Fax Celestis
2007-01-14, 02:57 PM
The Loup du Noir is nature's wrath personified. By donning the skins of animals, he can acquire their traits and eventually transform into them.
They take their name from an old legend about werewolves, and indeed many of the Loup du Noir prefer the skins of wolves to other animals for their uses.
Abilities: Strength, Charisma, and Wisdom are key scores for you, though Constitution and Dexterity will prove useful for your close-quarters combat style.
Races: Loup du Noir come from all races, though there are more elves than others.
Alignment: Loup du Noir can be of any alignment.
HD: d8
Requirements
Abilities: Favored Enemy (humanoid (any type)), Woodland Stride
Feats: Animal Affinity
Skills: Handle Animal 8 ranks
Special: Must possess at least one animal pelt
Specifications
Class Skills (6+Int): Climb, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Spot, Survival
Proficiencies: A Loup du Noir gains no proficiencies.
Dedication (Su): At first level, a Loup du Noir chooses an animal pelt for which he has an affinity and dedicates it for his transformatory purposes. The pelt must be of an Animal of no more than two sizes smaller or one size larger (so that a Medium Loup du Noir could use as small as a Tiny pelt or as large as a Large one), and cannot be of a creature of HD exceeding the combined total of the Loup du Noir's class level plus his Charisma modifier. This pelt cannot be later altered (but see the Acquisition ability below). A pelt does not take up an item slot, but is drawn around the body like a cloak (if large enough) or around the forearm like a bracer (for smaller pelts).
A number of times per day equal to his Wisdom modifier plus his class level, a Loup du Noir can don this pelt and transform into the animal for a number of minutes equal to his Charisma modifier. The pelt merges with the skin of the Loup du Noir, subsuming all equipment into itself if there is any in the way.
While transformed, the Loup du Noir gains any (Ex) abilities that the animal may have. He also gains all racial skill bonuses, feats, natural armor bonus, ability adjustments, and speeds of the chosen animal. (You can find a creature's racial ability adjustment by subtracting ten from its ability score). Lastly, he gains the natural attacks of the animal. He retains his own ability scores but changes size and appearance into an average creature of the correct type.
This ability can only be used with pelts that belong to creatures of the Animal type. Activating and deactivating this ability is a standard action. A Loup du Noir cannot speak other than the sounds a normal animal of that type can make while in a Dedicated form, nor can he wear armor or use weaponry. Any equipment he carries melds into the new form and becomes ineffectual. Rings and amulets remain effective while the Loup du Noir is in a dedicated form.
When a Loup du Noir receives extra pelts (through the Extra Pelts feat or the Acquisition class feature), this ability can be activated with any pelt. The Loup du Noir does not receive activations per pelt; rather, he receives a total number of activations equal to his Wisdom modifier plus his class level, divided as he chooses between his pelts.
Combat Style (Ex): A Loup du Noir is so used to using natural weapons that he gains further ability with them. At 1st level, a Loup du Noir gains the Multiattack feat even if he doesn't qualify for it.
This ability improves at 4th level, granting a Loup du Noir a single extra attack with all primary natural attacks.
Finally, this ability reaches its apex at 7th level, granting a Loup du Noir iterative attacks as if he were not using natural weaponry with his primary natural attacks and a single extra attack with all secondary natural attacks.
Ranger Abilties: Levels of Loup du Noir stack with levels of Ranger for the purposes of determining the effects of wild empathy and the strength of his animal companion.
Scent (Ex): At 2nd level, a Loup du Noir's nose becomes a powerful sensory instrument. He gains scent 30'. If he changes into a shape that has scent or has scent already, this instead improves the range of that scent by 15'.
Acquisition (Su): Starting at 3rd level, a Loup du Noir can acquire new pelts for use with his Dedication ability. He may not have more pelts Dedicated at one time than his total Wisdom modifier plus one-half his class level. Dedicating a new pelt takes four hours of solitary meditation. A Loup du Noir cannot Dedicate the pelt of an animal he has not assisted in slaying. Acquired pelts must follow all rules set down under the Dedication ability.
