM1): Dex +6, Con +2; 1 NA; Weapon Finesse (b), Alertness; Disease
o   Dog (MM1): Str +2, Dex +6, Con +4; 1 NA; Track (b), Alertness
o   Eagle (MM1): Dex +4, Con +2; 1 NA; Weapon Finesse (b), Alertness
o   Fox, Arctic (Frb): Dex +6; 1 NA; Weapon Finesse (b), Alertness
o   Serval (Snd): Str +2, Dex +6, Con +2; 1 NA; Weapon Finesse; Imp Grab, pounce, rake
o   Snake, Small Viper (MM1): Dex +6; 3 NA; Weapon Finesse (b), Imp Init; Poison
o   Stingray (Sto): Dex +6; 1 NA; Weapon Finesse; Poison
o   Vulture (Snd): Dex +4, Con +6; 2 NA; Track

•   2 HD
o   Dinosaur, Swindlespitter (MM3): Dex +10, Con +2; 2 NA; Mobility (b), Weapon Finesse (b), Run; Poison spray
o   Octopus (MM1): Str +2, Dex +6; 2 NA; Weapon Finesse; Improved grab, ink cloud, jet
o   Turtle, Snapping (Sto): Str +2, Con +4; 5 NA; Improved Natural Armor (b), Weapon Focus (bite)

Medium
(click to show/hide)
•   1 HD
o   Baboon (MM1): Str +4, Dex +4, Con +2; 1 NA; Alertness
o   Phynxkin (DrM): Str +4, Dex +2, Con +4; 2 NA; Improved Initiative; Pounce

•   2 HD
o   Barracuda (Sto): Dex +6; 1 NA; Weapon Finesse
o   Dinosaur, Clawfoot (ECS): Str +6, Dex +6, Con +4; 3 NA; Run
o   Dog, Riding (MM1): Str +4, Dex +4, Con +4; 4 NA; Track (b), Alertness
o   Eel (Sto): Str +2, Dex +4, Con +2; 1 NA; Weapon Finesse (b), Improved Initiative; Attach
o   Hyena (MM1): Str +2, Dex +4, Con +4; 2 NA; Alertness
o   Nifern (SK): Str +6, Dex +4, Con +4; +4 NA; Track (b), Multiattack; Poison, blindsight, hold breath
o   Otter, Sea (Frb): Str +2, Dex +4; 3 NA; Weapon Finesse (b), Alertness
o   Porpoise (MM1): Dex +6, Con +2; 2 NA; Weapon Finesse; Blindsight, hold breath
o   Seal (Frb/Sto): Str +2, Dex +4, Con +4; 3 NA; Weapon Finesse (b), Alertness
o   Snake, Medium Viper (MM1): Dex +6; 3 NA; Weapon Finesse (b), Imp Init; Poison
o   Wolf (MM1): Str +2, Dex +4, Con +4; 2 NA; Track (b), Wpn Focus (Bite); Trip

•   3 HD
o   Bear, Black (MM1): Str +8, Dex +2, Con +4; 2 NA; Endurance, Run
o   Boar (MM1): Str +4, Con +6; 6 NA; Alertness, Toughness; Ferocity
o   Cheetah (MM1): Str +6, Dex +8, Con +4; 1 NA; Alertness, Weapon Finesse; Sprint, Trip
o   Crocodile (MM1): Str +8, Dex +2, Con +6; 4 NA; Alertness, Skill Focus (Hide); Improved Grab, hold breath
o   Dire Badger (MM1): Str +4, Dex +6, Con +8; 3 NA; Track (b), Alertness, Toughness; Rage
o   Dire Weasel (MM1): Str +4, Dex +8; 2 NA; Weapon Finesse (b), Alertness, Stealthy; Attach, blood drain
o   Leopard (MM1): Str +6, Dex +8, Con +4; 1 NA; Alertness, Weapon Finesse; Improved Grab, pounce, rake
o   Lizard, Monitor (MM1): Str +6, Dex +4, Con +6; 3 NA; Alertness, Great Fortitude
o   Sailsnake (MM4): Str +2, Dex +6, Con +4; 2 NA; Improved Natural Weapon (b), Weapon Finesse (b), Flyby Attack, Improved Initiative; Venom
o   Shark, Medium (MM1): Str +2, Dex +4, Con +2; 3 NA; Alertness, Weapon Finesse; Blindsense
o   Snake, Constrictor (MM1): Str +6, Dex +6, Con +2; 2 NA; Alertness, Toughness; Constrict, improved grab
o   Squid (MM1): Str +2, Dex +6; 3 NA; Alertness, Endurance; Improved grab, ink cloud, jet
o   Wolverine (MM1): Str +4, Dex +4, Con +8; 2 NA; Track (b), Alertness, Toughness; Rage

