Wererat Template

WereRat Template
Contribution Credit to Era
Afflicted WereRat
Humanoid Form Rat Form Hybrid Form
Hit Dice: 2d8 <-
Speed: 30ft. 40ft. 35ft.
Armor Class: +0 +2 Natural +1 Natural
Space/Reach: 5ft./5ft. 5ft./5ft. 5ft./5ft.
Base Attack:  +2 <-
Attacks: By Weapon Bite 1d6, Claws 1d4 By Weapon, Bite 1d6, Claws 1d4
Special Attacks: None Curse of Lycanthropy (Su), Bleeding Bite (Ex) Curse of Lycanthropy (Su), Bleeding Bite (Ex)
Special Qualities: Alternate Form (Su), Lesser Regeneration (Ex), Minor Aversion to Silver (Su), Rodent Empathy (Ex) Alternate Form (Su), Lesser Regeneration (Ex), Minor Aversion to Silver (Su), DR 2/Silver (Ex), Low-Light Vision (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex) Alternate Form (Su), Lesser Regeneration (Ex), Minor Aversion to Silver (Su), DR 1/Silver (Ex), Low-Light Vision (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex)
Saving Throws: Fort +2, Ref +3, Will +1 <-
Abilities: Str +2, Dex +2, Con +2, Cha -3 <-
Racial Skills: 4+(Int) Control Shape, Hide +1, Handle Animal +1, Intimidate +1, Listen +1, Move Silently +1, Search +1, Sense Motive, Spot +1, Survival +1 <-
Alignment: Shift one level towards evil Chaotic Evil Shift one level further towards evil and chaotic
Advancement: By class <-
ECL:  +2 <-

Strength & Carrying Capacity:
Lycanthropes are inherently stronger than normal, this not only shown as a Str bonus, but also includes extra lifting & carrying capacity. Depending on your size use the following multipliers, these replace the ones listed in the Player’s handbook.

Bipedal Quadruped
Small 1.5x 2.25x
Medium 2x 3x
Large 4x 6x
Huge 8x 12x
  • Minor Aversion to Silver (Su): Afflicted lycanthropes have an Aversion to Silver. Willfully touching silver requires a DC15 Will save on the lycanthropes behalf because it is very painful. Imbibing it, or pressing silver on an open wound will deal 1hp of damage each round and make them violently sick unless they succeed on a DC20 Fortitude Save.
  • Lesser Regeneration (Ex): Afflicted lycanthropes will not perish after being injured beyond their death threshold, and will recover 1hp every hour until they reach 1hp. After that they will recover hp’s at the usual rate. Afflicted lycanthropes will regrow lost limbs after 3 days of full rest, or 6 days otherwise. Forcing an afflicted lycanthropes to imbibe silver, leaving a silver weapon stabbed in their flesh after they are incapacitated, or beheading them is the only way to ensure they will truly perish and their bodies will then decay like usual.
  • Alternate Form (Su): A lycanthrope can shift into Animal Form as though using the polymorph spell on itself though its gear is not affected. It does not regain hit points for changing form, and only the specific Animal Form indicated for the lycanthrope can be assumed. Changing to or from animal or Hybrid Form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their Animal Form, however. Involuntary urges to shapechange require a Change Shape skill check.
  • Damage Reduction (Ex): An afflicted lycanthrope in animal or Hybrid Form has Damage Reduction.
  • Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their Animal Form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend”, “foe”, “flee”, and “attack”.
  • Low-Light Vision (Ex): An afflicted lycanthropes has Low-Light Vision in animal or Hybrid Form. A creature with Low-Light Vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
  • Roderes Advantage (Ex): +2 save vs poison,+4 to detect poison by Scent or taste.
  • Bleeding Bite (Ex): On a successful bite attack your opponent saves against Fort DC 15 or take 1 point of bleed damage. Each round, the opponent loses 1 hp at the beginning of their turn. This continues until the victim succeeds on a DC 15 Heal check, someone else succeeds on a DC 15 Heal check to stop the bleeding for him/her, or the victim receives magical healing, which stops the bleed damage.
  • Scent (Ex): Afflicted lycanthropes have Scent in animal or Hybrid Forms. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the Scent ability can identify familiar odors just as humans do familiar sights.
     
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong Scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering Scents, such as skunk musk or troglodyte stench, can be detected at Triple normal range.
     
