Monster: Woren Clan Subclasses Common L Orange L Tiger L Sand L Panther L Jungle L Fire L Albino L Arctic L Semi Habitat: Plains Forest Plains Desert Jungle Jungle Mts Caves Arctic Cities Frequency: V Rare V2 Rare V2 Rare V2 Rare V3 Rare V2 Rare V3 Rare V6 Rare V2 Rare V5 Rare Organization: Varies Varies Varies Varies Varies Varies Varies Varies Varies Varies Activity Time: Day Day Day Night Night Night Day Any Both Day Diet: Omni Omni Omni Omni Omni Omni Meat Plants Any Omni Intelligence: Average Average Average Very Very Very Low Genius Very Average Treasure: M2 M15 M2 M12 M2 Y W A W H3 () I W2 G2H3 () Y3 ST MN, O, R Alignment: LN N CN Lg LN NG NE CG NG Any Number: 1 2D4+2 1 3D6 1 2D4+3 4D6 1 4D4 1D3 3D6 1D4 4D6 1 2D4 1 2 1 Armor Class: 7 5/3 6 4/2 7 5/3 6 4/2 8 6/2 7 5/1 6 2 6 2 6 4/2 5 3/1 6 4/2 6 4/2 6 0 6 0/-1 9 5/2 9 5/2 7 3 9 7/6 Movement: 16 16 16 16 16 16 18 18 20 20 20 20 16 16 8 8 14 14 12 Hit Dice: 6+8 7+13 6+10 8+16 7+14 9+18 6+1 8+1 6+12 9+18 6+9 8+12 8+16 12+24 14+42 21+63 7+3 10+10 2 THACO: 14 11 13 11 10 6 14 12 12 8 12 8 8 2 -2 -12 13 9 19 Attacks: 3 3 3 3 2/2 3 3 3 3 3 2 Damage: 2D4x2/3D4 (+3 2D4x2/2D6 (+3/4 2D4+1x2/2D8+5/7 2D4x2+1/wpnx2+1 2D4x2/2D6 (+1/3 2D4x2/2D8 (+3 2D4+1x2/3D6+7/9 2D8x2/4D8 +8/10 2D6x2/3D4 (+1 1D6/1D6 Special Atk: None None None SndStrm Poison Poison None None Spells Spells None Special Def: None None +1 top hit None None Invis None +2 to hit +3 to hit +1 to hit None Magic Resist: 20 20 10 35 40 25 85 95 50 1 Size: M5'11"F5'8" M6'F5'10" M6'2"F6' M5'9"F5'7" M5'1"F5'2" M5'6"F5'9" M6'8"F6'5" M9'11"F9'2" 5'6" 5'-6' Tail: M5'9"F6'2" M5'10"F6'5" M6'F6'9" M6'4"F7'4" M6'7"F7' M9'7"F9'4" M5'3"F5'5" M7'4"F8'7" M5'3"F5'4" M5'6"F6'6" Morale: 16 17 18 7 16 14 19 2 4 6 XP: 975 2K 2K 3K 4K 7K 975 4K 5K 10K 4K 6K 10K 13K 22K 37K 2K 6K 65 Languages Woren Woren Woren Woren Woren Woren Woren Woren Woren Common Common Common Common Sand Woren Panther Woren Jungle Woren Fire Woren Albino Woren Arctic Woren Woren Elvish Fire Woren Jungle Woren Panther Woren Arabian Undercommon Common Elvish Arabian Pygmy Pygmy Drow French Derro Italian Combat All Woren use a Claw/Claw/Bite attack pattern or by weapon. Also, all Woren are imbued with a small amount of natural magic; they radiate vaguely of whatever school seems appropriate and their claws and teeth can hurt even the most powerful demon. Common Kat Common Kat wear either leather or hide armor when in combat, and either use their natural weapons or as rolled below. They usually wait for a round or two while any armed with bows attack, and then the rest move in to finish the enemy off or wait to protect the archers. D12 1 Dagger x 4 2-3 Long Bow+Sheaf Arrows, Dagger 4-5 Long Sword, Dagger 6-8 Long Sword, Stilleto 9 2-Handed Sword 10-11 Long Sword, Hand Axe 12 Battle Axe 18/45 Strength, 17 Dexterity (18/60 Str 18 Dex) Orange Kat Orange Kat are armed with weapons aas on the table below. They let their ranged troops pick away at enemies before moving in for close combat, and aren't afraid to use hit and runs to protect their forests. D10 1-2 Javelin x 4, Dagger 3-4 Long Bow + Sheaf Arrows, Dagger 5-7 Long Sword, Stilleto 8-9 Saber, Javelin x 2, Dagger 10 Saber, Dagger x 4 18/70 Strength, 17 Dexterity (18/90 Str 18 Dex) Tiger Kat Tiger Kats are vicious combatants, wielding either a broad sword, war hammer, or claymore and wearing leather or bronze plate mail. If attacked off guard, they