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OD&D Werecat Class

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Werecat

At first glance, Werecats appear as regular men and women. Some Werecats are unusually hairy, some
have pointed ears, and others possess catlike eyes. Often lithe and slim, Werecats have an ability to sneak,
climb, and fall with unusual poise. Werecats have access to a range of spells. As they obtain higher levels
they are able to change from their human form into an actual cat.
Prime Requisite: Charisma. During character creation Werecats may subtract 2 points of intelligence or
wisdom in exchange for adding 1 extra point to their raw charisma score. This may be repeated as many
times as desired but these lowered scores must not drop below 9.
Alignment: Any
Fighting Ability, Hit Dice & Saves: Werecats fight and make saving throws at the same rate as a Cleric of
the same level. Their Hit Dice improves at the same rate as a Magic-User of the same level.
Bonus Experience Points: A Werecat with 13+ charisma receives a 5% bonus to any experience points
earned, while a Werecat with 15+ charisma receives a 10% bonus to any experience points earned.
Equipment & Armour: Werecats may not use armour and shields, preferring to be unencumbered and
flexible. Werecats may employ daggers, short swords, spears, slings, staffs, or bows. They may not use
scrolls, but they can utilise wands and potions.
Level

Title

Experience
Points (xp)

1
2
3
4
5
6
7
8
9
10

Catfriend
Malkin
Nightcreep
Nightstalker
Catshifter
Catwitch
Ocelot
Grimalkin
Werecat
Ailouros

0
1,400
2,800
5,000
10,000
22,000
44,000
65,000
100,000
160,000

Spells
(Level)
1 2 3
1
1
2
2
2
2
2
3
3

1
1
2
2
2
3

1
1
2

Abilities
Agile: Werecats are nimble and fleet-footed. Those with dexterity of 14 or above are granted a +1 bonus to
their armour class. For the rare Werecat who has a dexterity score of 18, a +2 armour bonus is awarded.
Skills: Werecats are sneaky, able to shift in and out of shadows, climb sheer surfaces, and creep up on their
opponents. They progress in certain skills much like a thief moving silently, hiding in shadows, and
climbing walls. To use a skill the Werecat rolls 1d6 at the refs request. The chart below lists the chances out
of 6 the Werecat has in accomplishing the given task. Characters at levels 10+ may have 100% chance of
success in a skill (6/6 chances on a d6). Even so, there will be situations at the referees discretion where
100% success rate is not possible.
Levels
1-3
4-6
7-9
10+

Move
Silently
1
2
4
6

Hide in
Shadows
1
2
3
5

Climb
Walls
5
5
5
6

Shape Change: At 5th level the Werecat undergoes their first transformation. They can now shift into a cat.
Some choose to assume the form of a domestic cat, while others have an affinity for larger beasts. When
transforming into, or out of their current shape, the Werecat regains 10-60% of any hitpoint loss. They can
change shape 1 time per day at 5th level, 2 times per day at 8th level, and 3 times per day at 10th level.

Catlike Falling: At 4th level the Werecat can fall up to 20 without sustaining any damage, provided there is
a branch, wall, or other tangible surface within reach, upon which to find temporary purchase. At 8th level,
this increment increases to 40. At 10th Level, this increment increases to 60.
Spells: Werecats use majick instinctively. They know the complete spell list, but are limited by the number
of spells they may cast per day. They must have memorised the select spell to cast it.
1st Level
1. Light
2. Detect Magic
3. Charm Person
4. Locate Animals
5. Ventriloquism
6. Phantasmal Forces
7. Mirror Image
2nd Level
1. Luck (Bless spell)
2. Invisibility
3. ESP

4.
5.
6.
7.

Knock
Darkness
Speak with Animals
Blur

3rd Level
1. Hold Person/Animal
2. Infravision
3. Haste
4. Suggestion
5. Polymorph Self
6. Shadow Magic

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