Boffin Lycanthrope (3.5e Class)

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A werewolf on lookout during the full moon.

Boffin Lycanthrope

My friends and I are hungry, so do yourself a favour . . . and run.
—Tarsek "Redmane" Proudfang, addressing the leader of a Dwarven merchant caravan

After ages of being hunted as beasts, butchered and put to the torch, the wolfmen realized that all beasts, man or wolf, fall into one of two categories, predator or prey, hunter or hunted, and they had been hunted enough. The eldest Lycanthropes began to train the younger generations, helping them master their gift. They were shown discipline, they were shown strength, they were shown what it means to be a predator, and when the clouds parted before the moon they were the Boffin Lycanthropes. One way in which they do not differ from their kin is their loyalty to the pack which, if threatened, they will fight to protect with a blind ferocity which is terrible (and usually very brief) to behold. No matter their idiosyncrasies, the control these talented few exercise over their gift gives them the tools to devour, protect or destroy whatever (and whoever) they see fit, they are the elite amongst the beasts, and they dominate the food chain.

Making a Boffin Lycanthrope

Boffin Lycanthropes make great front-line fighters; they mete out lots of damage in melee combat. They can also absorb a considerable amount of damage due to their resistance to normal weapons and exceptional regenerative capabilities. However, they are not as effective in combat against creatures with substantial resistance or immunity to physical attacks.

Abilities: Strength is important for dealing more damage. Dexterity and Constitution are important for managing damage taken during combat and for improving saves. Intelligence and Charisma are the least important, as this is designed to be a generally combat-oriented class.

Races: Only Natural Lycanthropes and those who have been afflicted with Lycanthropy and are aware of their condition can become Boffin Lycanthropes.

Alignment: Any

Starting Gold: 4d6 x 10gp = 120gp

Starting Age: Moderate

Table: Boffin Lycanthrope

Hit Die: d10

Level Base
Attack Bonus
Saving Throw Special
FortRefWill
1st+1+2+2+0 Control Form , Rapid Metabolism Feat
2nd+2+3+3+0 Woodland Stride
3rd+3+3+3+1 Mind Over Body
4th+4+4+4+1 Improved Natural Attack
5th+5+4+4+1 Enchanted Natural Attack +1
6th+6/+1+5+5+2 Swift Natural Attack
7th+7/+2+5+5+2 Improved Critical +1
8th+8/+3+6+6+2 Improved Natural Armor
9th+9/+4+6+6+3
10th+10/+5+7+7+3 Enchanted Natural Attack +2
11th+11/+6/+1+7+7+3
12th+12/+7/+2+8+8+4 Improved Natural Armor
13th+13/+8/+3+8+8+4
14th+14/+9/+4+9+9+4 Improved Critical +2
15th+15/+10/+5+9+9+5 Enchanted Natural Attack +3
16th+16/+11/+6/+1+10+10+5 Improved Natural Armor
17th+17/+12/+7/+2+10+10+5
18th+18/+13/+8/+3+11+11+6
19th+19/+14/+9/+4+11+11+6
20th+20/+15/+10/+5+12+12+6 Improved Natural Armor, Enchanted Natural Attack +4, Lycanthrope Zenith

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Control Shape (Wis), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

Class Features

All of the following are class features of the Boffin Lycanthrope.

Weapon and Armor Proficiency: Boffin Lycanthropes are proficient with all Simple Weapons and all natural attacks (claw, bite, and so forth) of their animal and Hybrid forms.

Boffin Lycanthropes are proficient with light and medium armor but are prohibited from wearing heavy armor due to the restrains they impose on their movements. A Boffin Lycanthrope that wears heavy armor loses all their Boffin Lycanthrope abilities while doing so and for 24 hours thereafter. Boffin Lycanthropes are proficient with shields (except tower shields).

Control Form (Ex): Starting at level 1, Affected Lycanthropes that have knowledge of their affliction gains greater control over changing to their Alternate Forms. They no longer have to make a Control Form Checks to assume hybrid or animal form. In addition, Boffin Lycanthropes possess such a deep understanding of their lycanthropic gifts that they are no longer subject to an alignment shift (temporary or permanent) after changing. However, there is no stretch of time or wealth of experience that can dampen the moon's influence over her children and as such they are still required to make checks in order to return to their natural form or avoid changing during a full moon. Having integrated so totally with the curse in its veins, the affected lycanthrope can no longer become cured of lycanthropy, and is now capable of transmitting the disease to others through its bite.