•   4 HD
o   Desmodu, Hunting Bat (MM2): Str +4, Dex +14, Con +2; 3 NA; Dodge, Weapon Finesse; Blindsense, trip
o   Dinosaur, Deinonychus (MM1): Str +8, Dex +4, Con +8; 5 NA; Run, Track; Pounce
o   Dinosaur, Fleshraker (MM3): Str +6, Dex +8, Con +4; 6 NA; INA (claw), Track; Leaping Pounce, Poison, Rake
o   Dire Toad (MM2): Dex +4, Con +4; 3 NA; Alertness, Weapon Finesse; Poison

•   5 HD
o   Dire Hawk (MM2/RoW): Str +2, Dex +12, Con +4; 3 NA; Alertness, Weapon Finesse

Large
(click to show/hide)
•   3 HD
o   Dinosaur, Cryptoclidus (MM2): Str +8, Dex +6, Con +6; 4 NA; Alertness, Dodge; Improved Grab, swallow whole
o   Dinosaur, Glidewing (ECS): Str +8, Dex +4, Con +6; 4 NA; Alertness, Flyby Attack
o   Sea Lion (Sto): Str +6, Dex +2, Con +2; 3 NA; Alertness, Weapon Focus (bite)
o   Snake, Large Viper (MM1): Dex +6; 3 NA; Weapon Finesse, Imp Init; Poison

•   4 HD
o   Ape (MM1): Str +10, Dex +4, Con +4; 3 NA; Alertness, Toughness
o   Desmodu, Guard Bat (MM2): Str +6, Dex +12, Con +6; 5 NA; Dodge (b), Mobility, Spring Attack; Blindsense, wounding bite
o   Dire Bat (MM1): Str +6, Dex +12, Con +6; 5 NA; Alertness, Stealthy; Blindsense
o   Dire Jackal (Snd): Str +10, Dex +4, Con +4; 2 NA; Alertness, Track; Trip
o   Drakkensteed (DrM): Str +12, Dex +4, Con +8; 4 NA; Alertness, Wingover; Trample
o   Lizard, Quicksilver (DotU): Str +8, Dex +4, Con +6; 3 NA; Alertness, Run; Sprint
o   Manta Ray (MM1): Str +4; 3 NA; Alertness, Endurance

•   5 HD
o   Dire Ape (MM1): Str +12, Dex +4, Con +4; 4 NA; Alertness, Toughness; Rend
o   Dire Wolverine (MM1): Str +12, Dex +6, Con +8; 4 NA; Track (b), Alertness, Toughness; Rage
o   Lion (MM1): Str +10, Dex +6, Con +4; 3 NA; Alertness, Run; Pounce, Improved Grab, Rake
o   Lizard, Footpad (DotU): Str +14, Dex +2, Con +10; 5 NA; Imp Init, INA (bite); Imp Grab
o   Walrus (Frb): Str +6, Con +2; 4 NA; Alertness, Endurance

•   6 HD
o   Bear, Brown (MM1): Str +16, Dex +2, Con +8; 5 NA; Endurance, Run, Track; Improved Grab
o   Dire Eel (Sto): Str +8, Dex +2, Con +4; 3 NA; Improved Initiative, Toughness, Wpn Focus (bite); Attach
o   Dire Phynxkin (DrM): Str +12, Dex +6, Con +8; 4 NA; Dodge, Imp Init, Mobility; Pounce
o   Dire Puma (Snd): Str +10, Dex +6, Con +8; 4 NA; Alertness, Track, Wpn Fcs (bite); Improved grab, pounce, rake
o   Dire Vulture (Snd): Str +6, Dex +2, Con +14; 7 NA; Alertness, Flyby Attack, Track; Stench
o   Dire Wolf (MM1): Str +14, Dex +4, Con +6; 3 NA; Track (b), Alertness, Run, Wpn Focus (bite); Trip
o   Tiger (MM1): Str +12, Dex +4, Con +6; 3 NA; Alertness, Imp Nat Wpn (bite/claw); Improved grab, pounce, rake

•   7 HD
o   Dire Boar (MM1): Str +16, Con +6; 6 NA; Alertness, Endurance, Iron Will; Ferocity
o   Shark, Large (MM1): Str +6, Dex +4, Con +2; 4 NA; Alertness, Great Fortitude, Improved Initiative; Blindsense
o   Terror Bird (FF): Str +8, Dex +6, Con +4; 5 NA; Alertness, Imp Init, Skill Focus (Hide); Imp Grab

