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Page 1: Bite Me! Wereblooded
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CreditsAuthor: Ben McFarland

Developer: Mike Welham and Christina Stiles

Editor: Christina Stiles

Proofreader: Ben McFarland

Cover: Rick Hershey

Interior Art: Peter Bradley, Jacob Blackmon

Layout: Steven Trustrum

Product Identity & Open Game ContentThe following is designated as Product Identity, in accordance with Section 1(e) of the Open Gaming Li-

cense, Version 1.0a: chapter 2; all artwork, logos, and images. All other content is Open Content.

Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Role-playing Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.

Copyright 2013 Christina Stiles. Published by Misfit Studios. All rights reserved. For more information contact Misfit Studios, 41 Trinnell Blvd, Toronto ON, Canada, M1L 1S4, or online at www.misfit-studios.com. Misfit Studios and its logo are trademarks of Misfit Studios. The Bite Me! logo is the trademark of Christina Stiles.

Some graphic elements are © 2013 www.shutterstock.com

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I started the Bite Me! The Gaming Guide to Lycanthropes project in early 2013 to bring more options for play-ing lycanthropes to the gaming table. I’ve always been a fan of weres, you see—just check out SpirosBlaak, and you’ll know what I’m talking about—and I wanted to create a book that would be the ultimate toolbox for them. This race is one piece of that book, though the sample characters will not appear in the final product. Therefore, even if you buy the book (or have backed it), you are getting material that will not be presented elsewhere in the future. Plus, you will not have to wait until March 2014 to add this race to your game.

The first author up is Ben McFarland. I’ve had the pleasure of working with Ben on numerous Kobold Press projects over the last few years, including Ben’s award-winning Streets of Zobeck, which won the 2012 Ennie for Best Adventure. Ben continues to do amazing work for the Pathfinder Roleplaying Game with companies like Kobold Press, Rite Publishing, and even (currently) Paizo—now he can add Misfit Studios to his impressive credits! In addition to d20 material, Ben is also well-known for his work for Atlas Games’ Ars Magica line and the Sub Rosa Ars Magica fanzine. What can I say, I’m a fan of Ben’s, and I’m happy he joined me on this project. I tasked Ben with creating a lycanthrope-related race for the upcoming book, and he created the wereblood-ed to fill in the gap between weres and humans—a half-blooded, if you will. I think you will find this race useful for your campaign. I know it will certainly fit in the Archduchy of SpirosBlaak, Misfit Studios’ fantasy setting of weres and black powder weapons.

Now, go get your bite on!

Christina StilesSeptember 2013

Wereblooded 3Wereblooded Racial Traits 3Physical Traits 4Society 4Relations 4Alignment and Religion 4Adventurers 4Female and Male Names 5Clan Racial Traits 5Felis Traits 5Lupis Traits 5Ursus Traits 5

Alternate Race Traits 6

Subtypes 6

Favored Class Options 6Claim the Ravenous Hunter’s Form Incantation 7

Monstrous Wereblooded 9Monstrous Wereblooded Racial Traits 9Clan Racial Traits 10

Sample Wereblooded The Burglar 12The Frontiersman 14

Sample Monstrous Wereblooded The Burglar 13The Frontiersman 15

About the Author 16

Table of Contents

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Wereblooded are the children of man and na-ture, the liminal race combining the savagery of the animal world and the first days of the civilized races. They are the lesser scions of natural lycan-thropes and humanoid races, and while they may superficially look like their less-feral humanoid par-ent, wereblooded are their own race. Together, they breed more wereblooded, or occasionally natural lycanthropes, and because of this, packs of nat-ural lycanthropes welcome them as kinfolk deserving of their protection.

Wereblooded sometimes need this protection, as their animalistic nature and features draw prejudice and mistreatment from more superstitious communities—especially those dealing with lycanthrope problems and viewing animal-like eyes or other animal markings as a telltale sign of the creatures—and wereblooded rarely have a large population to rely on for support. While wereblooded are often capable creatures, a scared or angry mob can still overwhelm lone indi-viduals. Because of these occasional un-fortunate events, wereblooded are often cautious about interacting with others, es-pecially in terms of revealing their true nature in new lands or to unknown cultures. Their silence often makes them seem aloof. However, they are passionate and prone to strong emotional displays when angry, joyful, or scared.

Wereblooded

Wereblooded Racial Traits+2 Constitution, (+2 to either Dexterity or Strength, depending on Clan), -2 Charisma: Wereblooded are

hearty and either nimble or strong, but aloof and cautious.

Type: Wereblooded are considered humanoids.

Medium: Wereblooded are Medium creatures and receive no bonuses or penalties due to their size.

Base Movement: Wereblooded have a base speed of 30 feet, unless altered by clan.

Low-Light Vision: Wereblooded can see twice as far as humans in conditions of dim light.

Languages: Wereblooded speak Common or another racial language, if their mundane parent was of that race.

Moon-Kissed Damage Resistance*: Wereblooded have DR 2/silver.

Stalker: Perception and Stealth are always class skills for wereblooded.

Chosen Clan: Wereblooded have racial traits based on their clan: felis, lupis, or ursus.

* Moon-Kissed Damage Resistance is a lesser version of Moon-Touched Damage Resistance.

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In many ways, wereblooded fill a similar niche as aasimar, halflings, and tieflings, serving as the half-blooded blending of species.

