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注册日期: Nov 2001
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Lycanthrope
Lycanthrope
"Lycanthrope" is a template that can be added to any humanoid creature (referred to hereafter as the "character"). The creature’s type changes to "shapechanger." The lycanthrope takes on the characteristics of some type of carnivorous animal (referred to hereafter as the "animal"). This can be any predator between the size of a small dog and a large bear. The most common are listed in the table below. Some kinds of lycanthropes can also adopt a hybrid shape that combines features of the character and the animal.
A lycanthrope uses either the character’s or the animal’s statistics and special abilities in addition to those set out below.
Hit Dice: Same as the character or animal, whichever produces the higher hit point total. If the lycanthrope’s number of Hit Dice is important, as with a sleep spell, use the character’s or animal’s number of Hit Dice, whichever is greater.
Speed: Same as the character or animal, depending on which form the lycanthrope is using.
AC: The character’s or animal’s natural armor increases by +2, depending on which form the lycanthrope is using. (A wererat in hybrid form is an exception; see the entry below.)
Attacks: Same as the character or animal, depending on which form the lycanthrope is using. (A wererat in hybrid form is an exception; see the entry below.)
Damage: Same as the character or animal, depending on which form the lycanthrope is using.
Special Attacks: A lycanthrope retains all the special attacks of the character or animal, depending on which form it is using, and also gains those listed below.
Lycanthropic Empathy (Ex): Lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus to 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."
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy. A wererat can spread lycanthropy with its bite or by hitting with a piercing or slashing weapon. Bludgeoning or nonpenetrating attacks do not transmit the condition.
Special Qualities: A lycanthrope retains all the special qualities of the character or animal and also gains those listed below.
Alternate Form (Su): All lycanthropes can shift into animal form as though using the polymorph self spell (though their gear does not change). Wererats, weretigers, and werewolves also can assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. Upon assuming either form, the lycanthrope regains hit points as if having rested for a day. A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retains their animal form, however. This shapeshifting ability can be difficult to control (see Lycanthropy as an Affliction, below).
Damage Reduction (Ex): A lycanthrope in animal or hybrid form gains damage reduction 15/silver.
Saves: The base saves are as for the character or animal, whichever is better. In addition, lycanthropes receive a +2 racial bonus to Fortitude and Will saves.
Abilities: For a lycanthrope in humanoid form, ability scores are unchanged. In animal or hybrid form, a lycanthrope’s ability scores improve by type, as set out in the table below.
Skills: Lycanthropes receive a +4 racial bonus to Search, Spot, and Listen checks when in humanoid form. In animal or hybrid form, these bonuses increase to +8. A lycanthrope in hybrid or animal form gains the same skills as a normal animal of its form in addition to the character’s skills. If a lycanthrope has a skill in both its humanoid and animal forms, use the better score. Afflicted lycanthropes also can learn the Control Shape skill (see the sidebar) as a class skill.
Feats: Same as the character. When in hybrid or animal form, the lycanthrope gains any feats a normal animal of its form has. Lycanthropes also have the Improved Control Shape feat (see the sidebar). Lycanthropes in hybrid or animal form have additional feats as set out in the accompanying table.
Climate/Terrain: Same as either the character or animal
Organization: Solitary or pair, sometimes family (2-4), pack (6-10), or troupe (family plus related animals)
Challenge Rating: Same as the animal +2
Treasure: Standard
Alignment: Any; see examples below
Advancement: By character class
Common Lycanthropes
Name Animal Form Ability Score Adjustments Feats
---- ----------- ------------------------- -----
Werebear Brown bear Str +16, Dex +2, Con +8 Blind-Fight, Multiattack, Power Attack
Wereboar Boar Str +4, Con +6 Blind-Fight, Improved Initiative
Wererat Dire rat Dex +6, Con +2 Multiattack (despite only one natural weapon), Weapon Finesse (bite), Weapon Finesse (any)
Weretiger Tiger Str +12, Dex +4, Con +6 Blind-Fight, Multiattack, Power Attack
Werewolf Wolf Str +2, Dex +4, Con +4 Blind-Fight, Improved Initiative,Weapon Finesse (bite) Control Shape (Wis)
Any character who has contracted lycanthropy and is aware of his or her condition can learn Control Shape as a class skill. This determines whether the afflicted lycanthrope can voluntarily control his or her shape. Natural lycanthropes instead have the Improved Control Shape feat, which gives them full control over their shapeshifting abilities.
