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Lycanthrope: Stay back! I dont like pain!

Class Traits:
Role: Striker Power Source: Shadow Key Abilities: Dexterity, Strength, Wisdom Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, simple ranged Implement Proficiencies: Ki focus Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st Level: 12+Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7+Constitution modifier Trained Skills: Choose five trained skills from the list below. Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex)

Heroic Lycanthrope
Level 1 Wolf Within: You gain the Werewolf Shape power. In addition you gain the shapechanger subtype. As such, you are subject to effects that affect shapechangers. You also grant combat advantage to any enemy attacking you with a silvered weapon or implement. You are also immune to the moon frenzy disease. Wild Defenses: While wearing no armor and not wielding a shield, you gain a +3 bonus to AC. Unstable Control: The first time you are bloodied or critically hit in an encounter you use Werewolf Shape as a free action. Additionally, until level 3, whenever you are struck by an attack you must roll a saving throw with a bonus equal to your Wisdom modifier, if you fail this saving throw you use Werewolf Shape as a free action, and are treated as bloodied until the start of your next turn. While bloodied and in this form, allies provoke opportunity attacks from you, and you must make opportunity attacks against all targets that provoke them. Also while bloodied you gain regeneration equal to your Strength modifier, being hit with a silvered weapon turns off this regeneration until the end of your next turn. Predatory Bloodlust: You gain a bonus to damage against bloodied creatures and creatures granting combat advantage. This bonus is equal to your Strength modifier. In addition when you bloody a creature you may deal 1d6 untyped damage as a free action against it. This damage increases to 2d6 at level 11 and 3d6 at level 21. While you are bloodied you gain a +2 bonus to damage rolls, this bonus increases to +4 if while bloodied you attack a bloodied creature. This bonus increases to +4/+8 at level 11 and +6/+12 at level 21.

At-Wills: Choose three of the powers below, at least one but no more than two of these powers must have the beast form keyword. Werewolf Shape
Encounter * Polymorph, Shadow Immediate interrupt Personal Trigger: You are bloodied, the victim of a critical hit, or fail a saving throw. Effect: You change from your humanoid form to a werewolf form. This form lasts until the end of the encounter or until you fall unconscious. While you are in werewolf form you cant use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. The werewolf form resembles a hybrid of man and wolf; it is your size and doesnt normally change your game statistics or movement modes. Your equipment does not become part of your body and you dont drop anything you are holding when you change. You continue to gain the benefits of the equipment you wear. You gain a +1 bonus to speed and a bite and two claw weapons. Both have a proficiency bonus of +3, the bite deals 1d10 and the claws deal 1d8 and have the offhand property. You can use the properties and the powers of implements as well as magic items that you wear. Any nonmagical armor you wear is destroyed in the transformation, unless you make a Dexterity check to remove it during the transformation. The DC is equal to 10+half your level+half the damage you have taken this round.

Wolf Bite
At-will * Beast form, Implement, Shadow Standard action Melee 1 Target: One creature Attack: Dexterity vs. AC Hit: 1d10+Dexterity modifer. If the target was granting combat advantage you may knock it prone. Level 21: 2d10+Dexterity modifer damage. Special: You may use this attack in place of a melee basic attack

Frenzy
At-will * Beast form, Implement, Shadow Standard action Melee 1 Target: One or two creatures Attack: Dexterity vs. Reflex, two attacks Hit: 1d8 damage. Level 21: 2d8 damage.

New to Fighting
At-will * Martial Standard action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W]+Dexterity modifier damage, and you grant combat advantage to the target until the start of your next turn. Miss: You grant combat advantage to all creatures until the start of your next turn. Level 5: 1[W]+Dexterity modifier damage, and the target grants combat advantage to you until the end of your next turn. Level 21: 2[W]+Dexterity modifier damage.

Encounter Power: Directed Fury


Encounter * Beast form, Implement, Shadow Standard action Melee 1 Target: One creature Attack: Dexterity vs. Reflex, two attacks Hit: 1d8+Dexterity modifier damage. Effect: If the first attack hits, the second attack deals additional damage equal to your Strength modifier.

Daily Power: Unleashed Savagery


Daily * Beast form, Implement, Shadow Standard action Melee 1 Target: One creature Attack: Dexterity vs. Reflex Hit: 2d12+Dexterity modifier damage, and the target grants combat advantage to you until the end of your turn. Effect: Until the end of the encounter or until you are no longer in Werewolf form, you gain a +2 power bonus to hit and a +2 power bonus to speed.

Level 2 Utility Power: Savage Power


Encounter * Shadow Minor action Personal Effect: You gain a +5 power bonus to Athletics, Acrobatics, and Stealth checks until the end of your next turn.

Level 3 Encounter Power: Vicious Rip


Encounter * Beast form, Implement, Shadow Standard action Melee 1 Target: One creature Attack: Dexterity vs. Fortitude Hit: 2d10+Dexterity modifier damage, if the target is bloodied this attack deals an additional 1d10 damage.

Level 4 Ability Increases: Two ability scores of your choice increase by one. Feral Senses: You gain a +2 bonus to perception checks and can track creatures using scent. Level 5 Daily Power:

Lunar Rage
Daily * Beast form, Implement, Shadow Standard action Melee 1 Target: One creature Attack: Dexterity vs. Reflex Hit: 5d6+Dexterity modifier. Effect: Until the end of the encounter, you gain a +4 power bonus to damage rolls, resist 5, and can shift your speed as a move action.

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