    When a creature detects a Scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the Scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the Scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track.
     
    The typical DC for a fresh trail is 10 (no matter what kind of surface holds the Scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by Scent ignore the effects of surface conditions and poor visibility.
     
    Detection/Masking for a lycanthrope:
    Afflicted werewolves cannot attempt to detect other weres, or mask their own energy/aura. Their Passive DC to be detected is 15+Survival. Non-Lycanthropes can attempt to detect them with a Survival Skill roll at -10 penalty.
  • Skills: An afflicted lycanthrope gains skill points equal to (4+Int modifier, minimum 1). It loses the Handle Animal skill in animal or Hybrid Forms but gains a bonus to Intimidate, Listen, Search, Spot and Survival skills in animal or Hybrid Form.
  • Control Shape (Wis): Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained until he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.) 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. An afflicted lycanthrope must make a check at moonrise each night of the full moon to resist involuntarily assuming Animal Form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.

Resist Involuntary Change: Control Shape DC25

On a failed check, the character must remain in Animal Form until the next dawn, when he automatically returns to his base form.

  • Humanoid Form: Once a humanoid contracts lycanthropy their alignment shifts one level towards evil.
  • WereRat Form: Afflicted WereRats in WereRat form are at their most wild and primal state of mind. Their alignment automatically changes to Chaotic Evil. They must succeed on a DC 15 Will Save to remember anyone’s identity so they do not attack them, but even if they do not attack them they are not really aware of any desires beyond stalking and killing. It is not possible to speak or cast spells in WereRat form.
  • Hybrid Form: Afflicted WereRats in Hybrid Form are able to remember peoples identities but their alignment still shifts one further level towards both chaotic and evil. Speaking in Hybrid Form is difficult, as the words are mostly growls, so spellcasting is still impossible with verbal components. But they are just as capable of using their fingers as they are in humanoid form.
Natural WereRat
Humanoid Form Rat Form Hybrid Form
Hit Dice: 3d8 <-
Speed: 30ft. 40ft. 35ft.
Armor Class: +2 Natural +4 Natural +3 Natural
Space/Reach: 5ft./5ft. 5ft./5ft. 5ft./5ft.
Base Attack:  +3 <-
Attacks: By Weapon Bite 1d6, Claws 1d4 By Weapon, Bite 1d6, Claws 1d4
Special Attacks: None Curse of Lycanthropy (Su), Bleeding Bite (Ex) Curse of Lycanthropy (Su), Bleeding Bite (Ex)
Special Qualities: Alternate Form (Su), Aversion to Silver (Su), DR 1/Silver (Ex), Low-Light Vision (Ex), Regeneration (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex), Summon Rat Swarm (Su) 1/day Alternate Form (Su), Aversion to Silver (Su), DR 3/Silver (Ex), Low-Light Vision (Ex), Regeneration (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex), Summon Rat Swarm (Su) 1/day Alternate Form (Su), Aversion to Silver (Su), DR 2/Silver (Ex), Low-Light Vision (Ex), Regeneration (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex), Summon Rat Swarm (Su) 1/day
Saving Throws: Fort +3, Ref +4, Will +2 <-
Abilities: Str +2, Dex +5, Con +2, Cha -3 <-
Racial Skills: 6+(Int) Control Shape, Hide +3, Handle Animal +1, Intimidate +2, Listen +3, Move Silently +3, Search +1, Sense Motive, Spot +2, Survival +3 <-
Bonus Feats: Weapon Focus (Bite) <-
Alignment: Shift one level towards chaotic Shift one more level towards chaotic and evil Shift one level towards evil
Advancement: By class <-
ECL:  +3 <-

Strength & Carrying Capacity:
Lycanthropes are inherently stronger than normal, this not only shown as a Str bonus, but also includes extra lifting & carrying capacity. Depending on your size use the following multipliers, these replace the ones listed in the Player’s handbook.