Check: The afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his or her hit points by one-quarter and again after each additional one-quarter lost (save DC same as for full moon).
Task DC
---- --
Resist involuntary change 25
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Voluntary change (full moon) 10
Voluntary change (not full moon) 15
*For game purposes, the full moon lasts three days every month.
Retry: Check for an involuntary change once each time a triggering event occurs.
On a failed check to return to humanoid form (see below), the character must remain in animal or hybrid form until the next dawn, when he or she automatically returns to humanoid form.
Special: An involuntary change to animal or hybrid form ruins the character’s armor and clothing if the new form is larger than the character’s natural form. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds at a Fortitude save (DC 15).
When returning to normal form after an involuntary change, the character attempts a Wisdom check (DC 15) to realize what has happened. If the check succeeds, the character becomes aware of the affliction and can now voluntarily attempt to change to animal or hybrid form, using the appropriate 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.
An afflicted character who is aware of his or her condition can also try to return to humanoid from after assuming animal or hybrid form, using the appropriate DC. Only one attempt is allowed, however, as described above.
Lycanthropy as an Affliction
When a character contracts lycanthropy through a lycanthrope’s attack (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and becomes a ravening beast, forgetting his or her own identity. The character remains in animal form, assuming the appropriate alignment, until dawn and remembers nothing about the incident.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed at a Control Shape check to resist changing into animal form (see the sidebar).
Many lycanthropes are born, not made, and are sometimes called "natural lycanthropes" to distinguish them from those who have contracted lycanthropy ("afflicted lycanthropes").
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within an hour of a lycanthrope’s attack can attempt a Fortitude save (DC 20) to shake off the affliction. If a healer administers the herb, use the character’s save or the healer’s Heal check, 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).
However, fresh or not, belladonna is toxic. The character must succeed at a Fortitude save (DC 13) or take initial damage of 1d6 points of temporary Strength. One minute later, the character must succeed at a second save or take an additional 2d6 points of temporary Strength damage.
A remove disease or heal spell cast by a cleric of at least 12th level also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
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 Will save (DC 20) to break the curse (the caster knows if the spell works). Otherwise the process must be repeated. Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
Werebear Wereboar Wererat
Medium-Size/Large Shapechanger Medium-Size Shapechanger Medium-Size/Small Shapechanger
Hit Dice: 6d8+24 (51 hp) 3d8+9 (22 hp) 1d8+1 (5 hp)
Initiative: +0; +1 (Dex) as bear +0; +4 (Improved Initiative) as boar +0; +3 (Dex) as rat
Speed: 30 ft.; 30 ft. as bear 30 ft.; 40 ft. as boar 30 ft.; 40 ft., climb 20 ft. as rat
AC: 12 (+2 natural); 17 (-1 size, +1 Dex 12 (+2 natural)18(+8 natural) 12 (+2 natural); 16 (+3 Dex,+3 natural) as hybrid;
+7 natural) as bear as boar 17 (+1 size,+3 Dex, +3 natural) as rat
Attacks: Unarmed strike +0 melee; 2 claws +11 Unarmed strike +0 melee; Unarmed strike +0 melee;
melee, bite +9 melee as bear gore +4 melee as boar rapier +3 melee, bite +1 melee as
hybrid; bite +4 melee as rat
Damage: Unarmed strike 1d3 subdual; Unarmed strike 1d3 subdual; Unarmed strike 1d3 subdual;
claw 1d8+8, bite 2d8+4 gore 1d8+3 rapier 1d6; bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft.;
5 ft. by 5 ft./10 ft as bear 5 ft. by 5 ft./5 ft as boar 5 ft. by 5 ft./5 ft. as rat or hybrid
Special Attacks: Improved grab, curse of Ferocity, curse of lycanthropy Curse of lycanthropy as rat