Evasion (Ex): At 5th level, a Loup du Noir can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Loup du Noir is currently in a Dedicated shape. A helpless Loup du Noir does not gain the benefit of evasion.
Camouflage (Ex): At 5th level, a Loup du Noir can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Adaptation (Su): At 6th level, a Loup du Noir can speak any language he knows while in a Dedicated form. Furthermore, any magical properties of the following types of equipment are effective while the Loup du Noir is in a Dedicated shape: rings, amulet, helm, boots, and goggles.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Loup du Noir of 8th level or higher can use the Hide skill even while being observed.
Transformation (Su): At 8th level, a Loup du Noir's magical equipment remains partially effective while he is in a Dedicated shape. Any magical properties of the following types of equipment are effective while the Loup du Noir is in a Dedicated shape: amulet, ring, helm, boots, cloak, goggles, armor, and belt.
Improved Evasion (Ex): This ability works like evasion, except that while the Loup du Noir still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Loup du Noir does not gain the benefit of improved evasion.
Evolution (Su): At 10th level, a Loup du Noir can use his Dedication and Acquisition abilities with creatures of the Magical Beast type, though these count as two pelts when determining the total number of pelts held by the Loup du Noir.
{table=head]Level | BAB | Fort Save | Ref Save | Will Save | Special
1st | +0 | +2 | +2 | +0 | Dedication, Combat Style (Natural Weapons), Ranger Abilties
2nd | +1 | +3 | +3 | +0 | Scent
3rd | +2 | +3 | +3 | +1 | Acquisition
4th | +3 | +4 | +4 | +1 | Improved Combat Style (Natural Weapons)
5th | +3 | +4 | +4 | +1 | Evasion, Camouflage
6th | +4 | +5 | +5 | +2 | Adaptation
7th | +5 | +5 | +5 | +2 | Combat Style Mastery (Natural Weapons)
8th | +6 | +6 | +6 | +2 | Hide in Plain Sight, Transformation
9th | +6 | +6 | +6 | +3 | Improved Evasion
10th | +7 | +7 | +7 | +3 | Evolution[/table]
They take their name from an old legend about werewolves, and indeed many of the Loup du Noir prefer the skins of wolves to other animals for their uses.
Abilities: Strength, Charisma, and Wisdom are key scores for you, though Constitution and Dexterity will prove useful for your close-quarters combat style.
Races: Loup du Noir come from all races, though there are more elves than others.
Alignment: Loup du Noir can be of any alignment.
HD: d8
Requirements
Abilities: Favored Enemy (humanoid (any type)), Woodland Stride
Feats: Animal Affinity
Skills: Handle Animal 8 ranks
Special: Must possess at least one animal pelt
Specifications
Class Skills (6+Int): Climb, Craft, Escape Artist, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Nature), Listen, Move Silently, Spot, Survival
Proficiencies: A Loup du Noir gains no proficiencies.
Dedication (Su): At first level, a Loup du Noir chooses an animal pelt for which he has an affinity and dedicates it for his transformatory purposes. The pelt must be of an Animal of no more than two sizes smaller or one size larger (so that a Medium Loup du Noir could use as small as a Tiny pelt or as large as a Large one), and cannot be of a creature of HD exceeding the combined total of the Loup du Noir's class level plus his Charisma modifier. This pelt cannot be later altered (but see the Acquisition ability below). A pelt does not take up an item slot, but is drawn around the body like a cloak (if large enough) or around the forearm like a bracer (for smaller pelts).
A number of times per day equal to his Wisdom modifier plus his class level, a Loup du Noir can don this pelt and transform into the animal for a number of minutes equal to his Charisma modifier. The pelt merges with the skin of the Loup du Noir, subsuming all equipment into itself if there is any in the way.
While transformed, the Loup du Noir gains any (Ex) abilities that the animal may have. He also gains all racial skill bonuses, feats, natural armor bonus, ability adjustments, and speeds of the chosen animal. (You can find a creature's racial ability adjustment by subtracting ten from its ability score). Lastly, he gains the natural attacks of the animal. He retains his own ability scores but changes size and appearance into an average creature of the correct type.
