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====BECMI Werebeast Classes==== Most subsequent editions of [[Dungeons & Dragons]] would forbid PCs playing a therianthrope; the power differential is just too great to be balanced. BECMI was not afraid to get crazy. Thusly, the fourth and last of its [[Creature Crucible]] series, ''Night Howlers'', focused on introducing an array of therianthrope race-classes, all of which shared the same following rules: ::The following BECMI Werebeast Classes exist: [[Werebat]], [[Wereboar]], [[Werefox]], [[Wererat]], [[Selkie|Wereseal]], [[Wereshark]], [[Weretiger]], [[Werewolf]], [[Wereswine]]. ::Except for Werefoxes and Wereswine, who use [[Intelligence]] instead, all Werebeasts treat [[Strength]] as their prime requisite when in werebeast form. ::Being a therianthrope is a form of [[multiclassing]]; XP earned in werebeast form is tracked separately to that earned in human form. Thusly, a therianthrope can reach 36th level in their chosen race-class, as well as in their original class, but they will need to adventure sufficiently in the form of a beast to do so. :::Nothing is mentioned as to whether the Beast-Man Form affects this EXP gaining. ::A therianthrope has access to their original class abilities in human form, and to beast abilities in beast form. ::Assuming beast form applies a number of racial ability modifiers unique to a given werebeast strain. These modifiers only apply in beastform - and, for [[Charisma]], apply only when interacting with animals or werebeasts of the same species. ::All therianthropes have natural armor in their beast and beast-man forms, but they can commission special armor designed to fit either their humanoid forms (human and beast-man) or their beast forms (which somebody with hands will need to put on them). In this case, use the superior AC value. ::In combat, a therianthrope that has reached a level higher than 8th counts as having +1HD per 2 levels over 8th (+1 at 10th, +2 at 12, etc) ''for combat purposes only''. ::Therianthropes have different hit points between their bestial and human forms, which are tracked separately. A therianthrope can only die if reduced to 0 hit points in the form with the ''larger'' hit point total; if reduced to 0 HP in the form with the ''smaller'' hit point total, it is forced into that other form. ::In beast form, therianthropes save as [[Fighter]]s at a level equal to their Hit Dice. Upon gaining maximum Hit Dice for their weretype, they may apply the ''higher'' of either their Hit Dice or their therianthrope experience level to the Fighter Saving Throws Table to determine their saves. Damage received in one form remains when the therianthrope changes to its second form. ::All Therianthropes gain 9 special abilities shared in common across all the breeds, as well as a 10th ability unique to their breed, as they level up. Which abilities are gained at which level depends on the species. See the table below for the common special abilities. ::At 9th level, all therianthropes gain access to their Beast-Man form. In this form, a therianthrope has access to '''all''' of their special abilities from '''both''' their beast form ''and'' their human form. In this form, they use their beast-form HP pool, and they use the better of their saves between their beast-form saves and their human-form saves. They can attack with weapons or their natural attacks, cast spells, and optionally may either gain the benefits of the beast form's ability score modifiers, and/or from 20th level may only apply ''positive'' ability score modifiers from their beast form when in hybrid form. ::Therianthropes touched by Wolfsbane suffer the effects of a Cause Fear spell that lasts for 2 turns, requiring a Save vs. Poison to avoid fleeing. This applies in all forms, and even in human form, the therianthrope uses its beast-form saves, regardless of if these are worse. ::Silver weapons always do normal damage to a therianthrope. Even in human form, touching silver for more than 1 turn requires a Save vs. Poison (beast-form saves) to avoid breaking out in a painful rash. {| class=wikitable !Werebeast Ability Number ||Werebeast Ability Description |- |I ||''Must'' take beast form on the nights of, preceding and following the full moon. Can voluntarily transform at night if the moon is visible. |- |II ||Normal weapons do 1/2 damage (round up). Can voluntarily transform at night without needing the moon. |- |III ||Can speak with other therianthropes and creatures of own weretype while in beast form. |- |IV ||Can voluntarily transform whenever desired. |- |V ||Normal weapons do 1/4 damage (round up). |- |VI ||Immune to normal weapons when in beast or beast-man form. |- |VII ||Can summon 1d2 animals of own weretype, which will arrive in 1d4 rounds (if in immediate vicinity) or 1d4 turns (if in the general area). This increases to 1d4 at 2nd level, 1d6 at 4th level, 1d8 at 6th level, and 1d10 at 8th level. Every four levels thereafter, add +1d10 to the animals summoned. |- |VIII ||Can recover 1d4+1 hit points for every full 24 hours of rest spent in wereform, increasing by +1 for every 3 additional levels. |- |IX ||Can now summon therianthropes of own weretype when summoning animals; the total remains unchanged from Ability VII, with DM determining how many are normal and how many are werebeasts. |} {{D&D1e-Races}}
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