lycanthropy as bear as boar or hybrid
Special Qualities: Bear empathy; plus scent, damage Boar empathy; plus scent, damage Rat empathy; plus scent, damage
reduction 15/silver as bear reduction 15/silver as boar reduction 15/silver as rat or hybrid
Saves: Fort +11, Ref +6, Will +4 Fort +8, Ref +3, Will +3 Fort +5, Ref +5, Will +4
Abilities: Str 27, Dex 13, Con 19, Str 15, Dex 11, Con 17, Str 10, Dex 17, Con 13,
Int 10, Wis 10, Cha 10 as bear1 Int 10, Wis 10, Cha 10 (as boar1) Int 10, Wis 10, Cha 10 as rat or hybrid1
Skills: Listen +11, Search +8, Spot +14, Listen +15, Search +8, Spot +12 Climb +14, Hide +11 as rat or +7 as
Swim +14 as bear2 as boar2 hybrid, Listen +8. Move Silently +6,Search +8, Spot +8 as rat or hybrid2,
Feats: Blind-Fight, Multiattack, Blind-Fight, Improved Multiattack, Weapon Finesse (bite),
Power Attack as bear3 Initiative as boar3 Weapon Finesse (rapier) as hybrid3
Climate/Terrain: Any forest, hill, mountains, and Temperate and warm forest Any land and underground
underground
Organization: Solitary, pair, family (2-4), or troupe Solitary, pair, brood (2-4), or troupe Solitary, pair, pack (6-10), or
(2-4 plus 1-4 brown bears) (2-4 plus 1-4 boars) troupe (2-5 plus 5-8 dire rats)
Challenge Rating: 5 3 2
Treasure: Standard Standard Standard
Alignment: Always lawful good Always neutral Always lawful evil
Advancement: By character class By character class By character class
Werebear
Improved Grab (Ex): To use this ability, the werebear must hit with a claw attack.
Wereboar
Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Wererat
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat. The bipedal form is Medium-size with head, torso, and tail identical to those of a rat, although the limbs remain human. The rat form is 2 feet long from nose to rump and is preferred for travel and spying on potential victims.
Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb checks.
Weretiger Werewolf
Medium-Size/Large Shapechanger Medium-Size Shapechanger
Hit Dice: 6d8+18 (45 hp) 2d8+4 (13 hp)
Initiative: +0; +2 (Dex) as tiger or hybrid +0; +6 (+2 Dex, +4 Improved Initiative) as wolf or hybrid
Speed : 30 ft.; 40 ft. as tiger or hybrid 30 ft.; 50 ft. as wolf or hybrid
AC: 12 (+2 natural);17 (+2 Dex, +5 natural) as hybrid; 12 (+2 natural); 16 (+2 Dex,
16 (-1 size, +2 Dex, +5 natural) as tiger +4 natural) as wolf or hybrid
Attacks: Unarmed strike +0 melee; 2 claws +10 melee, bite +8 Unarmed strike +0 melee;
melee as hybrid; 2 claws +9 melee, bite +7 melee as tiger bite +3 melee as wolf or hybrid
Damage: Unarmed strike 1d3 subdual; Unarmed strike 1d3 subdual;
claw 1d8+6; bite 2d6+3 bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft;
5 ft. by 10 ft./5 ft. as tiger or hybrid 5 ft. by 5 ft./5 ft. as wolf or hybrid
Special Attacks: Pounce, improved grab, rake 1d8+3, Trip, curse of lycanthropy
curse of lycanthropy as tiger or hybrid as wolf or hybrid
Special Qualities: Tiger empathy; plus scent, damage Wolf empathy; plus scent, damage
reduction 15/silver as tiger or hybrid reduction 15/silver as wolf or hybrid
Saves: Fort +10, Ref +7, Will +4 Fort +7, Ref +5, Will +2
Abilities: Str 23, Dex 15, Con 17, Str 13, Dex 15, Con 15,
Int 10, Wis 10, Cha 10 as tiger or hybrid1 Int 10, Wis 10, Cha 10 as wolf or hybrid1
Skills: Balance +6, Hide +9 as hybrid or +5 as tiger, Listen +10, Hide +3, Listen +14, Move Silently +4, Search +8,
Move Silently +9, Search +8, Spot +10, Swim +11 as tiger Spot +14, Wilderness Lore +0 as wolf or hybrid2
or hybrid2
Feats: Blind-Fight, Multiattack, Blind-Fight, Improved Initiative,
Power Attack as tiger or hybrid3 Weapon Finesse (bite) as wolf or hybrid3
Climate/Terrain: Any forest, hill, mountains, and plains Any forest, hill, mountains, and plains
Organization: Solitary or pair Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves)
Challenge Rating: 5 3
Treasure: Standard Standard
Alignment: Always neutral Always chaotic evil
Advancement: By character class By character class
(1)In human form, these lycanthropes have the following ability scores: Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
(2)In human form, these lycanthropes have the skill Craft or Profession (any one) +6, Knowledge (any one) +4.