will forgoe their sword or hammer and attack with claws and bite. 18/95 Strength, 16 Dexterity (19 Str 17 Dex) Sand Kat Flashy fighters, Sand Kats are fond of Highland Daggers and Flindbars, when they can get their hands on them - otherwise, they use extremely sharp and well crafted swords. These do 1D6+1 and 1D6 damage, and are always wielded in a pair. They wear splint or banded armor. Leaders can call up a Sand Storm, which lasts 3D6 hours and covers a 20' high 100x100 area, and does 1D6 damage per round to all unarmored individuals without armor. It does 1D4 to those with armor but a great deal of exposed skin, and 1D2-1 to those wearing plate mail and the like. They can try to disspell this storm, and when they do so they take 2D6 hours away from its duration. 16 Strength 18 DExerity (16 Str 19 Dex) Panther Kat Panther Kats are stealthy fighters, often hiring themselves out as assassins. They use darts, blowguns, and small spear-like weapons called assegi (1D6+1) in combat. Roll on the chart below for specefics. They often hide in the shadow of trees and fire poison needles or throw poison darts if they have any to paralyze their enemy, then use normal darts and blowdarts, arrows, and then move in for the kill. They will often hit and run, weakening their opponent to the brink and then killing them to minimize risk to themselves. Their poison is type O. Leaders have the ability to cast Invisibility on themselves once per week. D 1-3 Blowgun, 5D6 Blowdarts, 1D4 Poison Needles, 5D6 Darts, Assegi 4-6 5D6 Darts, 3D6 Poison Darts, Assegi 7-10 Blowgun, 5D6 Blowdarts, 8D4 Darts, Assegi 11 Long Bow, 3D6 Sheaf Arrows, 3D6 Darts, Assegi 12 Assegi x 2, Hide armor 17 Strength, 20 Dexterity (18/25 Str 22 Dex) Jungle Kat Jungle Kats are superb archers, getting +2 to hit and +2 damage with bows of any sort. Calculating in their dexterity, they get +5 to hit. Jungle Kats always carry a long bow and 5D6 Flight Arrows, as well as 2D6 Sheaf Arrows. They otherwise carry daggers and use their claws. 18/15 Strength, 19 Dex (18/65 Str 20 Dex) Fire Kat Fire Kats are strong, tough, and violent. They use many types of swords, but almost all carry a broad sword, 2-handed sword and long sword. Many of them wear banded mail, and the rest wear plate mail. 19 Strength, 18 Dexterity (21 Str 19 Dex) Albino Kat Albino Kats are huge, strong humanoids, but despise fighting. They can ast spells as a 4th level mage or 3rd level priest, and leaders reach twice that. 20 Strength, 15 Dexterity (22 Str 15 Dex) Arctic Kat Arctic Kats are more intent on survival than winning fights, and will often fight only for a few rounds before either offering a truce, surrendering, or running. They fight with their claws and bite. All Arctic Kats have the powers of a 5th level mage, 8th for leaders. 17 Strength 17 Dexterity Semi Kat Semi Kats live in urban environments, often working where ever they can find a job. They may have a light fur, retractable claws, pointed ears, whiskers, or a tail, but this (and their almost inhuman dexterity) is all that marks them from other humans. 