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===Werejaguar PC Race-Class=== [[File:Werejaguar PC4 1.jpg|right|300px]] Werejaguars are amongst the myriad [[therianthrope]]s who received a writeup as a BECMI race-class in [[Creature Crucible|PC4: Night Howlers]]. See the [[Therianthrope]] page for a run-down of the special rules for playing a werebeast in BECMI. ::Werejaguar Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom ::A werejaguar has a Movement of 180' (60') and is an excellent climber. ::In rainforests, a werejaguar can surprise enemies on a 1-3 on a d6 Surprise Roll. ::When making a leaping attack from a higher position, the werejaguar gains a +1 to its ::Each round, a werejaguar can make 2 Claw Attacks (1d4 damage each) and 1 Bite Attack (1d8 damage). If it hits with both claw attacks against the same target in the same round, it can follow up by making a Rake attack (+2 to hit, 2d6 damage). ;Werejaguar Level Advancement Table {| class=wikitable !Experience Level ||XP || HD|| Special Abilities || AC |- |Cub (-3) ||-27,200 ||2d8+1 ||I ||7 |- |Whelp (-2) ||-20,400 ||3d8+1 ||II, III ||6 |- |Scamp (-1) ||-13,600 ||4d8+2 ||IV, V ||5 |- |Normal Monster (0) ||0 ||5d8+2 ||VI, VII ||4 |- |1 ||27,200 ||6d8+2 ||- ||- |- |2 ||81,600 ||7d8+3 ||- ||- |- |3 ||190,400 ||- ||VIII ||- |- |4 ||408,000 ||8d8+3 ||- ||- |- |5 ||708,000 ||9d8+4 ||IX ||- |- |6 ||1,000,000 ||10d8+4 ||- ||- |- |7 ||1,300,000 || -||X ||- |- |8 ||1,600,000 ||11d8+5 ||- ||- |- |9 ||1,900,000 ||+2 hit points ||Jaguar-Man Form ||- |- |Subsequent ||+300,000 ||+2 hit points ||- ||- |} {| class=wikitable !Werebeast Ability Number ||Werebeast Ability Description |- |I ||''Must'' take jaguar 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 jaguars and werejaguars 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 great cats (barring tigers and sabertooth tigers), 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 great cats summoned. Tigers become an eligible summons at 1st level. Sabertooth tigers become an eligible summons at 4th level. |- |VIII ||Can recover 2d4 hit points for every full 24 hours of rest spent in wereform, increasing by +1d4 for every 3 additional levels. |- |IX ||Can now summon werejaguars when summoning jaguars; the total remains unchanged from Ability VII, with DM determining how many are normal and how many are werebeasts. |- |X ||Invisibility: When in wereform, a werejaguar can cast Invisibility (self only) 1/day per 2 levels. |}
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