(3)In human form, these lycanthropes have the feat Skill Focus (any Craft or Profession).
Weretiger
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger. The bipedal form is about 7 feet tall, with a 3-foot tail, and covered by tiger-striped hide. The legs are more feline than human, and this form walks on its toes. The fingernails grow into claws. The head is a mixture of features: Ears, nose, muzzle, and teeth are tigerlike, but the eyes and overall shape are human. If the human form’s hair is long, it is still present. The animal form is that of a fully grown tiger without any trace of human features.
Pounce (Ex): If a weretiger in hybrid or tiger form leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the weretiger in hybrid or tiger form must hit with a claw or bite attack. If it gets a hold, it can rake.
Rake (Ex): A weretiger in hybrid or tiger form that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d8+3 damage each. If the weretiger pounces on an opponent, it can also rake.
Skills: In hybrid or tiger form, weretigers receive a +4 bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Werewolf
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf. The bipedal form is about 6 feet tall, with a short tail, and covered in fur. The legs are like those of a wolf, and the head combines humanoid and lupine features in degrees that vary from one werewolf to the next. The animal form is that of a fully grown wolf without any trace of human features.
Trip (Ex): A werewolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.
Skills: A werewolf in hybrid or wolf form gains a +4 racial bonus to Wilderness Lore checks when tracking by scent.
变狼狂