Physical Description: Various clans comprise the wereblooded race, and individual hordes and packs create social distinctions within those clans. Three such clans are detailed herein. The first, and most populous clan, are the lupis clan, who favor the wolves. Roughly equal to one another in terms of numbers, and when combined, equal to the number of lupis, the ursus and felis clans constitute the rest of the wereblooded. The ursus favor the bears, while the felis reflect the great cats. Their most prominent physical difference lies in their eyes. The lupis have gold irises, the ursus have solid black eyes, and the felis have cat’s eyes. Their hair and skin color range in the same ethnicities as their mundane heritage, while their hair mirrors the animal species common to a re-gion. In the north, their coloration favors whites and grays. In hotter, desert climates, wereblooded tend towards shorter hair and tawny to black coloration.

Wereblooded do not change shape, unless a class ability or spell provides them the ability to do so.

Society: The social dynamic of wereblooded doesn’t truly present itself until there are sufficient members to create actual communities. Lacking such numbers, wereblooded keep to themselves, trying not to draw attention to their racial differences. Un-less the local culture recognizes and accepts were-blooded, they do their very best to blend into the background.

When there are enough wereblooded to afford the luxury of social distinctions, they divide first along lines of clans, then blood-relations within hordes, and finally, packs of directly related wereblooded, who can trace their heritage back to a particular nat-ural shapeshifter of some renown. Hordes consist of different packs which share a regional or historical link, such as the Horde of the Unsetting Sun, from the far north.

Relations: Where the wereblooded culture be-gins to develop, rather than remain in pockets of lone individuals, the wereblooded adopt fairly iso-lated attitudes, focused on keeping the shapeshifter-scions safe and protecting their lifestyles. They tend to deal well with other “half-blooded” peoples, such as half-elves or half-orcs, often welcoming outcasts members of those races into their communities. In truth, the wereblooded only want to peacefully and sustainably coexist, and this desire colors their inter-action with other races more than anything else.

Alignment and Religion: Wereblooded tend to run the gamut of alignments. There are those who hold to a more lawful view of the good of the pack. There are those who believe in the neutral balance of the natural environment. There are those who think the freedom of the individual creature’s survival is paramount. The common thread weaving through these disparate beliefs is a theme of animist rever-ence and a veneration of regional hunter gods, as well as a steadfast affirmation in a balance that rec-ognizes the need for predators. It can also drift along the good and evil axis, from those who seek to re-spectfully take what can be supported, to the hungry beast which obeys only its belly. In the end, the natu-ral cycle of life and death lies at its core.

Adventurers: For individuals who are already considered outsiders by most, the life of an adven-turer is fairly alluring. Wereblooded often join ad-venturing companies, mercenary groups, or other traveling organizations in search of excitement abroad. Generally, such groups are far more accom-modating of their relatively minor physical differ-ences. The great wealth often acquired by members often means a wereblooded can easily purchase le-gitimacy, presuming they desire moving in social

WerebloodedTypeHumanoid 0 RP

SizeMedium 0 RP

Base SpeedNormal 0 RP

Ability Score ModifiersSpecialized (+2 Con, +2 (Str/Dex), -2 Cha) 1 RP

LanguagesStandard 0 RP

Racial Traits Defense Racial Traits Moon-Kissed Damage Resistance * (DR/2 silver) 1 RP

Senses Racial Traits Low-light vision 1 RP

Feat and Skill Racial Traits Stalker 1 RP

Clan Racial Traits Varies (See below) 2 RP

Total 6 RP

(Wereblooded are a Standard Power Level race.)

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circles after defeating the sorts of challenges neces-sary to acquire it.

Female and Male Names: Wereblooded tend to mirror the names of their parent culture. How-ever, in some more tribal situations, where the were-blooded are numerous enough to create their own subculture, they gravitate toward accomplishment-oriented names, with surnames referencing the most prominent natural shapeshifter in their family line. This might be repeated several times, if there have been many notable shapechangers in the individu-al’s heritage. In these cases, the wereblooded might shorthand such a lineage by combining the oldest name, and the term “N-named.”

For instance, a shifter named Sabra with four no-table natural shifters in her history, might be named something like “Sabra daughter of Katja Four-Named,” and would save sharing those additional three names for friends and companions she feels have earned such a camaraderie.

Clan Racial TraitsWhile the wereblooded clans have their differ-

ences, their shared heritage as the children of natural shapeshifters unites them. The following traits dis-tinguish each clan from the others.

Felis TraitsFelis wereblooded must take a +2 Dexterity bonus

as part of their Ability score bonus. They have the following racial traits:

Cat’s Luck: Once per day, when a felis were-blooded makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

Sprinter: Felis wereblooded gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Lupis TraitsLupis wereblooded may take a +2 Dexterity or +2

Strength bonus as part of their Ability score bonus, but not both. They have the following racial traits:

Fast: Lupis wereblooded gain a +10 feet racial bo-nus to movement.

Skill Training: Survival and Knowledge (nature) are always considered class skills for lupis were-blooded.

Ursus TraitsUrsus wereblooded must take a +2 Strength bo-

nus as part of their Ability score bonus. They have the following racial traits:

Fearless: Ursus wereblooded gain a +2 racial bo-nus on all saving throws against fear effects.

Relentless: Ursus wereblooded gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both a wereblooded and its opponent are standing on the ground.

Clan Racial TraitsFelis Racial Traits

• Musttake+2toDexterity• Cat’sLuck1RP

Once per day, when a felis wereblooded makes a Re-flexsavingthrow,itcanrollthesavingthrowtwiceandtake the better result. It must decide to use this ability before attempting the saving throw.

• Sprinter 1RP

Felis wereblooded gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw ac-tions.