Bipedal Quadruped
Small 1.5x 2.25x
Medium 2x 3x
Large 4x 6x
Huge 8x 12x
  • Aversion to Silver (Su): Lycanthropes are vulnerable to silver. Willfully touching silver requires a DC15 Will save on the Lycanthropes behalf because it is very painful and they will suffer 1hp of damage after one round of contact. Pressing it on an open wound will deal 2hp of damage each round and so will imbibing it until the Lycanthrope makes a DC20 Fortitude save to vomit up the offending material.
  • Regeneration (Ex): Natural Lycanthropes will not perish after being injured beyond their death threshold, and will recover 3hp’s every hour until they reach 1hp. After that they will recover hp’s at thrice the usual rate. Natural Lycanthropes will regrow lost limbs after 1d3 days of full rest, or 3d2 days otherwise. Forcing a natural Lycanthropes to imbibe silver, placing a silver chain around their neck, placing a silver coin in their mouth, leaving a silver weapon stabbed in their flesh after they are incapacitated, or beheading them is the only way to ensure they will truly perish and their bodies will then decay like usual.
  • Alternate Form (Su): A lycanthrope can shift into Animal Form as though using the polymorph spell on itself though its gear is not affected. It does not regain hit points for changing form, and only the specific Animal Form indicated for the lycanthrope can be assumed. Changing to or from animal or Hybrid Form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their Animal Form, however. Involuntary urges to shapechange require a Change Shape skill check.
  • Damage Reduction (Ex): A natural lycanthrope has Damage Reduction in all forms.
  • Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their Animal Form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend”, “foe”, “flee”, and “attack”.
  • Low-Light Vision (Ex): A natural Lycanthrope has Low-Light Vision in all forms. A creature with Low-Light Vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
  • Scent (Ex): Natural Lycanthropes have Scent in all forms. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the Scent ability can identify familiar odors just as humans do familiar sights.
     
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong Scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering Scents, such as skunk musk or troglodyte stench, can be detected at Triple normal range.
     
    When a creature detects a Scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the Scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the Scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track.
     
    The typical DC for a fresh trail is 10 (no matter what kind of surface holds the Scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by Scent ignore the effects of surface conditions and poor visibility.

Detection/Masking for a lycanthrope:
This requires ‘Scent’, as such afflicted werewolves cannot attempt to detect other weres, or mask their own energy/aura. Since afflicted werewolves have a lower aura and only shows itself during certain times they are sometimes the hardest to detect.

For natural werewolves, otherworldly energy lingers just under the surface, if not kept in check surrounding lycanthropes can easily detect them, even non-lycanthropes who are more sensitive can notice it (but this is maybe one out of three hundred people) and can feel like a chill, bugs crawling on skin, or the air being heavier (or warmer) than usual.

A lycanthrope needs to be within 15 feet to be detected (who isn’t actively projecting). Successfully detecting does not identify the specific species (unless you beat the DC by at least 5), regardless you’ll know if they are afflicted, natural or greater lycanthropes.

Skill roll & DC
Passive’s DC 10 + Survival
Detecting / Masking skill roll 1d20 + Survival
Adjust Roll/DC by
Projecting (fixed) DC 10
Is Afflicted +5 DC
Is Non-Lycanthrope -10
Greater Lycanthrope +1/2 HD
Control Shape 10+ +1/2 CS (above 10)
Conditions Detector Masking DC
Concentrating (Standard Action) - +2
Concentrating (Full Round Action) - +4
Agitated, worried -2 -2
Touching individual +2 -
Near/On Full moon -2 -2
A Nearby Lycanthrope Projecting Energy -2 +2
Affected by Greater or Alpha - +/-2
Strong Sight/Smell of blood/meat -2 -2
Damaged, HP lost -1 per 10% -1 per 10%

A natural lycanthrope can also choose not to mask at all; Instead they choose to give off waves their energy. Using a Control Shape skill can be rolled and for every 5 points the projection spreads out 15 additional feet (15 feet minimum). While projecting lycanthropes within range automatically know who is projecting. Non-lycanthropes within range need to make a DC 10 (w/-10 penalty) Survival check to detect, otherwise they are oblivious. Should non-lycanthropes succeed in detection, they are allowed a chance to detect the emotion projected.

A Survival check at DC 20 (no modifiers) can be done to determine the general emotion they are projecting. These can include: Anger, Unease, Fear, Hunger, Pain, Lust, just to name a few. Reading the emotion can be used among lycanthropes (while mingled with non-lycanthropes) as a threat or warning. Projecting cannot influence a lycanthrope’s ability to Hide or his control over his change (unless it is an alpha deliberately doing so). Aside from a general emotion hidden messages cannot be transmitted through them; Although it could be discussed beforehand to act as a signal of some kind.