At 1st level, the gear that can’t be worn or carried by the lycanthrope in their alternate forms melds into their bodies instead of simply falling to the ground when they transform. Items that do not have the Wild magical property do not grant their bonuses to the lycanthrope when in wolf or hybrid form.

At level 9, both the natural and affected lycanthropes gain greater control over changing their forms. It is now only a move equivalent action to change forms instead of a standard action. At level 18 the transformation is quickened even further, the lycanthrope can now change forms as a Swift Action.

Rapid Metabolism(Ex): At level 1, Boffin Lycanthropes gain the Rapid Metabolism Feat. You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.

Woodland Stride (Ex): Starting at 2nd level, a boffin lycanthrope may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Mind Over Body(Ex): At level 3, the Boffin Lycanthrope gains the Mind Over Body Feat. You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.

Improved Natural Attack (Ex): At 4th level, the Boffin Lycanthrope gain the Improved Natural Attack Feat. However, unlike the normal version of this feat, this feat applies to all the natural weapons of the boffin lycanthrope, increasing them by one step, as if the creature’s size had increased by one category.

Special

You can take this feat multiple times, but each time it applies to a different natural attack.

Table: Improved Natural Attack Damage Increase
1d21d31d41d61d82d63d64d66d68d612d6
2d42d63d64d66d68d612d6
1d123d64d66d68d612d6
1d102d83d84d86d88d812d816d8
2d104d86d88d812d816d8

Enchanted Natural Attack (Ex): Starting at level 5, the Boffin Lycanthrope’s natural attacks become magical, gaining a +1 enhancement bonus. Unlike magic weapons created through normal means, she need not spend experience points or gold pieces to gain this bonus. For every five levels the Boffin Lycanthrope advances past 5th level this bonus is increased by a further +1 (+1 at 5th level, +2 at 10th level, +3 at 15th level, and so on). This counts towards overcoming damage reduction.

Swift Natural Attack (Ex): At 6th level, the Boffin Lycanthrope gains the Swift Natural Attack feat for all her natural attacks. She can attack multiple times with her claws when she executes a full-attack, as if they were a manufactured weapon. Secondary natural attacks are treated as off-hand attacks.

Improved Critical (Ex): Starting at 7th level, the Boffin Lycanthrope’s critical threat range with all her attacks increases by 1. This bonus continues to increase every 7 levels the character advances (+1 at level 7, +2 at level 14, and so on). This effect is applied before feats like Improved Critical are calculated.

Improved Natural Armor (Ex): Starting at 8th level, the Boffin Lycanthrope gains the Improved Natural Armor Feat. The Boffin Lycanthrope’s natural armor bonus increases by 1. She also gains this feat one additional time for every 4 levels she advances (Level 12, Level16, level 20, and so on).

Lycanthrope Zenith (Ex): At level 20, the Boffin Lycanthrope reaches the zenith of lycanthropic evolution. They gain and additional +2 to their Wisdom, +1 to their natural armor, and their damage reduction increases by an additional +5/silver in all of their forms.

Epic Boffin Lycanthrope

Table: The Epic Boffin Lycanthrope

Hit Die: d10

LevelSpecial
21st Improved Critical +3
22nd
23rd Bonus Feat
24th Improved Natural Armor
25th Enchanted Natural Attack +5
26th Bonus Feat
27th
28th Improved Natural Armor , Improved Critical +4
29th Bonus Feat
30th Enchanted Natural Attack +6

4 + Int modifier skill points per level.

Bonus Feats: The epic Boffin Lycanthrope gains a bonus feat (selected from the list of epic Boffin Lycanthrope bonus feats) every 3 levels after 20th.

Epic Boffin Lycanthrope Bonus Feat List: Armor Skin, Damage Reduction, Dire Charge, Energy Resistance, Epic Endurance, Epic Prowess, Epic Toughness, Fast Healing, Improved Combat Reflexes, Improved Natural Armor Feat , Penetrate Damage Reduction, Perfect Health, Superior Initiative.

Human Werebear Boffin Lycanthrope Starting Package

Weapons: Dagger (1d6, ×2, 1lb., Slashing), Greataxe (1d12, ×3, 12 lb. , Slashing)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

SkillRanksAbilityArmor
Check
Penalty
Craft4Int-
Heal4Wis-
Hide4Dex-
Intimidate4Cha-
Listen4Wis-
Move Silently4Dex-
Search4Int-
Spot4Cha-
Survival4Dex-

Feat: Martial Weapon Proficiency :Greataxe.

