Post by Cpt Micha on Jun 16, 2008 19:29:11 GMT -5
This is the WereCat for pc characters. For non pc characters or "non special encounter scenarios" do not add the class template abilities and use the pregenerated stats in parenthesises
In were form
Level 11 Lurker
Hp 6+con+42 (61) Bloodied 30
Ac 25, Fort 23+stat mod, Ref 23 +stat mod, Will 23+stat mod
Attacks +15 Special attack +13
Initiative +5 Speed 7 squares (35feet)
Str +4, (15) Dex +6 (22) Con +3 (13), Int +0(10), Wis +2 (12), Cha +2 (12)
Skills. Stealth +16
Special Powers Invisibility Per encounter makes it invisible until it attacks, or can choose to end Invisibility on it's turn as a free action. Superior Combat Advantage +1d6 damage while possessing Combat Advantage. 1/encounter.
Attack, Claws 2d6+5 damage.
If applying this to a character or special encounter where you wish to give it class template use the Class Template rules in the dungeon master's guide (read see me for help since were creatures are powerful anyway)
For example Rogue Werecat
Hp 65/65 Bloodied 32
Ac 25, Fort 26 Reflex 29 Will 26
Skills Stealth +16 Thievery +16 one other rogue skill for a trained skill.
Str 16, Con 17, Dex 22, Int 11, Wis 12 Cha 15
Attacks +15 Special +13
Speed 7 squares.
Invisibility per encounter, Superior Combat per encounter.
Rogue Class template adds +2 reflex defense. Grants 1 action point. +2 on saving throws.
Hp + 8 per level +con score.
Trained skills. Thievery plus one other from the rogue skill list
Class Features First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack.
Weapon Proficiency Dagger, hand crossbow, shuriken, sling, short sword
Armor proficiency Cloth and Leather.
Can use, 2 encounter powers, 2 daily powers, and 2 utility powers while in were form in the relevant class.
When not in were form the character is a normal character. (this rule goes for all were pcs. I just used this were creature for an example.)
In were form
Level 11 Lurker
Hp 6+con+42 (61) Bloodied 30
Ac 25, Fort 23+stat mod, Ref 23 +stat mod, Will 23+stat mod
Attacks +15 Special attack +13
Initiative +5 Speed 7 squares (35feet)
Str +4, (15) Dex +6 (22) Con +3 (13), Int +0(10), Wis +2 (12), Cha +2 (12)
Skills. Stealth +16
Special Powers Invisibility Per encounter makes it invisible until it attacks, or can choose to end Invisibility on it's turn as a free action. Superior Combat Advantage +1d6 damage while possessing Combat Advantage. 1/encounter.
Attack, Claws 2d6+5 damage.
If applying this to a character or special encounter where you wish to give it class template use the Class Template rules in the dungeon master's guide (read see me for help since were creatures are powerful anyway)
For example Rogue Werecat
Hp 65/65 Bloodied 32
Ac 25, Fort 26 Reflex 29 Will 26
Skills Stealth +16 Thievery +16 one other rogue skill for a trained skill.
Str 16, Con 17, Dex 22, Int 11, Wis 12 Cha 15
Attacks +15 Special +13
Speed 7 squares.
Invisibility per encounter, Superior Combat per encounter.
Rogue Class template adds +2 reflex defense. Grants 1 action point. +2 on saving throws.
Hp + 8 per level +con score.
Trained skills. Thievery plus one other from the rogue skill list
Class Features First Strike, Rogue Tactics, Rogue Weapon Talent, Sneak Attack.
Weapon Proficiency Dagger, hand crossbow, shuriken, sling, short sword
Armor proficiency Cloth and Leather.
Can use, 2 encounter powers, 2 daily powers, and 2 utility powers while in were form in the relevant class.
When not in were form the character is a normal character. (this rule goes for all were pcs. I just used this were creature for an example.)