The Wereweasel

Wereweasels are psychotic fighters.  Although not evil, they are ferocious and are not afraid of anything, regardless of its size.  Affliction with this form of lycanthropy is becoming increasingly common, especially within underground races.  Kobolds are the first humanoids known to have wereweasels.  This is understandable, since they tamed dire weasels. 

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 wereweasel 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 a 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 wereweasel class levels and weasel 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 Wereweasel Template Class

Level

CR

Special

1st

+1

Wis +2, natural armor +2, alternate form (dire weasel), low-light vision, shapechanger sub-type, wereweasel feat (Alertness)

2nd

+1

Alternate form (hybrid), hyena empathy, damage reduction (5/silver), wereweasel feats (Iron Will, Stealthy) 

3rd

+2

Curse of lycanthropy, damage reduction (10/silver)

Wereweasel Template Class Features

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

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Natural Armor Improvements: At 1st level, the wereweasel '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 wereweasel can take the form of a dire weasel, 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 wereweasel 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 wereweasel 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 (Chaotic Neutral for wereweasel in all forms. Any voluntary change to dire weasel or hybrid form immediately and permanently changes the character's alignment to chaotic neutral.

Until the character has taken the optional levels in the dire weasel class (see Dire Weasel Abilities, below), changing shape to dire weasel form does not give him the abilities of a dire weasel -- 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 wereweasel template class choose to take the optional levels of the dire weasel class as well in order to gain the full abilities of their animal forms.

At 2nd level, the wereweasel gains the ability to assume a hybrid form -- a shape between his humanoid and his dire weasel forms. As with the dire weasel form, this change is purely cosmetic unless the character has taken the dire weasel 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 wereweasel’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 wereweasel also gains additional natural armor increases in his hybrid or animal form if he takes the dire weasel class.

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

Wereweasel Bonus Feats: At 1st and 2nd level, the wereweasel gains the feats indicated on Table SC-1, assuming that he doesn't already have them. If the wereweasel 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 wereweasel gains low-light vision.

[Animal] Empathy (Ex): Starting at 2nd level, a wereweasel in any form can communicate and empathize with normal or dire weasels. This ability gives him a +4 racial bonus on checks made to influence the attitude of weasels or dire weasels. 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 wereweasel 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 wereweasel 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 Dire Weasel (Lycanthrope) Class

Level

Hit Die

Base Attack Bonus

Fort. Save

Ref. Save

Will Save

Skills

Special

1st

1d8

+0

+0

+1

+0

2 + Int mod

Str +2, Dex + 2, Bite, dire weasel abilities, natural armor +2

2nd

2d8

+1

+2

+2

+0

2 + Int mod

Str +2, Dex +4, scent, Bonus Feat (Weapon Finesse)

3rd

3d8

+2

+3

+3

+3

2 + Int mod

Dex+4, attach, blood drain,

 

Bite: The dire weasel animal class gives the wereweasel 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)

[Animal] Abilities (Ex): Upon taking a level in the dire weasel 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 dire weasel form, the wereweasel’s speed changes to 40 feet. Class skills for the [animal] racial Hit Die are Change Shape, Hide, Listen, Move Silently, Spot. 

Scent (Ex): As a 2 nd level dire weasel, a wereweasel in any form gains the scent ability.

Attach (Ex):  Upon reaching 3rd level of the dire weasel class, a wereweasel in dire weasel form that hits with its bite attack latches onto the opponents body with its powerful jaws.  An attached wereweasel loses its dexterity bonus to AC.  An attached wereweasel can be struck with a weapon or grappled itself.  To remove an attached wereweasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex):  upon reaching 3rd level, an attached wereweasel drains 1d4 points of Constitution damage each round it remains attached.

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

 

 

 

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