Bonus Feats: Power Attack.

Gear: Studded Leather Armor (+3 AC), Backpack, Flint & Steel, Clay Mug, Trail Rations(2 Days), Grappling Rope, Hemp Rope 50ft, Tent, Hammer, Waterskin x2.

Gold: 22 gp.

Playing a Boffin Lycanthrope

Religion: Boffin Lycanthrope that worship gods keep quiet about it, normally not telling anyone about it unless they have their full trust. The most common gods are those with nature or animal Domains though any god can be worshiped.

Other Classes: Boffin Lycanthropes usually are very distrustful of other people due to prejudice against Lycanthropy, but once there friends, they are very protective and open with them. They get along fairly well with Barbarians and some Fighters due to similar fighting styles, they also relate well with Druids and Rangers due to respecting nature, they have a tense relationship with Clerics and especially Paladins due to them attacking them once finding out about their affliction. They tend to be neutral about spell casters realising the importance of magic but also its weaknesses...

Combat: Boffin Lycanthropes usually are at the front lines dealing damage and taking hits instead of allies, though this is harder when the opponent uses magic or silver weapons.

Advancement: Boffin Lycanthropes rarely multiclass once they start in this class due to the loss of improving their natural skills. In the rare cases that they do multiclass, they tend to take ranks in Rogue to benefit from their skills.

Boffin Lycanthropes in the World

There is nothing like sinking my claws into enemies flesh and watching the life fade from their eyes.
—Slush, Human Werewolf Boffin Lycanthrope

Daily Life: When they are not honing their natural skills, they are often looking for others of their kind to pass on what they have learned. They often enjoy exchanging stories with other Lycanthropes.

Notables: Except in the rarest of cases, Boffin Lycanthropes prefer to only have their closest allies know what they are. But some have been known to get great reputations for their abilities in combat.

Organizations: While some Lycanthropes find pack life preferable, others find a solitary life style more to their liking. But in either case, they prefer to avoid large towns and cities. This stems from the distrust and hatred from most non-lycanthrope creatures.

NPC Reactions: Most people treat them as just another adventurer, but if they learn that they are a lycanthrope, more will either run in fear or try to destroy them.

Boffin Lycanthrope Lore

Characters with ranks in Knowledge: Nature can research Boffin Lycanthropes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: Nature
DCResult
10Boffin Lycanthropes are much deadlier than their peers, and should not be provoked.
15Boffin Lycanthropes favour their elongated teeth and wicked claws over crafted weaponry in combat.
20The more powerful Boffin Lycanthropes form a tougher hide, becoming more resistant to non-silvered weapons.
25You can learn about a specific Boffin Lycanthrope at your DM's discretion (your DM may also require you to make a roll to determine the degree of knowledge you uncover. DMs should supply players only with knowledge that it would be possible for them to attain).

Boffin Lycanthropes in the Game

Boffin Lycanthropes have been noted as exhibiting a broader range of emotions and behaviors than most of their brethren. They have even been recorded engaging in conversation with local townsfolk and even purchasing wares, usually drenched in sweat from a long night hunting with their kin. While undoubtedly bestial, sometimes behaving in a manner considered by others to be blunt, crass or simply rude, it is clear that these exceptional specimens represent those among their kind who possess such mastery of their inner beast that they are able to control (even subdue, if necessary) their animal nature. These remarkable individuals have even been known to, even in the midst of a hunt, restrain their hazy thrill enough to halt the excited advance of their less disciplined packmates so they can survey the situation, allowing them to strike with lethal precision.

Adaptation: As a result of their superior strength and intellect, Boffin Lycanthropes often gravitate to alpha positions in packs of regular werewolves, but are usually just as sociable among their own as any canine. There are those who choose to live the life of a pariah, living in isolation from others of their kind so as not to test their control over their animal instincts. Those of this minority may live in exile by choice, shunning their former pack for whatever reason, or fearful of the harm they may have otherwise caused to others. They may also have been forced to adopt this lifestyle, having perhaps been abandoned by those who turned them, or cast out of their pack.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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gollark: That would also be very impractical, unless you make the "extra cores" basically a small independent computer with its own RAM and stuff.
gollark: Connect PCIe devices, mostly, which you can do now.
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