变狼狂是一个可以套用在任何人型生物的模版(已经申请今后作为一个“角色人物”)。生物的类型将变为“形态改变者”。变狼狂将具有一些食肉类生物的特征(已经申请今后作为一个“动物”),从小型的狗类到大型的熊类。下面表格列出了常见的几种生物,而有些变狼狂则采取混合变形的方式,同时具有角色和动物双方的特点。
变狼狂可以使用包括角色和动物的所有能力和特殊能力,以及下面列出的能力:
生命骰数:取角色和动物之间能获得较多生命点数的那方一样;而当生命骰数比较重要时(比如做Sleep检定时),取双方生命骰数较高的一方。
速度:与变狼狂所呈现形态相同。
防护等级:在变狼狂所呈现形态的防护等级上获得+2的奖励。(混合形态的鼠人例外,请参见下面)
攻击:与变狼狂所呈现形态相同(混合形态的鼠人例外,请参见下面)。
伤害:变狼狂所呈现形态相同(混合形态的鼠人例外,请参见下面)。
特殊攻击:变狼狂继承了所呈现形态的所有特殊攻击,并将获得下面的额外能力。
变狼狂移情(独特):变狼狂可以和它们动物形态相同的普通动物或可怕的动物交流并移情。它们在影响动物看法检定上获得+4的种族奖励,并且可以简单地与动物交流或命令动物(如果该动物是友善的),例如“友好”、“敌人”、“逃跑”以及“攻击”。
变狼狂的诅咒(超自然):被处于动物形态变狼狂咬中的任何人型生物都必须通过一个难度5的坚忍检定,否则将感染变狼症。鼠人则可以通过它的挥砍以及穿刺武器击中对方来传播变狼症,大棒和钝器则不会传播。
特性:变狼狂继承了所呈现形态所有的特性,并将获得下面的额外特性。
形态改变(超自然):所有的变狼狂都可以随意地象变形自我法术一样变换成动物形态(只是变换的形态是固定的)。鼠人、虎人以及狼人还可以呈现混合的两足变异,有人的手和动物的面貌。变化成混合或动物形态以及改变回来都被视为一个标准动作。无论变为上述哪种形态,变狼狂都会重新获得生命点数,就象已经休息了一天似的。杀死一只变狼狂会使其转变回人型,不过还是维持死的状态(哈哈,总还是挂了);而分离的肢体会呈现动物形态。这项变形能力很难控制(参见下面)。
伤害减免(独特):处于动物或者混合形态的变狼狂获得伤害减免 15/银制
豁免:基础豁免取动物和角色之间较好的一方。额外的,变狼狂在坚忍和意志检定上会获得+2的种族奖励。
能力:当变狼狂处于人形时,能力没有改变。而处于动物或混合形态时,则根据下列表中不同类型的生物做出改变。
技能:当变狼狂处于人形时在搜寻、察辨以及听觉检定上获得+4的种族奖励。而处于动物和混合形态时,这些方面的奖励则变为+8。一个处于混合或动物形态的变狼狂会在角色的技能上外加与它形态相同的动物的技能,如果人形和动物形态都有的技能,取其中较好的一方。历经磨难的变狼狂还可以学会控制变形这个职业技能。
特技:与角色相同。当处于混合或动物形态时,变狼狂将获得该形态的动物的所有特技。变狼狂一样可以获得特技:控制变形改善(参见下面)。处于混合或动物形态的变狼狂还将额外得到一个附表中所列出的特技。
气候 / 地域 兼有动物或人的特点
团体组成 独处、配对、家庭(偶尔)(2-4)、一群(6-10)、一团(家族以及相关动物)
挑战评估 在动物基础上+2
宝物 标准
阵营 可以是任何阵营(参见下面)
进化 与职业相关
普通变狼狂
名称 动物组成 能力调整 特技
---- ----------- ------------------------- -----
熊人 棕熊 力量 +16, 敏捷 +2, 体质 +8 盲眼格斗, 多重攻击, 强力攻击
猪人 野猪 力量 +4, 体质 +6 盲眼格斗, 改善优先
鼠人 凶猛的老鼠 敏捷 +6, 体质 +2 多重攻击 (尽管只有一个普通武器), 武器娴熟 (咬) , 武器娴熟 (任何一个)
虎人 虎 力量 +12, 敏捷 +4, 体质 +6 盲眼格斗, 多重攻击, 强力攻击
狼人 狼 力量 +2, 敏捷 +4, 体质 +4 盲眼格斗, 改善优先,武器娴熟 (咬), 控制变形 (智慧)
任何受变狼症感染并清楚自身情形的人都可以得到控制变形能力作为职业技能。这也就决定了一个历经磨难的变狼狂可以随心所欲地控制他(她)自身的变形。而一个普通的变狼狂则获得可以完全控制它们变形能力的特技:控制变形改善。