15 Strength, 17 Dexterity. Habitat/Society Common Kat Common Kats usually live in tribes lad by an elder, but will also adopt a pack mentality on occasion. Orange Kat Orange Kats work together, having no real leaders but rather organizers. Tiger Kat Tiger Kats work well in army like societies, and no matter what government they choose it is always militaristic. Sand Kat Sand Kats are literally travelling merchants, lead by the one with the most contacts and charm and the fewest enemies. Panther Kat Panther Kats work in a structured guild society. The most experienced member is the head, and controls pretty much everything. Fights are uncommon, as one only has to surpass the guild leader in skill to become the new leader. This is done easily and without trouble, usually when one day the other Panthers stop listening to the former head and start listening to the new one. Jungle Kat Jungle Kats usually go as tribes, lead by the best archer (+3 to hit, with modifier +6 with bow). Fire Kat Fire Kats are a strict military environment, with a Commander at the top flanked by a Geneal for every 5 (a.k.a. 1 in 6). Albino Kat Albino Kats simply live, helping each other as needed and doing what needs to be done. Arctic Kat Arctic Kats have no real society, but when two meet both are equal. Semi Kat Semi Kats integrate themselves into whatever government they live in. Ecology Common Kat Common Kats serve as population control for larger animals and predators, such as Aurumnvorax, Bulette, etc. Orange Kat Orange Kats get along well with dryads and other such woodland folk, and seek to protect the forest they live in as well as the others living in it. Although they will allow trees to be cut (if absolutely necessarry) and animals killed (if to be eated and needed) they do not tolerate those who recklessley destory the forest. Tiger Kat Tiger Kats also serve as population control for larger beasties, and also serve as mercenaries on occasion. Sand Kat Sand Kats are vital to desert peoples, for they not only serve as guides and sell water to those dying of thirst in the desert, but also cut down on the number of Hatori in deserts, keeping them down at a reasonable level. Panther Kat Panther Kats are assassins, but work strictly as such. Both evil and good (mainly evil) jungle tribes hire them. Panther KAts don't try to stop the wars, but nor do they try to start them. Jungle Kat Jungle Kats simply live in jungles, and also serve as somewhat of a peacekeeping force. Their territory is declared a no-fight zone in any war, giving non fighters a place to rest while their soldiers fight. Fire Kat Fire Kats hire themselves out as mercenaries, and it is thought that without them the population of some desert and mountain species would be out of control (like Galeb Dhur). Albino Kat They serve no real purpose, but grow fungus to eat, so Myconoids thrive near them. Arctic Kat They have little effect on the environment. Semi Kat They just fill in the cracks. Origin Woren Clan comes from Katt of Breath of Fire II and Rei of Breath of Fire III. Semi Kat comes from Darkstalkers, specefically Felecia. Woren Clan as PCs Common Orange Tiger Sand Panther Jungle Fire Albino Arctic Semi Strength 2D8+2 4D4+2 3D4+7 2D8+2 2D6+6 3D4+6 4D4+5 3D4+10 4D4+1 3D6 Dexterity 3D4+6 3D4+6 3D6 3D4+6 4D4+6 2D4+12 3D6+1 4D4-1 4D4+2 3D6+1 Constitution 2D8+1 2D8+2 2D8+2 2D8+1 4D4+2 3D4+6 4D4+2 4D4+4 2D8+3 3D6-1 Intelligence 3D6 3D6 3D6-1 3D6 3D6 3D6 3D6-1 3D6 3D4+6 3D6+1 Wisdom 2D6 2D6 3D4-1 2D6+1 2D6 2D6 3D4-1 2D8 2D8+1 3D6-1 Charisma 3D6 3D6 3D6+1 3D6+1 3D6+1 3D6 3D6 2D6 3D6+1 3D6 THIEF SKILL ADJUSTMENTS Pick Pockets Open Locks Find/Remove Traps Move Silently Hide in Shadows Detect Noise Climb Walls Read Languages