erickesler
Werebears: Rhora Garda & Cyrus B. Mehitable
Cyrus B. Mehitable helps the younger lycanthrope, Rhora Garda, learn how to reign in her bestial impulses in the Trollheim hills of the western highlands of the Kingdom of Vestland.
Rhora Garda 20 years old
Magic-User (16,803 XP)
AC 2/1vs first two attacks (bracers of defense AC 4, collar of protection +2); M-U 4; hp 21; #AT staff or spell; D 1d6+3 (str bonus included) or spell ; Move 120' (40'); Save M-U 4 (collar of protection +2); ML 8; AL N; S 13; I 16; W 9; D 9; C 16; Ch 9; THAC0 19/16 with staff (str & mastery bonus included)
Weapon Mastery
Staff [P=A]
Level: Sk; Range: n/a; Damage: 1d6+2; Defense: A: -1 AC/2; Special Effect: Deflect (1)
Dagger [P=H]
Level: BS; Range: 10/20/30; Damage: 1d4; Defense: n/a; Special Effect: n/a
General Skills
Alchemy, Magical Engineering + 4 more
Alchemy: (Intelligence) This skill provides the ability to recognize and identify common alchemical substances, potions, and poisons. Success with this skill will allow a character to create an antidote potion for one specific type of poison—if the DM says that this is possible in his campaign.
Magical Engineering: (Intelligence) This is the ability to recognize the basic principles of some unfamiliar magical devices. It does not include practical training in design or fabrication of magical artifacts. It does allow the character to recognize most common magical items with a successful skill roll. It doesn't allow a character to recognize uncommon magical items or to distinguish trapped or cursed items from safe ones.
Werebear (0 XP)
AC 1 (collar of protection +2 & dex penalty); Werebear: NM (6HD); hp 54; #AT 2 claws, 1 bite & bear hug; D 2d4+2, 2d4+2, 2d8+2 & 2d8+2 (str bonus included); Move 120' (40'); Save F6 (collar of protection +2); ML 8; AL N; S 16; I 16; W 7; D 7; C 18; Ch 8; THAC0 11 (str bonus included)
Werebear General Skills
Self Control, Survial, Tracking + 2 more
Self Control: (Wisdom) A lycanthrope with this skill gains a +2 bonus to saving throws vs. spells when attempting to retain his alignment. In addition a character who has failed to retain his alignment may roll a Self Control check once each turn at a -2 penalty plus any penalties which affected the initial saving throw vs. spells. On a successful check, the werecreature regains his normal alignment. (PC 4)
Survival (mountain/hill): (Intelligence) This skill allows the character to easily find food (especially vegetables and fruits), shelter, and water in a single type of terrain.
A character with the Survival skill forages automatically in fertile areas, even when on the move. If he is trying to supply more than just himself, he must make a skill check at a + 1 penalty to his die roll for each additional person that he is trying to supply. He must roll each day, and failure indicates that he has not found enough food for everyone he is trying to supply.
Tracking: (Intelligence) The character can follow tracks. The DM is free to increase or penalize the chance of success depending on the circumstances (age of the tracks, type of terrain, number of tracks being followed, and so forth).y
Werebear Abilities
Natural Attacks: In combat, werebears have three attacks; 2 claw attacks for 2d4 points of damage each; and 1 bite attack for 2d8 points of damage. Werebears can hug for 2d8 points of damage (in addition to normal damage) if both paws hit the same target in one round. Bonus for exceptional strength may be added to the damage inflicted by these attacks.
Involuntary Transformation: Must take bear form the night of the full moon, as well as the night immediately preceding or following. May attempt to resist an involuntary change by making a saving throw vs. spells (use the were-form’s saving throws.) The saving throw is at a -4 if there is a full moon, -2 on the night just before or just after the full moon, and no adjustment for sunrise.
Voluntary Transformation: Character is of sufficient level to transform at will, regardless of the date or time, without a constitution check. The transformation takes 11 rounds.
Resisting Alignment Changes: When transforming, may make a saving throw vs. spells (use the were-bears’s saving throws) to avoid an alignment change. Transforming voluntarily adds a +4 bonus to the saving throw.
Communication: May converse with bears and were-bears while in were-bear form.
Immunity: In bear form, may only be harmed by silver or magical weapons.
Summoning: Can summon 1d2 normal bears (except cave bears), provided some are in the area. Bears arrive in 1d4 rounds if in the immediate vicinity; otherwise, 1d4 turns.