Lupis Racial Traits

• Maytake+2DexterityorStrength• Fast(+10feet)1RP• SkillTraining1RP

Survival and Knowledge (nature) are always consid-ered class skills for lupis wereblooded.

Ursus Racial Traits

• Musttake+2Strength• Fearless 1RP

Ursus wereblooded gain a +2 racial bonus on all saving throws against fear effects.

• Relentless1RP

Ursus wereblooded gain a +2 bonus on combat maneuver checks made to bull rush or overrun an op-ponent. This bonus only applies while both the were-blooded and its opponent are standing on the ground.

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Alternate Race TraitsSome variation exists between wereblooded of

different climes. These alternate racial traits exist based on those environments:

Desert: These wereblooded tend to favor a san-dy-brown coloration ranging from almost white to light beige. Some have a slight reddish tint. All were-blooded clans of this environment realize the need for finding food and water is essential. Replace their Clan Racial Traits with this:

Desert Survivor: Desert wereblooded gain a +2 racial bonus on Survival checks.

Mountains: These wereblooded tend to favor a grey coloration ranging from a pale slate to charcoal. These wereblooded realize the need for ambush can outweigh the need for speed. Replace their Clan Ra-cial Traits with this:

Silent Hunter: Mountain wereblooded reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Swamp: These wereblooded tend to favor a dark-er coloration ranging from a grey-black to a deep mahogany. Wereblooded of all clans native to this terrain replace their Clan Racial traits with the fol-lowing:

Camouflage: Within forested or marsh ter-rain, Swamp wereblooded gain a +4 racial bonus on Stealth checks.

Plagueborn: Swamp wereblooded gain a +2 ra-cial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.

SubtypesCheetah: The cheetah subtype of the felis were-

blooded are somewhat weaker than their clanmates, losing their Moon-Kissed Damage Resistance quality but gaining one of the following abilities:

Fast: Cheetah wereblooded gain a +10 feet racial bonus to movement.

Terrain Stride: Cheetah wereblooded choose a ranger favored terrain type. They can move through natural difficult terrain at their nor-mal speed while within the chosen terrain. Magically altered terrain affects them nor-mally.

Coyote: Eloquent tricksters, the coyote subtype of the lupis wereblooded are also somewhat weaker than their clanmates, losing their Moon-Kissed Dam-age Resistance quality but gaining one of the follow-ing abilities:

Integrated: Coyote wereblooded gain a +1 bo-nus on Bluff, Disguise, and Knowledge (local) checks.

Emissary: Once per day, coyote wereblooded can roll twice when making a Bluff or Diplomacy check and take the better roll.

Polar Bear: Accustomed to the climate of the frozen extremes, polar bear wereblooded are tough, like their clanmates, but in a different way, losing their Moon-Kissed Damage Resistance quality but gaining one of the following abilities:

Boreas Gift: Polar bear wereblooded may use en-dure elements as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.

Tundra Dweller*: Polar bear wereblooded gain a +1 bonus on Knowledge (nature) and Survival checks made in frozen or arctic environments. (*Tundra Dweller is a racial trait created in this text.)

Favored Class OptionsThe following options are available to all were-

blooded who have the listed favored class, and un-less otherwise stated, the bonus applies each time you select the listed favored class reward.

Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using a mutagen.

Barbarian: Wereblooded add +1 to the barbar-ian’s total number of rage rounds per day.

Bard: Wereblooded add +1 to the bard’s total number of bardic performance rounds per day.

Cavalier: The cavalier’s mount gains +1/2 of a new trick. If the mount is replaced, the replacement mount knows these new tricks.

Cleric: Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, mon-strous humanoid, and shapechanger types.

Druid: Wereblooded gain +1/4 wild shape per day.

Fighter & Gunslinger: Wereblooded gain 1/6th of the Toughness, Endurance, or Diehard feats.

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New Incantation

Claim the Ravenous Hunter’s Form

“It burst from the trees, eyes yellow and cunning, with claws stained with gore to the elbow. At first we thought it might be a dire wolf, but it picked up one of the tree trunks we’d cut for the bridge and threw it into a group of men. As it howled, a chill shook my very stones. I was certain we would all die that night.”

School transmutation; Effective Level 8th

Skill Check Heal and Knowledge (na-ture) DC 18, 8 successes

Casting Time 80 minutes

Components F, M, S, V

Focus—A silver and mithral inlaid dire wolf fang, sharpened to a point and costing 5,000 gp.

Material Components—A mixture of opal dust and giant’s blood (worth 500 gp).

Other—Must be cast on the night of the full moon

Secondary Casters—Up to 10 secondary per-formers may assist the primary performer.

Range Touch

Target A single individual, may be the primary caster

Duration 12 hours or sunrise, whichever comes first

Saving Throw Fort (harmless) SR yes

This ritual requires the performers to ceremoni-ally paint the target’s body with the material com-ponents under the light of a full moon while making the skill checks. Then, upon completion, the target ingests the remainder of the opal-blood mixture. At this point, all performers suffer Backlash.

Success indicates the target is transformed into an enormous wolf hybrid. The target’s height imme-diately doubles, and the target’s weight increases by a factor of eight. This increase changes the target’s size category to the next larger one. The target gains a +4 size bonus to Strength and Constitution and takes a -2 penalty to Dexterity. The target gains a +4 enhancement bonus to natural armor, a +15-foot enhancement bonus to their movement rate, DR 10/silver, a bite and two claw attacks (with damage as per the below table), and the multiattack feat.