•   8 HD
o   Bear, Polar (MM1): Str +16, Dex +2, Con +8; 5 NA; Endurance, Run, Track; Improved Grab
o   Dinosaur, Megaraptor (MM1): Str +10, Dex +4, Con +10; 6 NA; Run, Toughness, Track; Pounce
o   Dire Barracuda (Sto): Str +8, Dex +4, Con +4; 6 NA; Alertness, Iron Will, Run; Sprint
o   Dire Lion (MM1): Str +14, Dex +4, Con +6; 4 NA; Alertness, Run, Wpn Focus (claw); Imp grab, pounce, rake
o   Octopus, Giant (MM1): Str +10, Dex +4, Con +2; 7 NA; Alertness, Skill Focus (Hide), Toughness; Improved grab, constrict, ink cloud, jet

•   9 HD
o   Smilodon (Frb): Str +14, Dex +4, Con +6; 4 NA; Alertness, Dodge, Mobility, Spring Attack; Augmented critical, imp grab, pounce, rake

•   10 HD
o   Dinosaur, Ichthyosaur (Sto): Str +10, Dex +6, Con +10; 6 NA; Alertness, Combat Reflexes, Great Fortitude, Swim-by Attack

•   12 HD
o   Dire Bear (MM1): Str +20, Dex +2, Con +8; 7 NA; Alertness, Endurance, Run, Toughness, Wpn Focus (claw); Imp grab
o   Fhorge (FF): Str +18, Con +10; 8 NA; Imp Crit (bite), Imp Init, Toughness, Track, Wpn Focus (bite); Imp Grab, Rage, Ferocity

Huge
(click to show/hide)
•   6 HD
o   Snake, Huge Viper (MM1): Str +6, Dex +4, Con +2; 5 NA; Imp Init, Run, Weapon Focus (bite); Poison

•   7 HD
o   Crocodile, Giant (MM1): Str +16, Dex +2; Con +7; 7 NA; Alertness, Endurance, Skill Focus (hide); Improved grab, hold breath
o   Dire Snake (MM2): Str +14, Dex +10, Con +6; 5 NA; Alertness, Endurance, Toughness; Constrict, improved grab, poison

•   8 HD
o   Whale, Orca (MM1): Str +16, Dex +4, Con +10; Alertness, Endurance, Run, Toughness; Blindsight, hold breath

•   10 HD
o   Desmodu, War Bat (MM2): Str +14, Dex +12, Con +10; 9 NA; Alertness, Dodge, Flyby Attack, Power Attack; Blindsense
o   Dinosaur, Allosaurus (MM2): Str +14, Dex +2, Con +6; 5 NA; Alertness, Run, Toughness, Track; Improved grab, rake, swallow whole, trample
o   Dinosaur, Elasmosaurus (MM1): Str +16, Dex +4, Con +12; 3 NA; Dodge, Great Fortitude, Toughness x2; None
o   Dinosaur, Quetzalcoatlus (MM2): Str +16, Dex +2, Con +10; 8 NA; Alertness, Flyby Attack, Snatch, Wingover; Swallow whole
o   Lizard, Giant Banded (Snd): Str +18, Con +12; 5 NA; Alertness, Cleave, Improved Overrun, Power Attack; Improved grab
o   Sea Tiger (MM3): Str +8, Dex +2, Con +6; 10 NA; Endurance, Improved Bull Rush, Power Attack, Run; Blindsight, Hold Breath
o   Shark, Huge (MM1): Str +10, Dex +4, Con +4; 5 NA; Alertness, Great Fortitude, Improved Initiative, Iron Will; Blindsense

•   11 HD
o   Snake, Giant Constrictor (MM1): Str +14, Dex +6, Con +2; 4 NA; Alertness, Endurance, Skill Focus (Hide), Toughness; Constrict, improved grab

•   12 HD
o   Dinosaur, Archelon (Sto): Str +18, Con +12; 15 NA; Great Fortitude, Toughness x4
o   Squid, Giant (MM1): Str +16, Dex +6, Con +2; 6 NA; Alertness, Diehard, Endurance, Toughness x2; Improved grab, ink cloud, jet

•   14 HD
o   Dire Tortoise (Snd): Str +16, Con +14; 19 NA; Alertness, Endurance, Toughness x3; Trample

•   15 HD
o   Dinosaur, Mosasaur (Sto): Str +18, Dex +2, Con +12; 10 NA; Alertness, Great Fortitude, Imp Nat Atk (bite), Toughness x3; Imp grab, swallow whole