Werebears: Rhora Garda & Cyrus B. Mehitable
Cyrus B. Mehitable helps the younger lycanthrope, Rhora Garda, learn how to reign in her bestial impulses in the Trollheim hills of the western highlands of the Kingdom of Vestland.
Rhora Garda 20 years old
Magic-User (16,803 XP)
AC 2/1vs first two attacks (bracers of defense AC 4, collar of protection +2); M-U 4; hp 21; #AT staff or spell; D 1d6+3 (str bonus included) or spell ; Move 120' (40'); Save M-U 4 (collar of protection +2); ML 8; AL N; S 13; I 16; W 9; D 9; C 16; Ch 9; THAC0 19/16 with staff (str & mastery bonus included)
Weapon Mastery
Staff [P=A]
Level: Sk; Range: n/a; Damage: 1d6+2; Defense: A: -1 AC/2; Special Effect: Deflect (1)
Dagger [P=H]
Level: BS; Range: 10/20/30; Damage: 1d4; Defense: n/a; Special Effect: n/a
General Skills
Alchemy, Magical Engineering + 4 more
Alchemy: (Intelligence) This skill provides the ability to recognize and identify common alchemical substances, potions, and poisons. Success with this skill will allow a character to create an antidote potion for one specific type of poison—if the DM says that this is possible in his campaign.
Magical Engineering: (Intelligence) This is the ability to recognize the basic principles of some unfamiliar magical devices. It does not include practical training in design or fabrication of magical artifacts. It does allow the character to recognize most common magical items with a successful skill roll. It doesn't allow a character to recognize uncommon magical items or to distinguish trapped or cursed items from safe ones.
Werebear (0 XP)
AC 1 (collar of protection +2 & dex penalty); Werebear: NM (6HD); hp 54; #AT 2 claws, 1 bite & bear hug; D 2d4+2, 2d4+2, 2d8+2 & 2d8+2 (str bonus included); Move 120' (40'); Save F6 (collar of protection +2); ML 8; AL N; S 16; I 16; W 7; D 7; C 18; Ch 8; THAC0 11 (str bonus included)
Werebear General Skills
Self Control, Survial, Tracking + 2 more
Self Control: (Wisdom) A lycanthrope with this skill gains a +2 bonus to saving throws vs. spells when attempting to retain his alignment. In addition a character who has failed to retain his alignment may roll a Self Control check once each turn at a -2 penalty plus any penalties which affected the initial saving throw vs. spells. On a successful check, the werecreature regains his normal alignment. (PC 4)
Survival (mountain/hill): (Intelligence) This skill allows the character to easily find food (especially vegetables and fruits), shelter, and water in a single type of terrain.
A character with the Survival skill forages automatically in fertile areas, even when on the move. If he is trying to supply more than just himself, he must make a skill check at a + 1 penalty to his die roll for each additional person that he is trying to supply. He must roll each day, and failure indicates that he has not found enough food for everyone he is trying to supply.
Tracking: (Intelligence) The character can follow tracks. The DM is free to increase or penalize the chance of success depending on the circumstances (age of the tracks, type of terrain, number of tracks being followed, and so forth).y
Werebear Abilities
Natural Attacks: In combat, werebears have three attacks; 2 claw attacks for 2d4 points of damage each; and 1 bite attack for 2d8 points of damage. Werebears can hug for 2d8 points of damage (in addition to normal damage) if both paws hit the same target in one round. Bonus for exceptional strength may be added to the damage inflicted by these attacks.
Involuntary Transformation: Must take bear form the night of the full moon, as well as the night immediately preceding or following. May attempt to resist an involuntary change by making a saving throw vs. spells (use the were-form’s saving throws.) The saving throw is at a -4 if there is a full moon, -2 on the night just before or just after the full moon, and no adjustment for sunrise.
Voluntary Transformation: Character is of sufficient level to transform at will, regardless of the date or time, without a constitution check. The transformation takes 11 rounds.
Resisting Alignment Changes: When transforming, may make a saving throw vs. spells (use the were-bears’s saving throws) to avoid an alignment change. Transforming voluntarily adds a +4 bonus to the saving throw.
Communication: May converse with bears and were-bears while in were-bear form.
Immunity: In bear form, may only be harmed by silver or magical weapons.
Summoning: Can summon 1d2 normal bears (except cave bears), provided some are in the area. Bears arrive in 1d4 rounds if in the immediate vicinity; otherwise, 1d4 turns.