  • Summon Rat Swarm (Su): As a standard action a WereRat can summon a swarm of rats to his aid (MM pg. 239). The rats will arrive at the beginning of the WereRat’s next turn and follow orders to the best of their ability. They will remain for 1 round per HitDice (3 rounds minimum) before breaking up and dispersing.
  • Roderes Advantage (Ex): +2 save vs poison,+4 to detect poison by Scent or taste.
  • Bleeding Bite (Ex): On a successful bite attack your opponent saves against Fort DC 15 or take 1 point of bleed damage. Each round, the opponent loses 1 hp at the beginning of their turn. This continues until the victim succeeds on a DC 15 Heal check, someone else succeeds on a DC 15 Heal check to stop the bleeding for him/her, or the victim receives magical healing, which stops the bleed damage.
  • Skills: A lycanthrope gains skill points equal to (6+Int modifier, minimum 1). It loses the Handle Animal skill in animal or Hybrid Forms but gains a bonus to Intimidate, Listen, Search, Spot and Survival skills in animal or Hybrid Form.

Resist Involuntary Change On a failed check, the character must remain in Animal Form until the next dawn, when he automatically returns to his base form.

Involuntary Change Control Shape DC
Resist change to Animal Form (full moon) 15
Resist change to Hybrid Form from damage (on full moon) 20
Resist change to Hybrid Form from damage (not on full moon) 12
  • Humanoid Form: In their humanoid form, natural WereRats still possess the superior senses of their animal/Hybrid Forms. They are also more at peace with their nature, and capable of being a good alignment.
  • Rat Form: Natural WereRats in Animal Form are at their most wild and primal state of mind. Their alignment shifts towards Evil. They still remember anyone’s identity so they do not have to attack them, but even if they do not attack them their strongest desires are stalking and killing. Speaking and spellcasting are impossible in Animal Form.
  • Hybrid Form: Natural WereRats in Hybrid Form tend to be more chaotic. Speaking in Hybrid Form is difficult as the words are mostly growls. Spellcasting with verbal components is still impossible but they are just as capable of using their fingers.
Greater WereRat
Humanoid Form Dire Rat Form Hybrid Form
Hit Dice:  +2d8 (added to the 3d8 of the natural WereRat) <-
Speed: 30ft. 40ft. 35ft.
Armor Class: +3 Natural +5 Natural +4 Natural
Space/Reach: 5ft./5ft. 10ft./5ft. 10ft./10ft.
Base Attack:  +10 <-
Attacks: By Weapon Bite 2d6, Claws 1d6 By Weapon, Bite 2d6, Claws 1d6
Special Attacks: None Curse of Lycanthropy (Su), Greater Bleeding Bite (Ex) Curse of Lycanthropy (Su), Greater Bleeding Bite (Ex)
Special Qualities: Alpha’s Essence (Su), Alternate Form (Su), DR 2/Silver (Ex), Greater Aversion to Silver (Su), Low-Light Vision (Ex), Greater Regeneration (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex), Summon Rat Swarm (Su) 3/day Alpha’s Essence (Su), Alternate Form (Su), DR 4/Silver (Ex), Greater Aversion to Silver (Su), Low-Light Vision (Ex), Greater Regeneration (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex), Summon Rat Swarm (Su) 3/day Alpha’s Essence (Su), Alternate Form (Su), DR/3 Silver (Ex), Greater Aversion to Silver (Su), Low-Light Vision (Ex), Greater Regeneration (Ex), Scent (Ex), Rodent Empathy (Ex), Roderes Advantage (Ex), Summon Rat Swarm (Su) 3/day
Saving Throws: Fort +8, Ref +10, Will +6 <-
Abilities: Str +3, Dex +6, Con +3, Wis -1, Cha -6 <-
Racial Skills: 6+(Int) Control Shape, Hide +6, Handle Animal +1, Intimidate +4, Listen +4, Move Silently +4, Search +3, Sense Motive, Spot +4, Survival +4 <-
Bonus Feats: Weapon Focus (Claws), Multiattack <-
Alignment: Evil Chaotic Evil Shift one level towards chaotic
Advancement: By class <-
ECL:  +2 (In addition to the +3 of a natural WereRat) <-
  • Greater WereRat: On the first full moon after a natural WereRat reaches 8HD he must make a DC25 Will save to resist evolving into a Greater WereRat. If he succeeds on this roll, he will not become a Greater WereRat involuntarily unless he rolls a 1 on a change shape roll to resist change later. He may willfully decide to change into a Greater WereRat at any time afterward however, but this change is permanent.