Gargantuan
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•   12 HD
o   Whale, Baleen (MM1): Str +24, Dex +2, Con +12; 9 NA; Alertness, Diehard, Endurance, Toughness x2; Blindsight, hold breath
o   Whale, Cachalot (MM1): Str +24, Dex +2, Con +14; 9 NA; Alertness, Diehard, Endurance, Imp Nat Attack (bite), Toughness; Blindsight, hold breath

•   15 HD
o   Zeuglodon (Frb): Str +28, Dex +2, Con +18; 11 NA; Alterness, Diehard, Endurance, Imp Nat Atk (bite, tail slam), Iron Will

Nanshork:
The Vermin Within

(IN PROGRESS)

Nanshork:
Items for the Budding Shapechanger
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Feats of Interest
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o   Quick Change (SS) - Makes it so that changing into your hybrid or animal form is only a move action.  It is a generally okay feat, but becomes great with the capstone of the Warshaper prestige class.
o   Silver Fang (CoV) - Prevents you from being able to infect others with lycanthropy as well as making your natural attacks count as silver.  Nice for flavor or if you have a habit of not killing things.
o   Mark of Twelve Moons (Dragonmarked, p142) - +1 inherent bonus to an ability score (meh), and a +10 bonus on all Control Shape checks for afflicted Lycanthropes (Very nice).  This is campaign setting specific (but not race specific as it requires a Siberys dragonmark) but it can make a huge difference.


Prestige Classes

Black Blood Hunter (PGtF)
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o   Greater Curse of Lycanthropy - You can infect others easier.  Whoopee.
o   Lycanthropic Spell - You can cast spells while shapechanged.  Would be nice except what spellcaster would want to be a lycanthrope?
o   Wild Items - I can wear all the same fancy gear the druid does while in my hybrid form?  Yes please!
o   Animal Aspect - Why not just change into your hybrid form?
o   Wild Empathy - Blah.
o   Improved Hybrid Form - THIS IS THE POINT OF TAKING THIS PRC!  You can use ALL of your base animal's special attacks now.  Rake, Pounce, Poison, you name it!
o   Improved Vile Damage - More damage isn't bad, but the fact that it's vile doesn't mean much.
o   Improved Damage Reduction - More DR is good, more requirements on bypassing your DR is better.
o   Faster Change - Not awesome, but good.
o   Quick Change - Free actions are free!

Moon Guardian (CD Web Enhancement)
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o   Natural Spell- Free Natural Spell as a bonus feat.  The thing is, Natural Spell technically doesn't work with lycanthropic alternate forms.
o   Voluntary Change - Useful.
o   Rapid Change - Not awesome, but good.
o   Instantaneous Change - Once again, free actions are free.  And it specifically says you can do it in response to another's actions.

The reason this class is Red is because you lose a minimum of 6 CASTER LEVELS.  Bare minumum: 1 Animal HD, 2 LA, and 3 from the PRC.

Warshaper (CW)
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Note that all class abilities are only usable when shape-changed, ergo in hybrid or animal form.  As you will spend most combats in hybrid form this is an acceptable restriction.
o   Morphic Immunities- You are now immune to stunning and critical hits.
o   Morphic Weapons- There is a lot of debate on this one.  Either it allows you to gain an arbitrarily large number of natural attacks or it doesn't.  At a minimum you can increase the damage of one of your attacks by a die size, which isn't bad at all.
o   Morphic Body- +4 Strength, +4 Constitution.  Extra stats are always nice.
o   Morphic Reach- You reach with ALL of your natural weapons increases by five feet.
o   Morphic Healing- Fast healing 2 is pretty much only good for out of combat healing, and since the earliest you would get this is level 11 (2LA, 1 Animal, 4 full BAB class, and four levels of Warshaper) out of combat healing shouldn't be a problem.  Spending a full round action to maybe gain 10 hit points is just plain stupid.
o   Flashmorph- You don't get multimorph, don't even bother looking at it.  You now change shape as a move action, woo.  Taking the Quick Change feat and changing shape as a free action is wonderful.


Notes on Base Classes
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o   Tome of Battle is your friend, half of your animal HD are calculated to determine your initiator level.
o   Also, due to the wording of the Ardent class, the Practiced Manifester feat will keep you from being too far behind.
o   You can wildshape and then use alternate form for additional bonuses.  Druid would be a bad idea (yes, even with the Moon Guardian prestige class) but Wilshape Ranger is a possibility.

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