检定:历经磨难的人物必须在每个满月夜晚的月出时分做一个检定来避免不知不觉地变为动物形态。受伤的人物在受到足以降低它1/4的生命点数时做一个检定,成功则会不知不觉地变回原形。若失败则每失去1/4的生命将自动进行一次相同的检定(豁免难度与满月状况相同)。
Task 难度
---- --
抵抗无意识变换 25
回复人型(满月*) 25
回复人型(非满月) 20
主动变换(满月) 10
主动变换(非满月) 15
*在游戏中,每个月的满月时间持续三天。
重试:当回复人型的检定失败后,人物只得保持动物或混合形态直到黎明,然后将自动变回人型。
特殊:不知不觉地变为动物形态时,如果新形态体型大于人物的原始形态,则将毁坏人物身上的盔甲和衣服。当变形时,人物可以快速地脱下衣服,但是并不能迅速卸下盔甲。魔法盔甲如果通过了坚忍检定则可保完整(豁免难度 15)。
当不知不觉地变回原始形态时,人物要尝试通过一个难度15的智慧检定来了解刚才所发生的事情。如果检定成功,则人物将洞悉所经历的磨难,并从此可以随意变化自己的形态到动物或混合形态(要通过一个适当难度的检定)。变形的尝试被视为标准动作并可以每回合进行一次。任何自愿地变化为动物或混合形态的行为将立即并永久性地将人物的阵营改变为相对应的变狼狂的阵营。
历经磨难并清楚了解自身情况的人可以在转变为动物或混合形态后尝试变回人型(适当的豁免难度)。这种尝试只能进行一次。
历经磨难的变狼狂
当一个人物被变狼狂攻击而感染后,直到下一个月圆之夜症状才会显露。在那天晚上,人物将不知不觉的变为动物形态并且成为一只贪婪的野兽,完全忘记他们的本来身份。人物将保持动物形态并转变为适当阵营直至黎明到来,而且事后不会记得曾经发生过的事情。
在此之后,人物每逢月圆时分或在战斗中受伤便将变为动物形态。他(她)将感受到一种无法阻挡的骚动涌上来,除非通过控制变型检定以避免转变为动物形态。
许多变狼狂是天生的,并非后天改变,通常被称为“天生变狼狂”以与那些感染的变狼狂(历经磨难的变狼狂)区别开。
治疗变狼狂
一个历经磨难的人物如果在一个小时内吃下一小枝颠茄(也被称为附子草)就可以进行坚忍检定(难度20)以摆脱痛苦。如果是一个医者给予的药草,豁免检定取医者与人物之间较高的一方进行。人物只有一次机会,不论服下多少颠茄。颠茄必须适度新鲜(于一个礼拜内摘下)。
无论新鲜与否,颠茄毕竟有毒性。人物必须通过一个难度13的坚忍检定,否则将临时损失1d6点初始力量。一分钟后,人物必须通过第二次检定否则将再次损失2d6的力量。
由12级牧师施展的移除疾病或治疗法术同样可以治疗痛苦,只要该人物被变狼狂攻击不超过三天。
剩下唯一可以解除的方法是在月圆的三天的某一天对人物施展移除诅咒或破除附魔。受术后的人物必须通过意志检定(豁免难度 20)以打破诅咒(施术者知道法术是否起了作用),否则该过程只能重新再来一次。受术人物通常会被关在笼子里直至法术发生作用为止.
只有历经磨难的人物才能被移除变狼狂症。
熊人
中型/大型变形生物
生命骰数:6d8+24(51点生命点数)
主动性: +0,+1(敏捷)熊形态
速度: 30尺,30 尺 熊形态
防御等级:12 (+2天赋)17 (-1 体型,+1 敏捷,+7 天赋 熊形态)
攻击: 徒手攻击 +0 近身,两次爪攻击 +11 近身,咬 +9 近身 熊形态
伤害: 徒手攻击 1d3 淤伤,爪 1d8+8,咬 2d8+4
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/10尺 熊形态
特殊攻击:抓取改良,变狼狂诅咒 熊形态
特性: 熊类移情,嗅觉加强,伤害减免 15/银制 熊形态
豁免: 坚忍 +11,反射 +6,意志 +4
能力: 力量 27,敏捷 13,体质 19,智力 10,智慧 10,魅力 10 熊形态 [1]
技能: 听觉 +11,搜寻 +8,察辨 +14,游泳 +14 熊形态 [2]
特技: 盲目战斗,多重攻击,强力攻击 熊形态 [3]
气候 / 地域:任何森林、丘陵、山脉及地底世界
团体组成: 独处,配对,家庭(2-4),团体 (2-4外加 1-4只棕熊)
挑战评估: 5
宝物: 标准