Strength & Carrying Capacity:
Lycanthropes are inherently stronger than normal, this not only shown as a Str bonus, but also includes extra lifting & carrying capacity. Depending on your size use the following multipliers, these replace the ones listed in the Player’s handbook.

Bipedal Quadruped
Small 2x 2.75x
Medium 2.5x 3.75x
Large 5x 7.5x
Huge 10x 15x
  • Alpha’s Essence (Su): Greater WereRats, also called Alpha WereRats, are capable of lending some of their strength and powers of Regeneration to lesser WereRats by feeding them their blood. They may do this once a day for every 4HD, and only voluntarily. (A Greater WereRat can never be forced to share his essence, but perhaps he could be tricked.) A bowl of Alpha’s blood will purge a lesser WereRat of all natural diseases and lend them their powers of Greater Regeneration for one hour.
     
    Alpha’s Essence may even transform an afflicted WereRat into a natural WereRat through a special ritual. It requires an afflicted WereRat to drink a bowl of Alpha’s Essence every day for an entire week. After they drink this blood, they must hunt and kill an innocent humanoid (though they may do so in a form of their choosing), and after the final bowl of Alpha’s essence has been imbibed, they must fight the Alpha himself in single combat and at least injure him. If they manage to do so and the alpha considers them worthy and allows them to live, then on the next full moon the afflicted WereRat who completed the ceremony will become a natural WereRat.
  • Greater Aversion to Silver (Su): Greater lycanthropes are especially vulnerable to silver. Willfully touching silver requires a DC20 Will save on the lycanthropes behalf because it is very painful and they will suffer 5hp of damage after one round of contact. Pressing it on an open wound will deal 10hp of damage each round, as will imbibing it until the Greater Were makes a DC25 Fortitude save to vomit up the offending material.
  • Greater Regeneration (Ex): Greater lycanthropes will not perish after being injured beyond their death threshold, and will recover 10hp’s every hour until they reach 1hp. After that they will recover 1hp every round until fully healed. Greater lycanthropes will regrow lost limbs after one hour of full rest, or one day otherwise. Forcing a Greater lycanthrope to imbibe silver, placing a silver chain around their neck, placing a silver coin in their mouth, leaving a silver weapon stabbed in their flesh after they are incapacitated, or beheading them is the only way to ensure they will truly perish and their bodies will then decay like usual.
     
    Greater lycanthropes are immune to natural diseases and death from old age. They are still susceptible to magical diseases and spell effects.
  • Alternate Form (Su): A lycanthrope can shift into Animal Form as though using the polymorph spell on itself though its gear is not affected. It does not regain hit points for changing form, and only the specific Animal Form indicated for the lycanthrope can be assumed. Changing to or from animal or Hybrid Form is a standard action. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their Animal Form, however. Involuntary urges to shapechange require a Change Shape skill check.
  • Damage Reduction (Ex): A natural lycanthrope has Damage Reduction in all forms.
  • Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their Animal Form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend”, “foe”, “flee”, and “attack”.
  • Low-Light Vision (Ex): A natural Lycanthrope has Low-Light Vision in all forms. A creature with Low-Light Vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
  • Summon Rat Swarm (Su): As a standard action a WereRat can summon a swarm of rats to his aid (MM pg. 239). The rats will arrive at the beginning of the WereRat’s next turn and follow orders to the best of their ability. They will remain for 1 round per HitDice (5 rounds minimum) before breaking up and dispersing.
  • Roderes Advantage (Ex): +2 save vs poison,+4 to detect poison by Scent or taste.
  • Greater Bleeding Bite (Ex): On a successful bite attack your opponent saves against Fort DC 20 or take 3 points of bleed damage. Each round, the opponent loses 3 hp at the beginning of their turn. This continues until the victim succeeds on a DC 15 Heal check, someone else succeeds on a DC 15 Heal check to stop the bleeding for him/her, or the victim receives magical healing, which stops the bleed damage.
  • Scent (Ex): Natural Lycanthropes have Scent in all forms. This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the Scent ability can identify familiar odors just as humans do familiar sights.
     
    The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong Scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering Scents, such as skunk musk or troglodyte stench, can be detected at Triple normal range.
     
    When a creature detects a Scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the Scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location. A creature with the Track feat and the Scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track.
     