The target cannot converse or cast spells while in this form without the Natural Spell or Silent Spell feats. The target’s space, reach, and size modifier for AC and attacks changes as appropriate to the new size category.

If unable to grow appropriately, the target at-tain the maximum possible size for the available space and may make a Strength check (using the in-creased Strength score) to burst any barriers in the process. Failure indicates the target is constrained without harm by the enclosing materials; the spell cannot crush the target through an increase in size. If freed before the spell expires, the target grows to the proper size.

Target New Size Claws BiteTiny 1d4 1d6Small 1d6 1d8Medium 1d8 2d6Large 2d6 3d6Huge 3d6 4d6Colossal 4d6 6d6

BacklashAll performers participating in this incantation

are confused, as per the status condition, for 10 minutes following its completion, even if they are the incantation target. They are also cursed with Unluck (Pathfinder RPG Core Rulebook).

FailureFailing three skill checks during the incanta-

tion causes it to fail completely. All performers still suffer backlash, but also transform into the hybrid form, becoming confused for the duration of the spell. They become violently angry, seeking out others and attacking them. If there are multiple per-formers, they attack each other. At the GM’s discre-tion, performers become NPCs under the control of the GM until the effect concludes. Those affected by the incantation’s failure do not remember the events which occur while transformed.

ConstructionBase 32 -1 multiple skill checks -4 Full Moon

requirement -1 expensive focus -1 expensive com-ponent -2 secondary performers -2 Med->close -2 Close->touch +2 Rounds->Min +4 Min->Hours -2 Performer is confused for 10 minutes upon comple-tion -4 Performer is cursed with Unluck -1 Affects Secondaries.

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Some GMs may wish a more kickass version of the wereblooded for their campaigns. If you desire such, make the wereblooded monstrous humanoids rather than standard humanoids, and use the follow-ing to racial statistics to represent a more animalistic, fearsome wereblooded. These wereblooded should exhibit more obvious animalistic features, such as the head of their lycanthrope parent’s hybrid form, furry arms, furry legs, and claws. Additionally, they receive a natural attack.

Monstrous wereblooded are an Advanced Power Level Race, but they can be made into a Standard Power Level Race by removing their natural attack and reducing their base speed by 10 feet by eliminat-ing the Fast Racial Trait.

Alternate Race TraitsAlternate Race Traits based on terrain remain un-

changed between humanoid and monstrous human-oid versions of the wereblooded.

SubtypesFor monstrous wereblooded, there are slight dif-

ferences in the variant race traits based on subtypes.

Cheetah: The cheetah subtype of the felis were-blooded are somewhat weaker than their clanmates, losing their Moon-Touched Damage Resistance qual-ity but gaining the following ability:

Fleet-Footed: Cheetah wereblooded receive Run as a bonus feat and a +2 racial bonus on initia-tive checks.

Coyote: Eloquent tricksters, the coyote subtype of the lupis wereblooded are also somewhat weaker than their clanmates, losing their Moon-Touched Damage Resistance quality but gaining the follow-ing abilities:

Oracle: Add +1/2 to the oracle’s level for the pur-pose of determining the effects of the oracle’s curse ability.

Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).

Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts.

Rogue: The rogue gains a +1/2 bonus on Disable Device and Stealth checks related to outdoor and natural settings.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The

sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.

Witch: Add +1 hit point to the total of the witch’s familiar.

Wizard: When casting wizard transmutation spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.

Inquisitor & Magus: Add a +1 bonus on concen-tration checks when casting spells.

Monk: Add +1/5 to the monk’s level when deter-mining unarmed strike damage.

Monstrous Wereblooded

Monstrous Wereblooded Racial Traits+2 Constitution, (+2 to either Dexterity or Strength,

depending on Clan), -2 Charisma: Monstrous wereblooded are hearty and either nimble or strong, but aloof and cautious.

Type: Monstrous wereblooded are considered monstrous humanoids.

Medium: Monstrous wereblooded are Medium creatures and receive no bonuses or penalties due to their size.

Base Movement: Monstrous wereblooded have a base speed of 40 feet, unless altered by clan.

Darkvision: Monstrous wereblooded can see in the dark up to 60 feet.

Languages: Monstrous wereblooded speak Common or another racial language, if their mundane parent was of that race.

Moon-Touched Damage Resistance: Monstrous were-blooded have DR 5/silver.

Stalker: Perception and Stealth are always class skills for monstrous wereblooded.

Chosen Clan: Monstrous wereblooded have ra-cial traits based on their clan: felis, lupis, or ursus. Bite: Monstrous wereblooded have a natural bite at-tack that deals 1d3 points of damage.

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Beguiling Liar: Coyote wereblooded gain a +4 ra-cial bonus on Bluff checks to convince an op-ponent that what they are saying is true when they tell a lie.

Emissary: Once per day, coyote wereblooded can roll twice when making a Bluff or Diplomacy check and take the better roll.

Polar Bear: Accustomed to the climate of the frozen extremes, polar bear wereblooded are tough, like their clanmates, but in a different way, losing their Moon-Touched Damage Resistance quality but gaining the following abilities:

Boreas’ Gift: Polar bear wereblooded may use endure elements as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.

Tundra Runner: Polar bear wereblooded receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaus-tion, as well as any other ill effects from run-ning, forced marches, starvation, thirst, and hot or cold environments.

Favored Class OptionsFavored class options remain unchanged between

monstrous and humanoid wereblooded.