This ability can only be used with pelts that belong to creatures of the Animal type. Activating and deactivating this ability is a standard action. A Loup du Noir cannot speak other than the sounds a normal animal of that type can make while in a Dedicated form, nor can he wear armor or use weaponry. Any equipment he carries melds into the new form and becomes ineffectual. Rings and amulets remain effective while the Loup du Noir is in a dedicated form.
When a Loup du Noir receives extra pelts (through the Extra Pelts feat or the Acquisition class feature), this ability can be activated with any pelt. The Loup du Noir does not receive activations per pelt; rather, he receives a total number of activations equal to his Wisdom modifier plus his class level, divided as he chooses between his pelts.
Combat Style (Ex): A Loup du Noir is so used to using natural weapons that he gains further ability with them. At 1st level, a Loup du Noir gains the Multiattack feat even if he doesn't qualify for it.
This ability improves at 4th level, granting a Loup du Noir a single extra attack with all primary natural attacks.
Finally, this ability reaches its apex at 7th level, granting a Loup du Noir iterative attacks as if he were not using natural weaponry with his primary natural attacks and a single extra attack with all secondary natural attacks.
Ranger Abilties: Levels of Loup du Noir stack with levels of Ranger for the purposes of determining the effects of wild empathy and the strength of his animal companion.
Scent (Ex): At 2nd level, a Loup du Noir's nose becomes a powerful sensory instrument. He gains scent 30'. If he changes into a shape that has scent or has scent already, this instead improves the range of that scent by 15'.
Acquisition (Su): Starting at 3rd level, a Loup du Noir can acquire new pelts for use with his Dedication ability. He may not have more pelts Dedicated at one time than his total Wisdom modifier plus one-half his class level. Dedicating a new pelt takes four hours of solitary meditation. A Loup du Noir cannot Dedicate the pelt of an animal he has not assisted in slaying. Acquired pelts must follow all rules set down under the Dedication ability.
Evasion (Ex): At 5th level, a Loup du Noir can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Loup du Noir is currently in a Dedicated shape. A helpless Loup du Noir does not gain the benefit of evasion.
Camouflage (Ex): At 5th level, a Loup du Noir can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Adaptation (Su): At 6th level, a Loup du Noir can speak any language he knows while in a Dedicated form. Furthermore, any magical properties of the following types of equipment are effective while the Loup du Noir is in a Dedicated shape: rings, amulet, helm, boots, and goggles.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a Loup du Noir of 8th level or higher can use the Hide skill even while being observed.
Transformation (Su): At 8th level, a Loup du Noir's magical equipment remains partially effective while he is in a Dedicated shape. Any magical properties of the following types of equipment are effective while the Loup du Noir is in a Dedicated shape: amulet, ring, helm, boots, cloak, goggles, armor, and belt.
Improved Evasion (Ex): This ability works like evasion, except that while the Loup du Noir still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Loup du Noir does not gain the benefit of improved evasion.
Evolution (Su): At 10th level, a Loup du Noir can use his Dedication and Acquisition abilities with creatures of the Magical Beast type, though these count as two pelts when determining the total number of pelts held by the Loup du Noir.
{table=head]Level | BAB | Fort Save | Ref Save | Will Save | Special
1st | +0 | +2 | +2 | +0 | Dedication, Combat Style (Natural Weapons), Ranger Abilties
2nd | +1 | +3 | +3 | +0 | Scent
3rd | +2 | +3 | +3 | +1 | Acquisition
4th | +3 | +4 | +4 | +1 | Improved Combat Style (Natural Weapons)
5th | +3 | +4 | +4 | +1 | Evasion, Camouflage
6th | +4 | +5 | +5 | +2 | Adaptation
7th | +5 | +5 | +5 | +2 | Combat Style Mastery (Natural Weapons)
8th | +6 | +6 | +6 | +2 | Hide in Plain Sight, Transformation
9th | +6 | +6 | +6 | +3 | Improved Evasion
10th | +7 | +7 | +7 | +3 | Evolution[/table]