    The typical DC for a fresh trail is 10 (no matter what kind of surface holds the Scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by Scent ignore the effects of surface conditions and poor visibility.

Detection/Masking for a lycanthrope:
This requires ‘Scent’, as such afflicted werewolves cannot attempt to detect other weres, or mask their own energy/aura. Since afflicted werewolves have a lower aura and only shows itself during certain times they are sometimes the hardest to detect.

For natural werewolves, otherworldly energy lingers just under the surface, if not kept in check surrounding lycanthropes can easily detect them, even non-lycanthropes who are more sensitive can notice it (but this is maybe one out of three hundred people) and can feel like a chill, bugs crawling on skin, or the air being heavier (or warmer) than usual.

A lycanthrope needs to be within 15 feet to be detected (who isn’t actively projecting). Successfully detecting does not identify the specific species (unless you beat the DC by at least 5), regardless you’ll know if they are afflicted, natural or greater lycanthropes.

Skill roll & DC
Passive’s DC 10 + Survival
Detecting / Masking skill roll 1d20 + Survival
Adjust Roll/DC by
Projecting (fixed) DC 10
Is Afflicted +5 DC
Is Non-Lycanthrope -10
Greater Lycanthrope +1/2 HD
Control Shape 10+ +1/2 CS (above 10)
Conditions Detector Masking DC
Concentrating (Standard Action) - +2
Concentrating (Full Round Action) - +4
Agitated, worried -2 -2
Touching individual +2 -
Near/On Full moon -2 -2
A Nearby Lycanthrope Projecting Energy -2 +2
Affected by Greater or Alpha - +/-2
Strong Sight/Smell of blood/meat -2 -2
Damaged, HP lost -1 per 10% -1 per 10%

A natural lycanthrope can also choose not to mask at all; Instead they choose to give off waves their energy. Using a Control Shape skill can be rolled and for every 5 points the projection spreads out 15 additional feet (15 feet minimum). While projecting lycanthropes within range automatically know who is projecting. Non-lycanthropes within range need to make a DC 10 (w/-10 penalty) Survival check to detect, otherwise they are oblivious. Should non-lycanthropes succeed in detection, they are allowed a chance to detect the emotion projected.

A Survival check at DC 20 (no modifiers) can be done to determine the general emotion they are projecting. These can include: Anger, Unease, Fear, Hunger, Pain, Lust, just to name a few. Reading the emotion can be used among lycanthropes (while mingled with non-lycanthropes) as a threat or warning. Projecting cannot influence a lycanthrope’s ability to Hide or his control over his change (unless it is an alpha deliberately doing so). Aside from a general emotion hidden messages cannot be transmitted through them; Although it could be discussed beforehand to act as a signal of some kind.

  • Skills: A lycanthrope gains skill points equal to (6+Int modifier, minimum 1). It loses the Handle Animal skill in animal or Hybrid Forms but gains a bonus to Intimidate, Listen, Search, Spot and Survival skills in animal or Hybrid Form.

Resist Involuntary Change On a failed check, the character must remain in Animal Form until the next dawn, when he automatically returns to his base form.

Involuntary Change Control Shape DC
Resist change to Animal Form (full moon) 15
Resist change to Hybrid Form from damage (on full moon) 20
Resist change to Hybrid Form from damage (not on full moon) 12
  • Humanoid Form: In their humanoid form, Greater WereRats still possess the superior senses of their animal/Hybrid Forms. They are by nature evil, but more capable of controlling their impulses and using rational thinking in this form.
  • DireRat Form: Greater WereRats in DireRat form are at their most wild and primal state of mind. Their alignment shifts to chaotic evil. They still remember anyone’s identity so they do not have to attack them, but even if they do not attack them their strongest desires are stalking and killing. Speech and spellcasting are impossible in DireRat form.
  • Hybrid Form: Greater WereRats in Hybrid Form are a living nightmare. They stand as tall as an ogre with a muzzle full of daggerlike fangs beneath glowing red eyes. Stronger, hardier, and more deadly than its lesser fellows, the Greater WereRat is a murderous beast that delights in wreaking havoc with huge claws at the end of its long powerful arms. Their alignment shifts one level towards chaotic in this form. Speech is difficult in Hybrid Form as the words are mostly growls, but they are just as dexterous with their fingers as they are in humanoid form.

Wererat Template

Dark Days in Sion Narayan