Monstrous WerebloodedTypeMonstrous Humanoid 3 RP

SizeMedium 0 RP

Base SpeedNormal 0 RP

Ability Score ModifiersSpecialized (+2 Con, +2 (Str/Dex), -2 Cha) 1 RP

LanguagesStandard 0 RP

Racial Traits Defense Racial Traits Moon-Touched Damage Resistance (DR 5/silver) 3 RP

Senses Racial Traits Darkvision 60 Feet -- RP

Feat and Skill Racial Traits Stalker 1 RP

Movement Racial Traits Fast 1 RP

Offense Racial Traits Bite 1RP

Clan Racial Traits Varies (See below) 2 RP

Total 12 RP

(Monstrous wereblooded are an Advanced Power Level race.)

Clan Racial TraitsFelis Racial Traits

• Musttake+2toDexterity• Cat’sLuck 1RP

Once per day, when a felis monstrous wereblooded makesaReflexsavingthrow,itcanrollthesavingthrowtwice and take the better result. It must decide to use this ability before attempting the saving throw.

• Sprinter 1RP

Felis monstrous wereblooded gain a +10 foot racial bonus to their speed when using the charge, run, or with-draw actions.

Lupis Racial Traits

• Maytake+2DexterityorStrength• Fast(+10feet) 1RP• SkillTraining 1RP

Survival and Knowledge (nature) are always consid-ered class skills for lupis monstrous wereblooded.

Ursus Racial Traits

• Musttake+2Strength• Fearless 1RP

Ursus monstrous wereblooded gain a +2 racial bonus on all saving throws against fear effects.

• Relentless 1RP

Ursus monstrous wereblooded gain a +2 bonus on com-bat maneuver checks made to bull rush or overrun an op-ponent. This bonus only applies while both the monstrous wereblooded and its opponent are standing on the ground.

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It’s always easier to incorporate a rare breed or hybrid into the campaign when an NPC smoothes the way. Then, with entertaining interactions or an action-packed story laying the foundation, it be-comes easy to see how a race like the wereblooded could have existed all along, in the shadows and on the fringe, just waiting for the right moment to ap-pear.

The BurglarGreedy, temperamental, and reckless, Sabra of-

fers a look at an antisocial wereblooded felis char-acter who takes what she wants and remains an out-sider within the urban environment.

SabraDaughter of Katja Four-Named CR 2XP 600Female wereblooded felis rogue 3CN Medium humanoid (wereblooded felis)

Init +7; Senses low-light; Perception +6

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 24 (3d8+6)

Fort +4, Ref +7 (+1 bonus vs. traps), Will +4

Defensive Abilities evasion, trap sense; DR 2/silver

Offense

Speed 30 ft. (sprinter)

Melee mwk kukri +6 (1d4+2/x3)

Ranged shortbow +5 (1d8/x3)

Special Attacks sneak attack +2d6

Statistics

Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 6

Base Atk +2; CMB +4; CMD 17

Feats Exotic Weapon Proficiency (kukri), Improved Initiative, Iron Will, Weapon Finesse

Skills Acrobatics +9, Appraise +7, Bluff +4, Climb +8, Disable Device +8, Escape Artist +9, Perception +6 (+7 to locate traps), Sense Motive +6, Sleight of Hand +9, Stealth +9, Survival +3

Languages Common, Elven

SQ rogue talents (combat trick), trapfinding +1

Combat Gear masterwork kukri, cloak of resistance +1, potion of healing, chain shirt, masterwork thieves’ tools, explorer’s outfit, backpack, bedroll, grappling hook, short bow & 30 arrows, 50 ft. silk rope.

Special Abilities

Cat’s Luck Once per day, when Sabra makes a Reflex saving throw, she can roll the saving throw twice and take the better result. She must decide to use this ability before attempting the saving throw.

Evasion (Ex) If Sabra succeeds at a Reflex save for half damage, she takes none instead.

Improved Unarmed Strike Unarmed strikes don’t cause attacks of opportunity, and they can be le-thal.

Sprinter Sabra gains a +10 foot racial bonus to her speed when using the charge, run, or withdraw actions.

Sneak Attack Sabra’s attacks inflict an additional +2d6 damage if Sabra flanks her target or her tar-get is flat-footed.

Trap Sense (Ex) Sabra has a +1 bonus on reflex saves and AC against traps.

Sample Wereblooded

Monstrous Sabra

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Trapfinding: Sabra has a +1 bonus to find or disable traps, including magical ones.

Description

With blonde hair and pointed ears, one easily mistakes the 5-foot, 6-inch Sabra for an elf or half-elf (from her elven parent), but her bright cat’s eyes indicate she is something different. She is short-tem-pered, aloof, and mercurial—traits which make her unwelcome and distrusted by most thieves’ guilds, despite her obvious talents and combat prowess. She tends to spend her ill-gotten gains on creature com-forts and good food, preferring to live for the mo-ment, rather than prepare for the future.

Story Seeds

There are several ways Sabra might appear in your campaign. Here are two options.

Gemstones Are a Catgirl’s…Recently, a rash of gem heists has local authori-

ties looking for a lone thief who has shrugged off blows and defeated groups of veteran guards. But the word on the street is that the characters have re-turned from their latest adventure with a spectacular cache of precious stones. How will the party respond when Sabra engineers the theft of the gems as they’re being appraised, or as the group travels to sell them? Is it worth hunting down a dedicated burglar for re-

Monstrous Wereblooded BurglarGreedy, temperamental, and reckless, Sabra offers a

look at an antisocial felis monstrous wereblooded character who takes what she wants and remains an outsider within the urban environment.