阵营: 通常是守序善良
进化: 根据职业
猪人
中型变形生物
生命骰数:3d8+9(22点生命点数)
主动性: +0,+4(改善优先) 猪形态
速度: 30尺,40 尺 猪形态
防御等级:12 (+2 天赋);18(+8天赋 猪形态)
攻击: 徒手攻击 +0 近身,顶撞 +4 近身 猪形态
伤害: 徒手攻击 1d3 淤伤,顶撞 1d8+3
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/5尺 猪形态
特殊攻击:凶猛,变狼狂诅咒 猪形态
特性: 猪类移情,嗅觉加强,伤害减免 15/银制 猪形态
豁免: 坚忍 +8,反射 +3,意志 +3
能力: 力量 15,敏捷 11,体质 17,智力 10,智慧 10,魅力 10 猪形态 [1]
技能: 听觉 +15,搜寻 +8,察辨 +12 猪形态 [21]
特技: 盲目战斗,改善优先 猪形态 [3]
气候 / 地域:温暖森林地带
团体组成: 独处,配对,一窝(2-4),团体 (2-4只外加 1-4只野猪)
挑战评估: 3
宝物: 标准
阵营: 通常是中立
进化: 根据职业
鼠人
中型/小型变形生物
生命骰数:1d8+1(5点生命点数)
主动性: +0,+3(敏捷)鼠形态
速度: 30尺,30 尺 熊形态
防御等级:12 (+2天赋)16 (+3 敏捷,+3 天赋 混合形态) 17 (+1 体型,+3 敏捷,+3 天赋 鼠形态)
攻击: 徒手攻击 +0 近身,刺叮剑 +3 近身,咬 +1 近身 鼠形态
伤害: 徒手攻击 1d3 淤伤,刺叮剑 1d6,咬 1d4
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/5尺 鼠形态或混合形态
特殊攻击:变狼狂诅咒 鼠形态
特性: 鼠类移情,嗅觉加强,伤害减免 15/银制 鼠形态或混合形态
豁免: 坚忍 +5,反射 +5,意志 +4
能力: 力量 10,敏捷 17,体质 13,智力 10,智慧 10,魅力 10 鼠形态或混合形态 [1]
技能: 攀爬 +14,隐藏 +11 鼠形态或混合形态,听觉 +8,无声移动 +6,搜寻 +8,察辨 +8 鼠形态或混合形态 [2]
特技: 多重攻击,武器娴熟(咬),武器娴熟 (刺叮剑)混合形态 [3]
气候 / 地域:任何陆地及地底世界
团体组成: 独处,配对,一群 (6-10),团体 (2-5外加 5-8只恐鼠)
挑战评估: 2
宝物: 标准
阵营: 通常是守序邪恶
进化: 根据职业
熊人
抓取改良(独特):熊人必须用爪子击中对手才能应用这项能力。
猪人
凶猛(独特):猪人是如此地好战以至于即使它在伤残甚至垂死状态下战斗也丝毫不会受到惩罚。
鼠人
形态改变(超自然):鼠人可以变为双足直立混合形态或凶恶的老鼠形态(恐鼠)。双足形态为中等体型生物,头、躯干、尾巴保持老鼠模样,而四肢则呈现人形。老鼠形态从鼻子到尾有两英尺长,非常适合跟踪可能造成威胁的敌人。
技能:处于老鼠或混合形态的鼠人在进行攀爬检定时以其敏捷修正代替。
虎人
中型/大型变形生物
生命骰数:6d8+18(45点生命点数)
主动性: +0,+2(敏捷)虎形态或混合形态
速度: 30尺,40 尺 虎形态或混合形态
防御等级:12 (+2天赋)16 (-1 体型,+2 敏捷,+5 天赋 虎形态) 17 (+2 敏捷,+5 天赋 混合形态)
攻击: 徒手攻击 +0 近身,两次爪 +10 近身,咬 +8 近身 混合形态;两次爪 +9 近身,咬 +7 近身 虎形态
伤害: 徒手攻击 1d3 淤伤,爪 1d8+6,咬 2d6+3
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,10尺长/5尺 虎形态或混合形态
特殊攻击:突袭,抓取改良,撕扯 1d8+3,变狼狂诅咒 虎形态或混合形态
特性: 虎类移情,嗅觉加强,伤害减免 15/银制 虎形态或混合形态
豁免: 坚忍 +10,反射 +7,意志 +4
能力: 力量 23,敏捷 15,体质 17,智力 10,智慧 10,魅力 10 虎形态或混合形态 [1]
