3. MARCO TEÓRICO
3.2. El ciclo vital: ser adolescente
3.2.2. Adolescencias sin juventud
Were-beasts are humanoids who can transform themselves into animals, or who have been permanently transformed into animals by way of a powerful curse. In its natural form, a were-beast looks like any other members of its kind, though natural were-beasts and those who have been affl icted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a were-beast resembles a powerful version of the normal animal, but upon close inspection its eyes (which often glow red or yellow in the dark) show a faint spark of unnatural intelligence.
115 115
Sometimes a were-beast begins life as a normal humanoid that is transformed by the curse awful rite of the were-beast. Such a creature is called an affl icted were-beast. Other were-beasts are born as were-beasts and are known as natural were-beasts.
Natural were-beasts – also sometimes known as ‘true’
were-beasts – are the only ones that can change form. Affl icted were-beasts will spend the rest of their lives in animal form if they cannot be somehow cured.
Combat Combat
A were-beast in its humanoid form uses whatever tactics and weapons are favoured by others of its kind, though it tends to be slightly more aggressive and cunning. A were-beast possesses the senses of its animal form, including scent and low-light vision. It has a deep empathy for (and ability to communicate with) animals of its animal form, meaning that a number of the creatures might fl ock to the aid of a were-beast.
A were-beast in animal form fi ghts like the animal it resembles but with human intelligence, making it an exceptionally dangerous foe.
Werebear Werebear
Werebears in humanoid form have no constant distinguishing traits to mark them for what they are, but they tend to have abnormally thick body hair and yellowed fi nger and toe nails. They are extremely protective of friends and family, and will stand defi ant against any threats made toward them.
Combat Combat
In bear form, a werebear can make bear hug attacks just as a normal bear does. Their added cleverness
means they can use this ability at the most opportune times, and their preternaturally strong arms can make quite a difference in a normal combat.
Werebear, Human Form Werebear, Bear Form Medium Humanoid
[shapechanger]
Large Animal [shapechanger]
Climate/Terrain: Temperate or cold hills and mountains
Temperate or cold hills and mountains
Organization: Solitary, pair, or small pack (3–5 plus 2–6 bears)
Solitary, pair, or small pack (3–5 plus 2–6 bears)
Initiative: +8 +9
Senses: Listen +6, Spot +3, low-light vision, scent
Listen +6, Spot +3, low-light vision, scent
Languages: Cimmerian Cimmerian (understand only)
Dodge Defence: 15 15
Parry Defence: 13 –
DR: 4 9
Hit Points: 46 hp (7 HD) 60 hp (7 HD)
Saves: Fort +9, Ref +8, Will +8 Fort +11, Ref +9, Will +6
Speed: 30 ft. 40 ft.
Melee By weapon +8 2 claws +15 (1d10+12, AP
12) and bite +10 (2d8+6, AP 13)
Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
Base Attack: +5 +5
Grapple: +8 +20
Special Attacks: – Bear Hug, Improved Grab
Abilities: Str 16, Dex 12, Con 15, Int 8, Wis 16, Cha 8
Str 32, Dex 14, Con 18, Int 8, Wis 16, Cha 8 Special Qualities: Alternate Form, Bear Empathy,
Cimmerian Qualities, Favoured Terrain (hills)
Alternate Form, Bear Empathy, Cimmerian Qualities, Favoured Terrain (hills)
Feats: Power Attack, Endurance, Iron Will, Run, Track
Power Attack, Endurance, Iron Will, Run, Track Skills: Climb +10, Knowledge (local)
+2, Jump +7, Move Silently +6, Survival +9
Climb +23, Knowledge (local) +2, Jump +16, Move Silently +7, Survival +9
Possessions: As character As character
Advancement: By character class By character class
116 116
Alternate Form: A natural werebear can assume the form of a bear or return to the form of a man.
Bear Hug: A werebear in bear form that gets a hold can make a bear hug attack with a successful grapple check. The bear hug attack deals 3d10+12 damage to the target.
Improved Grab: To use this ability, the werebear in animal form must hit with a claw attack. If it is successful, it can bear hug.
Bear Empathy: The werebear can naturally communicate with bears and gains a +4 racial bonus on Charisma–based checks against bears.
The werebear presented here is based on a 1st level Cimmerian borderer and natural were-beast, using the following base ability scores: Str 16, Dex 12, Con 15, Int 8, Wis 14, Cha 8.
Werehyena Werehyena
Werehyenas in humanoid form tend to have annoyingly high-pitched or whiny laughs and matted hair that is multi-coloured. They also have a tendency to chew or gnaw on bits of wood or leather nervously, showing their
awesome jaw strength even in humanoid shape.
Combat Combat
In hyena form, a werehyena can trip just as a normal hyena does. Their added cunning means they use this ability to set up foes for traps and ambushes that normal
hyenas are incapable of.
Alternate Form: A natural werehyena can assume the form of a hyena or return to the form of a man.
Trip: A werehyena in animal form that hits with a bite attack can attempt to trip the opponent (+6 check modifi er) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to try to trip the werehyena.