SabraDaughter of Katja Four-Named CR 3XP 800Female monstrous wereblooded felis rogue 3CN Medium monstrous humanoid (monstrous wereblood-

ed felis)

Init +7; Senses Darkvision 60 ft., Perception +6

Defense

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)

hp 24 (3d8+6)

Fort +4, Ref +7 (+1 bonus vs. traps), Will +4

Defensive Abilities evasion, trap sense; DR 5/silver

Offense

Speed 40 ft. (sprinter)

Melee mwk kukri +6 (1d4+2/x3) or bite +5 (1d3 + 2)

Ranged shortbow +5 (1d8/x3)

Special Attacks sneak attack +2d6

Statistics

Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 6

Base Atk +2; CMB +4; CMD 17

FeatsExoticWeaponProficiency(kukri),ImprovedInitia-tive, Iron Will, Weapon Finesse

Skills Acrobatics +9, Appraise +7, Bluff +4, Climb +8, Disable Device +8, Escape Artist +9, Perception +6

(+7 to locate traps), Sense Motive +6, Sleight of Hand +9, Stealth +9, Survival +3

Languages Common, Elven

SQroguetalents(combattrick),trapfinding+1

Gear masterwork kukri, cloak of resistance +1, potion of healing, chain shirt,masterwork thieves’ tools, ex-plorer’soutfit,backpack,bedroll,grapplinghook,shortbow & 30 arrows, 50 ft. silk rope.

Special Abilities

Cat’s LuckOnceperday,whenSabramakesaReflexsav-ing throw, she can roll the saving throw twice and take the better result. She must decide to use this ability be-fore attempting the saving throw.

Evasion (Ex)If SabrasucceedsataReflexsaveforhalf damage, she takes none instead.

Improved Unarmed StrikeUnarmedstrikesdon’tcauseattacks of opportunity, and they can be lethal.

Sprinter Sabra gains a +10 foot racial bonus to her speed when using the charge, run, or withdraw actions.

Sneak Attack Sabra’s attacks inflict an additional +2d6damageif Sabraflankshertargetorhertargetisflat-footed.

Trap Sense (Ex)Sabrahasa+1bonusonreflexsavesandAC against traps.

TrapfindingSabrahasa+1bonustofindordisabletraps,including magical ones.

Description

Sabrahasafelineheadandgreencat’seyes.Sheisshort-tempered, aloof, and mercurial—which makes her unwel-come and distrusted bymost thieves’ guilds, despite herobvious talents and combat prowess. She tends to spend her ill-gotten gains on creature comforts and good food, preferring to live for the moment, rather than prepare for the future.

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14

venge, or can they force her to return the loot before its fenced?

Cat on a Hot Inn RoofAs the characters leave a tavern after a late sum-

mer’s night of carousing, they hear shouts and the sounds of pursuit. However, the streets seem emp-ty. A tile clatters to the flagstones, and the PCs see a chase taking place across the rooftops and gables, as Sabra is pursued by monstrous guardians of a temple sanctuary. If the party is willing to help her, the wereblooded explains how she’s discovered a hidden entrance to a secret temple in the city’s cata-combs dedicated to a secret mystery cult of the un-derworld. It’s flush with treasure, if the right people are willing to acquire it. The party members have shown they can handle a weapon, but are they ready to handle what lies beneath the streets?

The FrontiersmanFyodor is an independent and stubborn were-

blooded polar bear ursus, who roams the edge of civilization, enjoying its fruits when he wants, and leaving the town limits for the wilderness when peo-ple irritate him.

Fyodor, son of Yuri Seven-Named CR 6XP 2,400Male wereblooded polar bear ursus barbarian 7CN Medium humanoid (wereblooded ursus)

Init +5; Senses darkvision 60ft; Perception +11

Defense

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)

hp 75 (7d12+21)

Fort +9, Ref +4 (+2 bonus vs. traps), Will +6

Defensive Abilities boreas’ gift, improved uncanny dodge, trap sense; DR 2/—

Offense

Speed 40 ft.

Melee +1 two-handed sword +12 (2d6+7/x3)

Ranged Composite shortbow +8(1d6+4/x3)

Special Attacks power attack (-2/+4), rage (30 rounds/day)

Statistics

Str 18, Dex 13, Con 16, Int 10, Wis 12, Cha 6

Base Atk +7; CMB +11 (+13 vs Bull Rush or Overrun); CMD 22 (24 vs Bull Rush or Overrun)

Feats Extra Rage, Improved Initiative, Iron Will, Power Attack, Vital Strike

Skills Acrobatics +11 (+15 jump), Climb +10, Intimi-date +3, Perception +11, Stealth +11, Survival +11, Swim +11

Languages Common

SQ fast movement +10, rage powers (brawler, guard-ed life, renewed vigor 1d8+2 hp [1/day])

Combat Gear potions of cure moderate wounds (2); Other Gear +1 two-handed sword, cloak of resistance +1, chain shirt +1, swan boat feather token, winter clothing, backpack, bedroll, dagger, light morning star, short bow & 30 arrows, 50 ft. silk rope.

Special Abilities

Boreas’ Gift Fyodor uses endure elements as a spell-like ability once per day (CL 7).

Brawler While raging, Fyodor is treated as if he has Improved Unarmed Strike. If he already has the feat, his unarmed strikes deal 1d6 points of dam-age.

Damage Reduction (2/-) Fyodor has Damage Reduc-tion against all attacks.