技能: 平衡 +6,隐藏 +11 混合形态或 +5 虎形态,听觉 +10,无声移动 +9,搜寻 +8,察辨 +10,游泳 +11 虎形态或混合形态 [2]
特技: 盲眼格斗,多重攻击,强力攻击 虎形态或混合形态 [3]
气候 / 地域:任何森林、丘陵、山脉及平原
团体组成: 独处或配对
挑战评估: 5
宝物: 标准
阵营: 通常是中立
进化: 根据职业
狼人
中型变形生物
生命骰数:2d8+4(13点生命点数)
主动性: +6(+2 敏捷,+4 改善优先)狼形态或混合形态
速度: 30尺,50 尺 狼形态或混合形态
防御等级:12 (+2天赋)16 (+2 敏捷,+4 天赋)狼形态或混合形态
攻击: 徒手攻击 +0 近身,咬 +3 近身 狼形态或混合形态
伤害: 徒手攻击 1d3 淤伤,咬 1d6+1
触及/占据:5尺宽,5尺长/5尺 ; 5尺宽,5尺长/5尺 狼形态或混合形态
特殊攻击:摔绊,变狼狂诅咒 狼形态或混合形态
特性: 狼类移情,嗅觉加强,伤害减免 15/银制 狼形态或混合形态
豁免: 坚忍 +7,反射 +5,意志 +2
能力: 力量 13,敏捷 15,体质 15,智力 10,智慧 10,魅力 10 狼形态或混合形态 [1]
技能: 隐藏 +3,听觉 +14,无声移动 +4,搜寻 +8,察辨 +14,野外知识 +11 狼形态或混合形态 [2]
特技: 盲眼格斗,改善优先,武器娴熟(咬)狼形态或混合形态 [3]
气候 / 地域:任何森林、丘陵、山脉及平原
团体组成: 独处、配对、一群(6-10)、团体(2-5外加5-8条狼)
挑战评估: 3
宝物: 标准
阵营: 通常是无序邪恶
进化: 根据职业
注1:人形态时,这些变狼狂的基本能力如下:力量 11,敏捷 11,体质 11,智力 10,智慧 10,魅力 10
注2:人形态时,这些变狼狂拥有技能:手艺或专长(任意一种)+6,知识(任意一种)+4
注3:人形态时,这些变狼狂拥有特技:技能强化(任一手艺或专长)
虎人
形态改变(超自然):虎人可以变为双足直立混合形态或老虎形态。双足形态为7英尺高、尾巴3英尺长全身覆盖虎皮的生物,双腿比起人形更像猫科动物一些,并且以脚趾行走;手指甲变为利爪。头部则是混合模样,耳朵、鼻子和嘴以及牙齿接近老虎,而眼睛和面部形态则更像人一些。如果该人留长发则现在仍然如此。动物形态则完全转变为老虎模样,不留丝毫人类特征。
突袭(独特):如果处于混合形态或动物形态的虎人在战斗的第一回合从敌人上方跃过时,它可以作一个全回合攻击,即使它已经有过一个移动动作。
抓取改良(独特):处于混合或老虎形态的虎人必须用爪子击中或咬中对手才能应用这项能力。如果抓住了,即可以撕扯对手。
撕扯 (独特): 处于混合或老虎形态的虎人一旦抓住对手,可以用后腿作两次撕扯攻击(+9 近身,每次伤害1d8+3)。如果虎人突袭对手,同样可以进行撕扯攻击。
技能:处于混合或老虎形态的虎人将在平衡、隐藏以及无声移动上获得+4的奖励。
*当处于高大的草丛或茂森的灌木丛区域时,隐藏奖励变为+8。
狼人
形态改变(超自然):狼人可以变为双足直立混合形态或狼形态。双足形态为6英尺高、短短的尾巴,全身覆盖着皮毛。腿比较像狼,面部则一定程度上综合了狼和人自身的特征,所以每个狼人都不一样。动物形态则完全呈现一只成年狼的模样,不留丝毫人类特征。
绊摔(独特):一个狼人在咬中对手时可以试图绊摔对手,被视为一个自由动作,不需要触碰,也不会引起借机攻击。即使尝试失败,对手也无法反摔狼人。
技能:当处于混合或狼形态的狼人以嗅觉追踪时将在野外知识上获得+4的种族奖励。
__________________
于是我就掐住他的脖子,用力抻出他的血管,围着脖子绕三圈,然后用力一吸…………
血液总是最美味的。
-----吸血狼
There are a lot of people totally opposed to VIOLENCE. They’re all dead.
理性的四环胜过激情的平安大道
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