Werebull Template

WereBull Template
Contribution Credit to Era
Afflicted WereBull
Humanoid Form Bull Form Hybrid Form
Hit Dice: 2d10 <-
Size: Medium Large Large
Speed: 30ft. 40ft. 35ft.
Armor Class: +0 +3 Natural, -1 Size +2 Natural, -1 Size
Space/Reach: 5ft./5ft. 10ft./5ft. 10ft./5ft.
Base Attack:  +2 <-
Attacks: By Weapon Gore 1d8 By Weapon, Gore 1d8
Special Attacks: None Curse of Lycanthropy (Su) Curse of Lycanthropy (Su)
Special Qualities: Alternate Form (Su), Lesser Regeneration (Ex), Minor Aversion to Silver (Su), Taurus Empathy (Ex) Alternate Form (Su), Lesser Regeneration (Ex), Minor Aversion to Silver (Su), DR 2/Silver (Ex), Low-Light Vision (Ex), Scent (Ex), Taurus Empathy (Ex) Alternate Form (Su), Lesser Regeneration (Ex), Minor Aversion to Silver (Su), DR 1/Silver (Ex), Low-Light Vision (Ex), Scent (Ex), Taurus Empathy (Ex)
Saving Throws: Fort +2, Ref +3, Will +2 <-
Abilities: Str +3, Con +3, Cha -2 Str +2, Dex -2 Str +2, Dex -2
Racial Skills: Control Shape, Hide, Handle Animal +1, Intimidate +2, Listen +1, Move Silently +1, Search +1, Sense Motive +1, Spot +1, Survival +4 Size Modifier to Grapple, -4 Size Modifier to Hide +4 Size Modifier to Grapple, -4 Size Modifier to Hide
Bonus Feats: Improved Bull Rush <-
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.
     
    Voluntary attempts to shapechange require a Change Shape skill check and afflicted lycanthropes have the most difficulty mastering this skill, or resisting involuntarily shapechanges.
  • 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.
  • 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.

Check (Voluntary Change):
In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to Animal Form, assume Hybrid Form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.

Voluntary Change Control Shape DC
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

Retry (Voluntary Change):
A character can retry voluntary changes to Animal Form or Hybrid Form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or Hybrid Form until the next dawn, when he automatically returns to humanoid form.

  • Humanoid Form: Once a humanoid contracts lycanthropy their alignment shifts one level towards evil.
  • Bull Form: Afflicted WereBulls in Bull form weigh anywhere from 1,500 to 2,200 lbs. In this form they 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 self preservation. It is not possible to speak or cast spells in Bull form.
  • Hybrid Form: Afflicted WereBulls in hybrid weigh between 700-1,000 lbs and grow about 3 ft taller then their humanoid form. They 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 grunts, 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 WereBull
Humanoid Form Bull Form Hybrid Form
Hit Dice: 3d10 <-
Size: Medium Large Large
Speed: 30ft. 40ft. 35ft.
Armor Class: +1 Natural +6 Natural, -1 Size +4 Natural, -1 Size
Space/Reach: 5ft./5ft. 10ft./5ft. 10ft./5ft.
Base Attack:  +3 <-
Attacks: By Weapon Gore 1d8, Powerful Charge (Ex) 3d8 By Weapon, Gore 1d8, Powerful Charge (Ex) 3d8
Special Attacks: None Curse of Lycanthropy (Su) Curse of Lycanthropy (Su)
Special Qualities: Alternate Form (Su), Aversion to Silver (Su), DR 1/Silver (Ex), Low-Light Vision (Ex), Regeneration (Ex), Scent (Ex), Taurus Empathy (Ex) Alternate Form (Su), Aversion to Silver (Su), DR 3/Silver (Ex), Low-Light Vision (Ex), Regeneration (Ex), Scent (Ex), Taurus Empathy (Ex) Alternate Form (Su), Aversion to Silver (Su), DR 2/Silver (Ex), Low-Light Vision (Ex), Regeneration (Ex), Scent (Ex), Taurus Empathy (Ex)
Saving Throws: Fort +4, Ref +2, Will +2 <-
Abilities: Str +5, Con +4, Cha -3 Str +2, Dex -2 Str +2, Dex -2
Racial Skills: Control Shape +1, Hide +1, Handle Animal +1, Intimidate +3, Listen +3, Move Silently +2, Search +3, Sense Motive, Spot +1, Survival +3 +4 Size Modifier to Grapple, -4 Size Modifier to Hide +4 Size Modifier to Grapple, -4 Size Modifier to Hide
Bonus Feats: Improved Bull Rush, Weapon Focus (Gore) <-
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 2.75x 4x
Medium 3.5x 5.25x
Large 7x 10.5x
Huge 14x 21x
  • 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.