Fast Movement (Ex) Fyodor gains +10 feet to speed, unless heavily loaded.

Fearless Fyodor gains a +2 racial bonus on all saving throws against fear effects.

Monstrous Fyodor

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Monstrous Wereblooded FrontiersmanFyodor is an independent and stubborn wereblooded

ursus, who roams the edge of civilization, enjoying its fruits when he wants, and leaving the town limits for the wilder-ness when people irritate him.

Fyodor, son of Yuri Seven-Named CR 7XP 3,200Male monstrous wereblooded polar bear ursus barbarian 7CN Medium monstrous humanoid (monstrous wereblood-

ed ursus)

Init +5; Senses Darkvision 60ft; Perception +11

Defense

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)

hp 75 (7d12+21)

Fort +9, Ref +4 (+2 bonus vs. traps), Will +6

Defensive Abilitiesboreas’gift,improveduncannydodge,trap sense, tundra runner; DR 2/—

Offense

Speed 50 ft.

Melee +1 two-handed sword +12 (2d6+7/x3) or bite +11 (1d3 + 4)

Ranged Composite shortbow +8(1d6+4/x3)

Special Attacks power attack (-2/+4), rage (30 rounds/day)

Statistics

Str 18, Dex 13, Con 16, Int 10, Wis 12, Cha 6

Base Atk +7; CMB +11 (+13 vs Bull Rush or Overrun); CMD 22 (24 vs Bull Rush or Overrun)

Feats Extra Rage, Improved Initiative, Iron Will, Power Attack, Vital Strike

Skills Acrobatics +11 (+15 jump), Climb +10, Intimidate +3, Perception +11, Stealth +11, Survival +11, Swim +11

Languages Common

SQ fast movement +10, rage powers (brawler, guarded life, renewed vigor 1d8+2 hp [1/day])

Combat Gear potions of cure moderate wounds (2); Oth-er Gear +1 two-handed sword, cloak of resistance +1, chain shirt +1, swan boat feather token, winter cloth-ing, backpack, bedroll, dagger, light morning star, short bow & 30 arrows, 50 ft. silk rope.

Special Abilities

Boreas’ Gift Fyodor uses endure elements as a spell-like ability once per day (CL 7).

Brawler While raging, Fyodor is treated as if he has Im-proved Unarmed Strike. If he already has the feat, his unarmed strikes deal 1d6 points of damage.

Damage Reduction (2/-) Fyodor has Damage Reduction against all attacks.

Fast Movement (Ex) Fyodor gains +10 feet to speed, un-less heavily loaded.

Fearless Fyodor gains a +2 racial bonus on all saving throws against fear effects.

Guarded Life (7 hp) (Ex) If reduced below 0 hp, Fyodor converts some damage to non-lethal and auto-stabilizes.

Improved Uncanny Dodge (Ex) Fyodor retains his Dex-teritybonustoACwhenflat-footed.FyodorcannotbeflankedunlesstheattackerisLevel11+.

Power Attack Fyodor can subtract 2 from his attack roll to add 4 to his damage.

Rage (30 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Relentless Fyodor gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both Fyodor and his oppo-nent are standing on the ground.

Renewed Vigor 1d8+2 Hp (1/day) (Ex) As a standard ac-tion while raging, Fyodor can heal himself the listed amount.

Trap Sense (Ex) Fyodor has a +2 bo-nus on reflex saves and AC against traps. Vital Strike By taking a standard action to attack, Fyo-dor uses x2 weapon damage dice.

Tundra Runner Fyodor receives a +4 racial bo-nus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any oth-er ill effects from running, forced marches, star-vation, thirst, and hot or cold environments. Design Note: Fyodor has six levels of monstrous were-blooded (as wereblooded) Barbarian Favored Class Benefits,andonelevelof extraskillpoints.

Description

Standing just a sliver less than six-foot tall, Fyodor has the head of a polar bear and hands ending in white-furred claws. His solid-black eyes glitter and show emotion well when Fyodor is angry or laughs, though they disconcert many outsiders. He almost never removes his chain shirt, and seems to ignore the cold weather so common in his homeland. He tends to ignore what others say about the weather,anddoesn’ttoleratecomplaints,makinghimun-popularwithmost.Thefactthathelovesbadpunsdoesn’thelp, either.

15

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Guarded Life (7 hp) (Ex) If reduced below 0 hp, Fyodor converts some damage to non-lethal and auto-stabilizes.

Improved Uncanny Dodge (Ex) Fyodor retains his Dexterity bonus to AC when flat-footed. Fyodor cannot be flanked unless the attacker is Level 11+.

Power Attack Fyodor can subtract 2 from his attack roll to add 4 to his damage.

Rage (30 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Relentless Fyodor gains a +2 bonus on combat ma-neuver checks made to bull rush or overrun an opponent. This bonus only applies while both Fyodor and his opponent are standing on the ground.

Renewed Vigor 1d8+2 Hp (1/day) (Ex) As a standard action while raging, Fyo-dor can heal himself the listed amount. Trap Sense (Ex) Fyodor has a +2 bonus on reflex saves and AC against traps.

Vital Strike By taking a standard action to attack, Fyodor uses x2 weapon damage dice.

Description

Standing just a sliver less than six-foot tall, Fyodor has a round face, with a full, light gray beard which reaches his collarbones. He keeps his hair trimmed short, and were it not for his unlined face and great strength, he might be mistaken for a village elder. His solid-black eyes glitter and show emotion well when Fyodor is angry or laughs, though they disconcert many outsiders. He almost never removes his chain shirt, and seems to ignore the cold weather so com-mon in his homeland. He ignores what others say about the weather, and doesn’t tolerate complaints, making him unpopular with most. The fact that he loves bad puns doesn’t help, either.

