The Werefox Werefoxes are similar to werewolves, except not as powerful. They generally will not attack unless there is some benefit to them. They are aggressive and able combats when provoked though.

In humanoid form, they are similar to werewolves in that they don�t have distinguishing features.

Affliction with this form of lycanthropy only happens rarely, since werefoxes normally do not attack people except when attacked. Werefoxes usually go their own way and keep away from one another. A character that chooses to keep his lycanthropic curse can progress in the werehyena template class to gain werefox abilities. This template class may also be used by natural werefoxes who wish to start play at lower levels and develop their powers, or for characters who somehow acquire this form of lycanthropy from another source.

Table SC-1: the Werefox template class

Level CR Special
1 +1 Wis +2, natural armor +2, alternate form (fox), low-light vision, shapechanger sub-type, werefox feat (Alertness)
2 +1 Alternate form (hybrid), fox empathy, damage reduction (5/silver), werefox feats (Iron Will, Track)
3 +2 Curse of lycanthropy, damage reduction (10/silver)
Werefox Template Class Features

All of the following are class features of the werefox template class.

Ability Score Changes: the indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Natural Armor Improvements: At 1st level, the werefox's natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.

Alternate Form (Su): At 1st level, the werefox can take the form of a fox, and he undergoes this change involuntarily on the nights of the full moon or in times of stress, as described in the Monster Manual. Unless the werefox is a natural lycanthrope, he does not automatically have control over this ability and must attempt a Control Shape check to intentionally change form or to resist an involuntary change. For an afflicted lycanthrope, Control Shape is a class skill for all classes as well as racial Hit Dice, if any. Natural lycanthropes have full control over when they change shape and do not need to take ranks in this skill. Changing form is a standard action that can be attempted once per round.

A werefox character that is aware of his condition retains his identity and does not lose control of his actions when he changes. Each time he involuntarily changes to his animal form, however, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his lycanthrope kind (chaotic neutral for werefoxes) in all forms. Any voluntary change to fox or hybrid form immediately and permanently changes the character's alignment to chaotic neutral. See Alignments for Lycanthropes for explanation.

Until the character has taken one or more optional levels in the fox animal class (see Fox Abilities, below), changing shape to fox form does not give him the abilities of a fox -- he simply is able to take that creature's shape, as if he had a perfect disguise. Since this ability is of limited use, most characters taking levels in the werefox template class choose to take levels of the fox class as well in order to gain the full abilities of their animal forms.

At 2nd level, the werefox can assume a hybrid form -- a shape between his humanoid and his fox forms. As with the fox form, this change is purely cosmetic unless the character has taken the fox class to gain the appropriate abilities.

Low-Light Vision (Ex): A 1st-level werefox gains low-light vision.

Shapechanger Subtype (Ex): At 1st level, the werefox gains the shapechanger subtype.

Werefox Bonus Feats: At 1st and 2nd level, the werefox gains the feats indicated on Table SC-1 as bonus feats, assuming that he doesn't already have them. If the werehyena does not meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.

Fox Empathy (Ex): Starting at 2nd level, a werefox in any form can communicate and empathize with normal or dire foxes. This ability gives him a +4 racial bonus on checks made to influence the attitude of normal or dire foxes. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Curse of Lycanthropy (Su): At 3rd level, a natural werefox can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a werefox in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Damage Reduction (Ex): At 2nd level, the werefox gains damage reduction 5/silver. At 3rd level, a natural lycanthrope gains damage reduction 10/silver. An afflicted lycanthrope's damage reduction does not improve beyond 5/silver.

Table SC-2: The Fox (Lycanthrope) class

Level Hit Die Base Attack Bonus Fort. Save Ref. Save Will. Save Skills Special
1 1d8 +0 +2 +2 +1 2+Int. Mod Str +2, Dex +7, Con +4, natural armor +1, small, fox abilities, bite, scent
Ability Score Changes: The indicated ability score increases or decreases by the amount noted. These changes are cumulative.

Natural Armor Improvements: At 1st level, the character's animal form�s natural armor bonus increases by +2. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +2 at 1st level. These changes are cumulative.

Fox Abilities (Ex): Upon taking a level in the fox animal class, the character gains the animal's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), skill points (in all forms), and natural armor bonus (in hybrid and animal forms), as well as the special abilities indicated on Table SC-2. Class skills for the hyena racial Hit Dice are In fox form, the werefox�s speed changes to 50 feet. When the werefox is in fox form, his speed changes to 50 feet. In all forms, gains a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Class skills for the fox racial Hit Dice are Jump, Listen, Spot, and Survival.

Bite: the fox animal class gives the werefox a bite attack in his animal and hybrid forms. The bite in animal form is a natural weapon that deals 1d4 points of damage. The bite in hybrid form is a secondary attack that does 1d6 damage.

Claw: only for hybrid form: 1st level hybrid has a claw attack that does 1d4 damage and is a natural attack.

Scent (Ex): As a 1st-level fox, a werefox in any form gains the scent ability.

Small: In animal form, the werefox takes a +1 bonus to AC, Attack rolls, and a +4 bonus on Hide checks.

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