  • 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.
  • Powerful Charge (Ex): A WereBull typically begins a battle by charging at an opponent, lowering it’s head to bring it’s mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 3d8 points of damage (plus strength and a half).

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 WereBulls 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.
  • Bull Form: Natural WereBulls in Animal Form weigh anywhere from 1,500 to 2,200 lbs. In this form they 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 self preservation. It is not possible to speak or cast spells in Bull form.
  • Hybrid Form: Natural WereBulls in Hybrid Form weigh between 700-1,000 lbs and grow about 3 ft taller then their humanoid form. They 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 grunts, so spellcasting is still impossible with verbal components. But they are just as capable of using their fingers as they are in humanoid form.
Greater WereBull
Humanoid Form Dire Bull Form Hybrid Form
Hit Dice:  +2d10 (added to the 3d10 of the natural WereBull) <-
Size: Medium Large Large
Speed: 30ft. 40ft. 35ft.
Armor Class: +4 Natural +9 Natural, -1 Size +7 Natural, -1 Size
Space/Reach: 5ft./5ft. 10ft./5ft. 10ft./5ft.
Base Attack:  +10 <-
Attacks: By Weapon Gore 2d6, Powerful Charge (Ex) 6d6 By Weapon, Gore 2d6, Powerful Charge (Ex) 6d6
Special Attacks: None Curse of Lycanthropy (Su) Curse of Lycanthropy (Su)
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), Taurus Empathy (Ex) 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), Taurus Empathy (Ex) 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), Taurus Empathy (Ex)
Saving Throws: Fort +8, Ref +6, Will +6 <-
Abilities: Str +8, Con +6, Wis -1, Cha -4 Str +2, Dex -2 Str +2, Dex -2
Racial Skills: Control Shape +1, Hide, Handle Animal +1, Intimidate +4, Listen +4, Move Silently +4, Search +4, Sense Motive +4, Spot +4, Survival +4 +4 Size Modifier to Grapple, -4 Size Modifier to Hide +4 Size Modifier to Grapple, -4 Size Modifier to Hide
Bonus Feats: Improved Natural Attack, Multiattack <-
Alignment: Evil Chaotic Evil Shift one level towards chaotic
Advancement: By class <-
ECL:  +2 (In addition to the +3 of a natural WereBull) <-
  • Greater WereBull: On the first full moon after a natural WereBull reaches 8HD he must make a DC25 Will save to resist evolving into a Greater WereBull. If he succeeds on this roll, he will not become a Greater WereBull involuntarily unless he rolls a 1 on a change shape roll to resist change later. He may willfully decide to change into a Greater WereBull 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 3.75x 5.75x
Medium 5x 7.5x
Large 10x 15x
Huge 20x 30x
  • Alpha’s Essence (Su): Greater WereBulls, also called Alpha WereBulls, are capable of lending some of their strength and powers of Regeneration to lesser WereBulls by feeding them their blood. They may do this once a day for every 4HD, and only voluntarily. (A Greater WereBull can never be forced to share his essence, but perhaps he could be tricked.) A bowl of Alpha’s blood will purge a lesser WereBull of all natural diseases and lend them their powers of Greater Regeneration for one hour.
     
    Alpha’s Essence may even transform an afflicted WereBull into a natural WereBull through a special ritual. It requires an afflicted WereBull 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 WereBull who completed the ceremony will become a natural WereBull.
  • 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.
  • 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.
  • Powerful Charge (Ex): A WereBull typically begins a battle by charging at an opponent, lowering it’s head to bring it’s mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 6d6 points of damage (plus strength and a half).

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
  • Summon Stampede (Su): As a standard action (or in conjunction with transforming) he can call out to summon 1d4+1 Bison (MM pg. 269) to his aid as though using Summon Nature’s Ally V (PHB pg. 288). The Bison will arrive at the beginning of the next turn and will charge and attack to the best of their ability.
  • Humanoid Form: In their humanoid form, Greater WereBulls 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.
  • DireBull Form: Greater WereBulls in DireBull form weigh between 2,000 and 2,500 lbs. They are at their most wild and primal state of mind in this state. 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 self preservation. Speech and spellcasting are impossible in DireBull form.
  • Hybrid Form: Greater WereBulls in Hybrid Form are a living nightmare. They stand at least 4 ft. taller then their humanoid form (usually as tall than an ogre) with glowing red eyes beneath huge, wickedly curved horns. They weigh between 1,000 and 1,300 lbs. Stronger, hardier, and more deadly than its lesser fellows, the Greater WereBull is a murderous beast that delights in wreaking havoc. Their alignment shifts one level towards chaotic in this form. Speech is difficult in Hybrid Form as the words are mostly grunts, but they are just as dexterous with their fingers as they are in humanoid form.

Werebull Template

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