Story Seeds

There are several ways Fyodor might appear in your campaign. Here are two options.

A Guide for All SeasonsThe characters seek out an ancient ruin located

in the far northern mountains inhabited by Fyodor and his mundane kin. With his particular talents and familiarity with the region, Fyodor makes the ideal guide, or so it would seem. The problem lies in the fact Fyodor doesn’t pay a lot of attention to where he goes—he usually just wanders around the general area for a while until he finds what he was looking for. Given his lack of consideration for others and low tolerance for bellyachers, it’s entirely possible Fyodor may simply leave the adventurers in the middle of the night, trudging off through the thick snow while they scramble to break camp.

A Likely Unwanted AllyWhen the party is lost and seeking shelter in the

unforgiving northlands, Fyodor appears out of the storm and leads them to a supply cache he keeps nearby. His presence and generosity have motives, however. He’s being pursued by something or some-one, and the characters are about to become un-witting allies in the defense of their recently-found sanctuary. How will the characters react when Fyo-dor jokes about how the attackers “finally arrived,” wondering “what took them so long.” Will they turn on their new friend when they realize what he’s led them into, or why the raiders are hunting him?

About the AuthorEnnie-award winning designer Ben McFarland

labors in his mystic tower stronghold to the mourn-ful cries of the nearby iron dragon, surrounded by tomes ancient and new. As of late, his hobbies in-clude scotch, exploring mysterious dreaming realms, crafting bits of clockwork, and exploring magic theo-ry—all with the support of his loving family.

Ben’s recent works include contributions to Kobold Press’ Midgard Tales and Deep Magic for Pathfinder RPG, Atlas Games’ Antagonists for Ars Magica, and that terrible siren, the Ars Magica fan-zine known as Sub Rosa. Rumors regarding his feelings towards playtest reports are greatly exag-gerated, but he always keeps an empty spindle on his wrought-iron fence.

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Open Game License v 1.0a Copyright 2001, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wiz-ards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on origi-nal material by E. Gary Gygax and Dave Arneson.

The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved The Book of Fiends, © 2003, Green Ronin Publishing; Au-thors Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. The Book of Hallowed Might. © 2002, Monte J. Cook

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Greene, based on original material by Gary Gygax.

Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Basidirond from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Peterson and Clark Peterson, based on original material by Gary Gygax.

Beetle, Slicer from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.

Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Dermot Jackson.

Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.

Caryatid Column from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.

Cave Fisher from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick

Crypt Thing from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.

Crystal Ooze from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Daemon, Ceustodaemon (Guardian Dae-mon) from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowall.

Daemon, Derghodaemon from the Tome of Hor-rors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Daemon, Hydrodaemon from the Tome of Hor-rors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax

Dark Creeper from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard.

Dark Stalker from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.

Death Worm from the Tome of Horrors, Re-

copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bul-mahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Erik Patrick Renie, Chris Sims, F. Wesley Sch-neider, James L. Sutter, and Russ Taylor, based on mate-rial by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on mate-rial by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors:Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bul-mahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Skreyn’s Register: The Bonds of Mag-ic. © 2002, Sean K Reynolds

Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer.

Amphisbaena from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Animal Lord from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Aurumvorax from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott

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vised, © 2002, Necromancer Games, Inc.; Au-thor Scott Greene and Erica Balsley.

Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells.

Demodand, Shaggy from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Demodand, Slimy from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Demodand, Tarry from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Demon, Nabasu from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Dire Corby from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham.

Disenchanter from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson.

Dracolisk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Dragon Horse from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax.

Dust Digger from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.

Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas Naismith.

Foo Creature from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone.

Froghemoth from the Tome of Horrors, Re-vised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax

Giant Slug from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Wizards of the Coast.

Gloomwing from the Tome of Horrors, Re-

vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Peter Brown.

Hangman Tree from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Erica Balsley, based on original material by Gary Gygax.

Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle.

Ice Golem from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene

Iron Cobra from the Tome of Horrors, Re-vised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters

Jackalwere from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth.

Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick.

Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Leprechaun from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.

Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax

Mite from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes

Mongrelman from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Necrophidius from the Tome of Horrors, Re-vised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook

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Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lewis Pulsipher.

Quickling from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Quickwood from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax.

Russet Mold from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson

Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson

Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White

Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth.

Slime Mold from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Slithering Tracker from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Soul Eater from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.

Spriggan from the Tome of Horrors, Revised, © 2002,

Necromancer Games, Inc.; Author Scott Greene and Erica Bals-ley, based on original material by Roger Moore and Gary Gygax.

Tenebrous Worm from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Tentamort from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Mike Roberts.

Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Russell Cole.

Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene.

Vegepygmy from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Wolf-In-Sheep’s-Clothing from the Tome of Hor-rors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Wood Golem from the Tome of Horrors, Re-vised. © 2002, Necromancer Games, Inc.; Au-thors: Scott Greene and Patrick Lawinger

Yellow Musk Creeper from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore

Yellow Musk Zombie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore

Yeti from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax

Zombie, Juju from the Tome of Horrors, Re-vised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawver-male, Ian S. Johnston, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb

Bite Me! Wereblood, Copyright 2013, Christina Stiles. Published by Misfit Studios; Author Ben McFarland; De-velopment by Mike Welham; Editing by Christina Stiles.

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