The Werehyena
Werehyenas
are strong survivalists that many people are not aware of in other lands. They
usually hunt wherever prey may be found, attacking sadistically. They can be savage combatants and are
unnerving to fight because of their taunting laughing. Affliction with this form of lycanthropy only
happens occasionally, since werehyenas tend to finish off whatever hapless
victim come into their clutches (though they have a quirk in that they tend not
to attack creatures of their humanoid form) . A
humanoid infected usually joins the attackers’ pack.
This template class assumes that
the character is aware of his condition, whether because he was born a werelion
or because he realizes he is afflicted with lycanthropy. Any ability noted as
applying to all forms is available to the wererat in his natural, hybrid, and
animal forms, but not forms acquired via polymorph or other means.
This template class assumes that
the character is aware of his condition, whether because he was born a werehyena
or because he realizes he is afflicted with lycanthropy. Any ability noted as
applying to all forms is available to the wererat in his natural, hybrid, and
animal forms, but not forms acquired via polymorph or other means.
Note that each lycanthrope
template class has 3 levels, but only natural
lycanthropes can take all the levels it offers. An afflicted lycanthrope can
take only levels 1 and 2, since his level adjustment is +2
instead of +3.
Lycanthrope template classes also
follow special rules relating to the benefits such characters acquire from
their animal natures. The template allows for a level adjustment of +3 (or +2 for afflicted lycanthropes), but that value does
not include the Hit Dice from the lycanthrope's animal form. So while a
1st-level human natural wererat warrior (as presented in the Monster Manual)
has a level adjustment of +3, his ECL is actually 5 -- 1 from his warrior Hit
Die, +3 from the template, +1 for his dire rat Hit Die. Likewise, a 1st-level
natural werebear human warrior has an ECL of 10 -- 1
from his warrior Hit Die, +3 from the template, +6 for his bear Hit Dice.
Thus, in addition to the 2 or 3 levels offered via the appropriate lycanthrope
template class, each kind of lycanthrope also has a separate (optional) class
progression for his animal abilities. Essentially, a character progressing as
lycanthrope multiclasses into the template class and can also
multiclass into the appropriate animal class if desired.
He is free to take levels in other classes
between levels of the template class and the animal class, as desired. The
animal class, like the template class, does not count when determining whether
a character takes an XP penalty for multiclassing.
An afflicted lycanthrope that is cured of his lycanthropy (as described in the Monster
Manual on page 178) immediately loses all [lycanthrope] class levels and
{animal} class levels (if any). These levels cannot be
restored with restoration or similar magic; they are simply gone.
Most lycanthropes that do not wish to lose their lycanthropy in this way deliberately fail their saving throws against the spell
in order to prevent this traumatic change.
Table SC-1: The Werehyena Template Class
|
Level |
CR |
Special |
|
1 |
+1 |
+2 Wis, natural armor +2, alternate form (hyena), low-light
vision, shapechanger subtype, werehyena feat (Feat) |
|
2 |
+1 |
Alternate form (hybrid), damage reduction 5/silver, rat empathy, werehyena feats (Iron Will) |
|
3 |
+2 |
Curse of lycanthropy, damage reduction 10/silver |
[Lycanthrope] Template Class
Features
All of the following are class
features of the werehyena template class.
Ability Score Changes: The indicated ability score increases or
decreases by the amount noted.
Natural Armor Improvements: At 1st level, the werehyena
'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.
Alternate Form (Su): At 1st level, the
werehyena can take the form of a hyena, 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 werehyena 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 werehyena who 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 type (neutral evil for werehyenas)
in all forms. Any voluntary change to hyena or hybrid form immediately and
permanently changes the character's alignment to neutral evil.
Until the character has taken the optional
levels in the hyena class (see Hyena Abilities, below), changing shape to hyena
form does not give him the abilities of a hyena -- 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 werehyena template class choose
to take the optional levels of the hyena class as well in order to gain the
full abilities of their animal forms.
At 2nd
level, the werehyena gains the ability to assume a hybrid form -- a shape
between his humanoid and his hyena forms. As with the hyena form, this change
is purely cosmetic unless the character has taken the hyena class to gain the
appropriate abilities. He will also gain a claw attack for use in his hybrid
form (see the chart SC-3).
Natural Armor Improvements: At 1st level, the
werehyena's natural armor bonus increases by +2 in all forms. 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. The werehyena also gains additional natural
armor increases in his hybrid or animal form if he takes the hyena class.
Shapechanger Subtype (Ex): At 1st level, the
werehyena gains the shapechanger subtype.
Werehyena Bonus Feats: At 1st and 2nd
level, the werehyena gains the feats indicated on Table SC-1, assuming that he
doesn't already have them. If the werehyena doesn't
meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot
use it until he does meet the prerequisites.
Low-Light
Vision (Ex): A 1st-level werehyena
gains low-light vision.
Hyena Empathy (Ex): Starting at 2nd
level, a werehyena in any form can communicate and empathize with normal or
dire hyena. This ability gives him a +4 racial bonus on checks made to influence the attitude of hyena
or dire hyena. It also allows the communication of simple concepts and (if the
animal is friendly) commands, such as "friend," "foe,"
"flee," and "attack."
Damage Reduction (Ex): At 2nd level, the
werehyena 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.
Curse of Lycanthropy (Su): At 3rd level, a
natural lycanthrope can infect other creatures with lycanthropy. Any humanoid
or giant hit by the bite attack of a werehyena in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted
lycanthropes do not transmit lycanthropy.
Table SC-2: The Hyena
(Lycanthrope) Class
|
Level |
Hit
Die |
Base
Attack Bonus |
Fort. Save |
Ref.
Save |
Will
Save |
Skills |
Special |
|
1st |
1d8 |
+0 |
+2 |
+1 |
+0 |
2 +
Int Mod |
Str
+2, Dex +2, Con +2, bite, + 2 natural armor |
|
2nd |
2d8 |
+1 |
+3 |
+3 |
+0 |
2 +
Int Mod |
Str
+2, Dex +2, Con +2, scent, trip |
Bite: The hyena animal class gives the werehyena a
bite attack. The bite is a natural weapon that deals 1d6
points of damage. In hybrid form, it gains certain damage according to the
lycanthropes’ size. (See table SC-3)
Hyena
Abilities (Ex): Upon taking
a level in the hyena 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 SP-4.
In [animal] form, the werehyena’s speed
changes to 50 ft. feet. Class skills for the hyena racial Hit Die are Change
Shape, Hide, Listen, Spot. In hyena form, werehyenas gain a +4 racial bonus on
Hide checks in areas of tall grass and undergrowth.
Scent (Ex): As a 2nd-level hyena, a werehyena in any
form gains the scent ability.
Table SC-3: Claw and Bite damages for hybrid form
|
Hybrid Size |
Claw damage |
Bite damage |
|
Small |
1d3 |
1d4 |
|
Medium |
1d4 |
1d6 |
|
Large |
1d6 |
1d8 |
|
Huge |
2d4 |
2d6 |