Werehyena, Human Form Werehyena, Hyena Form Medium Humanoid
[shapechanger]
Medium Animal [shapechanger]
Climate/Terrain: Warm desert and jungles Temperate or cold hills and mountains
Organization: Solitary, pair, pack (5–10), or troupe (12–18 plus 20–30 hyenas)
Solitary, pair, pack (5–10), or troupe (12–18 plus 20–30 hyenas)
Initiative: +12 +14
Senses: Listen +9, Spot +9, low-light vision, scent
Listen +9, Spot +9, low-light vision, scent
Languages: Shemitish Shemitish (understand only)
Dodge Defence: 14 16
Parry Defence: 12 –
DR: 4 6
Hit Points: 31 hp (4 HD) 39 hp (4 HD)
Saves: Fort +8, Ref +8, Will +1 Fort +10, Ref +10, Will +1
Speed: 30 ft. 50 ft.
Melee: By weapon +5 Bite +9 (1d8+6, AP –)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Base Attack: +3 +3
Grapple: +5 +9
Special Attacks: – Trip
Abilities: Str 14, Dex 14, Con 15, Int 8, Wis 14, Cha 10
Str 22, Dex 18, Con 19, Int 8, Wis 14, Cha 10 Special Qualities: Alternate Form, Born to the
Saddle, Favoured Terrain (desert or jungle), Hyena Empathy, Shemite Qualities
Alternate Form, Born to the Saddle, Favoured Terrain (desert or jungle), Hyena Empathy, Shemite Qualities Feats: Alertness, Improved Initiative,
Iron Will, Track
Alertness, Improved Initiative, Iron Will, Track
Skills: Appraise +1, Bluff +2, Climb +6, Knowledge (local) +1, Ride +6, Survival +7
Appraise +1, Bluff +2, Climb +10, Knowledge (local) +1, Ride +8, Survival +7
Possessions: As character As character
Advancement: By character class By character class
117 117
Hyena Empathy: The werehyena can naturally communicate with hyenas and gains a +4 racial bonus on Charisma–based checks against hyenas.
Skills: The werehyena presented here is based on a 1st level Shemite nomad and natural were-beast, using the following base ability scores: Str 14, Dex 14, Con 15, Int 8, Wis 12, Cha 10.
Werewolf Werewolf
Werewolves in humanoid form often grow thicker facial hair and have a slight growl to their voices when upset or angered.
Combat Combat
In wolf form, a werewolf can trip just as a normal wolf does. This, combined with the cleverness of the werewolf, means that foes can expect to be brought down at the worst times possible – especially if the werewolf is alpha of a pack of normal wolves.
Alternate Form: A natural werewolf can assume the form of a wolf or return to the form of a man.
Trip: A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+1 check modifi er) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to try to trip the werewolf.
Wolf Empathy: The werewolf can communicate with wolves and gains a +4 racial bonus on Charisma–based checks against wolves.
Skills: A werewolf in wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st level Nordheimer barbarian and natural were-beast, using the following base ability scores: Str 15, Dex 6, Con 17, Int 10, Wis 12, Cha 14.
Werewolf, Human Form Werewolf, Wolf Form Medium Humanoid
[shapechanger]
Medium Animal [shapechanger]
Climate/Terrain: Temperate forests Temperate forests Organization: Solitary, pair, pack (3–6) or
troupe (2–5 plus 5–8 wolves)
Solitary, pair, pack (3–6) or troupe (2–5 plus 5–8 wolves)
Initiative: +0 +2
Senses: Listen +3, Spot +3, low-light vision, scent
Listen +3, Spot +3, low-light vision, scent
Languages: Cimmerian Cimmerian (understand only)
Dodge Defence: 9 13
Parry Defence: 12 –
DR: 4 6
Hit Points: 23 hp (3 HD) 29 hp (3 HD)
Saves: Fort +5, Ref +0, Will +4 Fort +7, Ref +2, Will +4
Speed: 30 ft. 50 ft.
Melee: By weapon +4 Bite +5 (1d8+3, AP –)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Base Attack: +2 +2
Grapple: +4 +5
Special Attacks: Versatility (–2) Trip Abilities: Str 15, Dex 6, Con 17,
Int 10, Wis 14, Cha 14
Str 17, Dex 10, Con 21, Int 10, Wis 14, Cha 14 Special Qualities: Alternate Form, Wolf Empathy,
Nordheimer Qualities, Fearless
Alternate Form, Wolf Empathy, Nordheimer Qualities, Fearless Feats: Power Attack, Iron Will,
Improved Bull Rush, Track
Power Attack, Iron Will, Improved Bull Rush, Track Skills: Climb +6, Craft (carpentry)
+4, Intimidate +6, Jump +6, Knowledge (local) +2, Profession (farmer) +4, Survival +6
Climb +7, Craft (carpentry) +4, Intimidate +6, Jump +7, Knowledge (local) +2, Profession (farmer) +4, Survival +6
Possessions: As character As character
Advancement: By character class By character class